;)
I do not care about the balance concerns. I've said frequently that I trust you. I said expressly that I would do whatever you wanted and it was just my opinion on the matter. I care about the tone. The word choice. The lashing out. I care that when another player had a concern the reaction was to help find a solution. But that when I had one the reaction was 'stop b*$!!ing'. That the word choices that you immediately went to were so derogatory. That you took a small disagreement and turned it into 'stop b$%%~ing or leave'. That you chose to attack me as a person rather than pointing out the situation. That you chose to, after doing both of those things say 'im thinking about ending the game anyway.' and then that you added another Nerf onto the end of that as punctuation. You've been a wonderful dm, but the unbridled animosity of the last few reactions to me tell me that you don't want me to stay and view me as a problem that needs correcting. And maybe I deserve that. Maybe I've earned it. Lord knows I'm neurotic about how much I complain, but my only solution for that is to no longer be a part of discussions. To sit out. To no longer be part of that. Just please don't pretend this is a balance concern. Because it's the way you just treated me.
;)
I will not stay in a place where someone tells me 'shut up or leave .' I will not stay in a place where my concerns are written off as inflammatory. Where my opinions are just me being a munchkin. Where someone I thought was my friend, at some point, started thinking that I just b#&!% Everytime something doesn't go my way. I will not stay where I am dismissed to the point that I no longer feel like you view me as a human, but instead as a responsibility. If the way you reacted to me asking what I could do to help improve the situation is any indication, the game is better for having lost me. I'm sorry to have burdened you so.
I feel that there's a strong consistency amongst the works we've seen so far to have this 'dirty cloth/old paper' look for a considerable swath of the character's outfits. Harsk, Ezren, and Amiri all three have really dull armor on their limbs, leaving attention to those things to be additionally difficult in scenes, when those should be the focus of scenes, given that they're where the 'action' of a body happens. I don't know, to me they just feel... drab, or dingy due to those portions of their gear. Given that character books usually have that as the background, they might 'sink into the page' unless you make the effort to give them a colored (or stark white) backdrop. Are you worried that your iconics won't really stand out very well on any background that isn't a bright, unnatural color?
There are two forms, the full book, which I downloaded previously, and still have on my external hard drive, and the 'work in progress' version that is three little separate booklets for each class. For some reason, the WIP version is the only version of the book now available in my downloads. I downloaded it on Sunday trying to see if that was the correct version and I wasn't missing it at all, but alas... it's not what I need. I still have access to the book, but I wanted to see if there was a newer version in my downloads section. I doubted it, but I wanted to refresh it all the same.
Order Number 3724215 I bought the Path of War: Expanded books while they were still in creation, which netted me the full book once it came out, and I previously downloaded them here... But now they're missing from my My Downloads section. Has there been some sort of change that would result in this?
More interactions: Lu: Food! Aisha loves trying anything new, and having a dedicated cook and a new location that the group is delving into means we may well find our way into some meals no one will have ever had, or will ever have again! Aisha abhors trail rations, and thus welcomes Lu. In the greater sense, she is likely to be annoyed at you because punching bears to death (and then seeing you punch similar creatures to death) does not sound true and will make her story seem less feasible.
Lyon: The girl with the annoying gun will likely rapidly change Aisha's mind in regards to the tools... if someone else's gun doesn't do so first. Aisha prefers her bow because it doesn't spoil her location and doesn't take time to reload, but maybe you could tutor her to be more capable with their use. Beyond all of that, Aisha will likely annoy you in much the same way she would annoy Caillean - if you share your background with her, Aisha will have a hard time believing you aren't delusional... at least for now (same with Caillean). Vissiall: Your tale is unfortunate, and a warning. If you share it with Aisha, likely she'll point out that we need to avoid repeating the evils of Razmir in this land. She would probably push you to come up with ways to do things that didn't make us the conquerers and our foes the conquered.
Have some more Aisha! Appearance:
Aisha has two faces. The face that she wears to hide from the world, and the face that she hides from it. She doesn't fundamentally view this as a mistruth, nor does she often reflect upon it. She simply feels more comfortable when she's pretending to be someone that isn't her. She uses prestidigitation extensively to maintain her own cleanliness and appearance.
The first face is sleek lines and sharp edges, whirling curves, the psychoactive skin formed by her nanites covering her modest frame with armor, to warn the world of danger. Her movements are fluid and perfectly timed, her suit punctuating her movement with impossible grace. While the layer of nanites shift and harden into a solid second skin that shields her body and face from the outside world, the suit itself is too soft and malleable to really make a difference in her speed. Touching the suit is like touching a normal person's skin. Despite the hard outer shell and angles, the suit is soft and warm. The colors change almost as Aisha wills them, and the scent that the suit gives off tends to be clean, or punctuated by the scents of local flora. Her suit is quiet, though not silent, her movements punctuated by some hidden metronome housed deep within. The bits don't creak or groan as a suit of leather might, nor does it bear her forward with the clacks and clanks associated with ill-fitted full plate, it simply is, and only the being housed inside is truly responsible for those sounds that are born from within. Her nanites almost always have an acrid taste, like that of a copper coin, though the taste is unlikely to deter any beasts that actually do gain purchase with their fangs. The second has one thing in common with the first. The voice from inside is placid, almost to a fault, and as soft and delicate as an unspoken new idea. Aisha's outer voice is unable to bear the internal nuance and fluidity of her inner one. She is quick to speak when she has information to share, or when she finds a perspective to be faulty, but much slower to speak simply to voice her own opinions on things. Even when her armor is down, Aisha subconsciously places a layer between herself and the world by wearing a pair of thick black glasses and allowing her straight hair to fall around her face, framing it in a shifting spectrum of color that adjusts by her whims. Her chocolate brown irises float in a pool of black and silver, further accentuated by glowing burnt sienna tattoos that run all across her face and skin. Her clothing is always made to smell as something soft, delicate and sweet - vanilla, honeysuckle, rose petals - because she finds the scents to be appealing. Her pale skin is much more firm than her astral suit, like the weathered skin of a beast of burden, not hard, but not easily pliable. Like her face, the rest of her modest frame is covered in the glowing burnt sienna lines, broad swaths running up her arms, along her back, and down her legs in an interweaving pattern. The majority of these lines are covered by carefully chosen clothing with adventuring aesthetics. She has several prized possessions:
Her backpack is well-traveled, having been used by someone long before she gained purchase of it. The black leather pack has several buckles and straps to help her carry her burdens. Her Wayfinder, a tiny magical compass, has a small magenta gemstone housed within. Though fractured, she still views the pairing as one of her most valued possessions, the first as a sign of her connection to something greater than herself, and the second as a lifesaving instrument that helps her to adjust to suit her own needs. The compass itself is primarily formed of dark woods and brass fittings, suiting her typical attire. Her eyeglasses are far from necessary in her everyday wear, simply being aesthetically pleasing to her. The circular black frames are small, but thick. Her scarf changes colors as rapidly as her hair and armor, typically matching it precisely. She values the aesthetic that it provides, leaving a small trail behind her, flowing and delicate. She enjoys the fact that it keeps her face and neck a little bit warmer, and she enjoys the myriad pockets that it provides her to house objects that she readily needs access to. Finally, her journals are guarded from the elements as a parent guards their child from the predations of the world, rarely letting the full books out of their sight until they're fully formed enough to be handled by other adults. She isn't contrary to sharing them, and in fact, if asked will readily do so... but she will stay close for as long as you have her current work, and keep tabs on any of her older works, allowing the juvenile collections a bit more freedom. Completed works are typically set free into the wilds to make their own place in society. And... have some Aisha interactions! Relationships with other PCs: Bear in mind that Aisha tends not to be 'in your face' with anything, though considers sharing information to be inherently valuable, and doesn't always consider how someone will feel hearing what she has to say, leaving her somewhat abrasive. She tends only to do so when either directly asked, or her armor is up, though. When her armor is down, she's shy and conserved unless approached... though there will be few occasions where her Astral Skin won't be in place.
Ishana - Libraries are cool. We can both fully agree to the fact that the stolen lands should be stocked with some libraries. I really dig the attempt at being something she couldn't be and finding another way to do so. Your character seems to be lacking in the form of actually supportive people! Aisha is quite supportive of basically anyone around herself so long as their goals aren't inherently deception. I think the inherent dynamic that will appear between our two characters is Aisha attempting to support you being yourself a little more often. :) Tesla - Like Ishana, we share the pursuit of knowledge. Perhaps more strongly, we also share the pursuit of passing that knowledge to others. I feel that your magic might result in my character taking a more... tempered... outlook on things. Your character repeatedly tapping into unbridled chaos could spell the death of anyone near him, not just enemies. The way my character grows as a result of being consistently around someone who views such risks as worthwhile may well change my character's perspective in spreading knowledge openly to all. D: Juventis - Aisha would be curious about precisely why your character believes himself to be the son of a god. Such claims are going to be met dubiously by the logical android... and though ultimately true, her pursuit of understanding that knowledge may play into a bit of angry conversation for your character... in particular questions regarding the veracity of your mother's tales, if it is your tales that result in your character believing himself to be the son of the Drunken God. She's also likely to encourage you to better understand that all religions tend to have inherent flaws, not just Iomedae's. ;) Krulg - Aisha is going to murder you... in a good way, for everyone involved. Words mean a great deal to her, and while she isn't good at forming them aloud, hearing them repeatedly misused in such a way as your character does is just as likely to bring her out of her shell as anything else I've read thus far. :) The interplay of the dumb but affable and the grammatically obsessed but logical will either be infuriating or fun, and there's really no way to know until such time that it happens. Kaussek - Aisha doesn’t put much stock into racial prejudices - it isn’t as though you’re a planar being - and as such, likely will not judge you based on your appearance. I don’t feel there’s much for me to react to, personality-wise, though. Setan - I don’t feel that our characters would easily connect, based on your write-up. Attempts to keep Aisha at arms length will result in her all but ignoring your existence, I’m afraid. She would also likely be concerned with your character’s attachment to keeping your people separate from other people and giving them land of their own. Traditionally, this has lead to significantly disadvantaged populations in the real world, and Aisha is likely to recognize that doing so once more, may simply repeat the evils that were placed upon your people by the Chelish and Varisian populations, and even before… if she knows about such things. :( Marcus - I see what you did. Conversations in which neither ever sees the other will be interesting… if the two characters would have reason to speak to each other at all. Ultimately, she’d respect you for your tireless work ethic, but unless she was moved by events outside of my control, I don’t foresee her delving deeper of her own accord. Lorien - We both have a passion for stories, and a cloistered life spent separated from the world from birth, and both went on travels across our prospective countries… but that’s really where similarities end. I’m not really sure at all what my character would think of yours. Nilehtah - I don’t actually know much of anything about your character to build off of. I think an ADD chipmunk on caffeine would just annoy Aitha into reticence. Trace - Trace’s views on human supremacy would be relentlessly mocked by Aisha - not due to any malicious intent, but because ignorance must be replaced with knowledge and understanding. If he continued down the path of things such as ‘human only’ capital cities, she would likely seek to stop aiding him at all in his endeavors, as a tyrant in power is a terrible thing. :| Yuki - A lie told for the betterment of another is still a lie, but a painful truth is still needlessly said. I could see Aisha growing a bit alongside your character as long as your lies continued to be to make life better for others. As it stands, Aisha despises lying, and that’s probably where she would begin in regards to your characters trickery. Aisha - 5/7. Best Trickster Concept. :>
Quote: Is she a formal member of the Pathfinder Society? Does she have any aspirations regarding the guild itself, or is it just a means to an end for her? She is a formal member, with a shiny wayfinder of her own, and a shiny rock from one of their vaults! She is not nearly as dedicated to them as her previous incarnation, though she is open with her own services, and sees them as a reliable commision for her work. She mostly views them as one would a wealthy patron - their ideas are grand and for the betterment of the world, but as of current, she has no desire to transform the Society itself, though she would be remiss in not building a lodge or two in the kingdom. Later, the Pathfinder Society may actually wind up playing key parts in her kingdom role, should she wind up as a Spymaster or Warden, though? I'm uncertain of the full implications, really! As long as the Pathfinder Society continues to disseminate information that she passes on, she's definitely happy to be a part of it.
Aisha is submitted for the approval of the Midnight GM. She is an Aegis (Trailblazer) 3, and a Bard (Chronicler of Worlds, Studious Librarian) 1. Aisha is a Trickster/Guardian. I could see Aisha going in either direction, really! Possibly both. Her primary focus will be on all of those things that you listed for Trickster, but also on the knowledge aspects inherent in Guardian. So let’s call her a Trickster for now! Backstory:
Awakening in Drezen was not the strangest of things, but neither was it commonplace, in that Aisha could not recall having ever awoken anywhere, let alone, could it recall any place called Drezen…
Aisha was ‘born’ in a Pathfinder lodge tucked away within the walled city of Drezen, though born is an operative term, as Androids are not born as such. The android’s previous incarnation, also Aisha, had lived and worked with the Pathfinders until she had reached the centennial mark which would ordinarily spell the end of an android’s life. Due to their position in life, this was simply understood as something that would happen, yet the end of one person’s life left many things unfinished, and worse… left one person with no place in life. Aisha’s body had shifted and settled into a different form than its predecessor, a cold comfort for those who had known Aisha in its past life - at least they wouldn’t confuse the newcomer with their old friend, but this left a great gap: An adult android, fully realized, and fully capable of life… but without one. Taking the path of least resistance, Aisha began to learn. The first three years of Aisha’s life was spent in the libraries tucked away in the lodge. While Aisha was technically not the Aisha, Aisha technically had a membership with the Pathfinder Society and as such, enjoyed specific advantages, such as access to the books housed within - at the very least, those that were not banned from impersonal use by the lodge’s proprietor. Aisha had been introduced to its first, and greatest joy: knowledge. The young android’s mind did not distinguish between genres or topics, but instead simply absorbed as water to a sponge. This could have perhaps gone on for a lifetime, Aisha simply becoming a scribe and continuing to grow laterally, had it not been for the happenstance discovery that they made. Within an unassuming book, a catalogue of herbs and spices, a page had been tucked, one from a very different book, or rather: The notes of someone who had been reading a very different book. The page itself was ordinary, but the prose and descriptions were far more vivid and detailed than anything Aisha had ever read. The page described with careful detail… a balcony. A balcony within the Midnight Isles, tucked within the palace of the Redeemer Queen, herself… if the page were to be believed. And aside from the fiction section, Aisha had never been given reason to doubt any of the tales that it… she had heard. Though Aisha did not know it, her personal identification as a she had been determined in this precise moment, when she conceptualized the original writer’s voice within her head, and never again was Aisha genderless - this would not be the last time that what Aisha had absorbed would transform her. Aisha did not sleep that night, instead searching through every tome she could find in an effort to find more of this mysterious writer’s notes… but none were to be found. She found nothing for the following week, anywhere within the library. The seed had been planted; the android now knew that there was more in the world than the walls and the pages and the people who needed offhand advice. There was everything to see, and hear, and feel directly. And her first stop was the Midnight Isles. Or rather, it would have been, if upon reaching the central gate of the Material Plane’s entrance to the Endless Vigil she had not been met with the rebuffing of several Mendevians… and had it not been for the many stops along her self-induced pilgrimage. Travel across Sarkoris was made somewhat safer by her alien appearance which resulted in unusual kindness - or perhaps deference, among the locals alongside the awakening of her nanites. The sojourn across the slowly morphing lands was not entirely safe, but company made it safe enough, and with the lack of safety came new experiences and more importantly, growth. Were it not for that growth, when Aisha met with her first great hurdle, she likely would have simply tried another avenue, a more dangerous avenue that would not have lead her down this path. If she could not gain entrance to the Midnight Isles to experience this location firsthand, then she would go elsewhere, discover other small wonders and beauties, and write of them. Most of the corners of Golarion had been seen, and those that weren’t… were dangerous. The nearest unmapped land was only a short trip away, however, and happenstance was that the Stolen Lands were looking for heroes to help it be settled… and to Chronicle the untamed world that she found there. Appearance and Personality:
The pooled silver that floated centimeters above Aisha’s hand seemed to dance, waiting for something, though she didn’t know what…
Whether agile or strong, Aisha’s fashion choices seek to inspire others with either sleek lines or sharp angles, smooth curves or sudden smoothness. She chooses to appear insurmountable, so that others are less likely to approach, or threaten her. Aisha does not have particular fashion sense of her own, instead borrowing from things that have worked for others. While she eats, her mouth sits into a firm, plain line, as though unaccustomed to such adornments as smiles, but her brown eyes show interest, leaping from point to point that draws her interest, often threatening to overwhelm her or drag her into a particularly focused stare - far from disarming - if her eyes alight upon something particularly aesthetically pleasing. Rarely is she seen without her shining silver astral suit, though when she is, her white hair is long and straight, obscuring portions of her face as if she is hiding. During these times, she seems to become more guarded and less likely to speak as openly, showing an intense discomfort as she refuses to meet others’ eyes. Thankfully, times without her armor are sparse, and the likelihood of situations deeming it inappropriate for her to be without it are few and far between, both in Drezen, and in a caravan. Her greatest passions are learning, reading, writing… and exploring. Not only is it her dream to be the first to see unusual and incredible locations, she wishes to show those places to the world with exceeding care towards the perfection of depicting those places. Knowledge was meant to be shared, spread. The more one knew about the world, the more bright the world became. What makes you so special?: ’Why was there a sphinx here? Sphinxes shouldn’t live in Sarkoris…’ she thought, as she began mechanically reciting the dangers she knew the planetouched sphinx to possess.
Most of Aisha’s expertise is in books, her history filled with assorted knowledge on nearly every topic, though… far from indepth. The few things she has managed to focus on are languages, painstakingly learned in order to read more, the crafting of stories and scenes, and a particularly dedicated study on edible indigenous life, and how to find it. Everything else came naturally to her in her time as an adventurer and traveler, writing minor chronicles for the Pathfinder Society once she finally found her footing in the outside world. Those particular travels and chronicles haven’t borne much fruit, but between cultists and magical beasts, crusaders and overzealous inquisitors, and some particularly nasty festivals in small, secluded towns, Aisha has made enough, or scavenged enough, to make her way forward, always eerily resilient. Aisha doesn’t worship anyone, finding that many gods are either too narrowly focused or too fickle. She pays more respect to those gods who acknowledge this aspect of themselves - typically the neutral gods, such as Pharasma and Nethys. She does like heroes, though, and won’t be outright sacrilegious - at least intentionally. The keys to her continued success have been in two forms: Versatility and Survivability. Learning to focus her internal nanites on the process of building a second skin for her that could adapt to the situations at hand helped her survive many dangerous scrapes, usually by outmaneuvering the threat and enabling her allies to bring the threat down while she did so - or pelting them from a safe distance when they failed to focus on her. The key to her future success lies within a combination of things. Her body dates back to prior to the beginning of the last Crusade, having been exposed not only to the energies that made those heroes into what they are, but also having been exposed to the warping energies of the worldwound and the Archdruid’s terraforming energies themself. Were that not enough, the inquisitive soul that found its way into the android’s body came into contact with the writings of a mythic being, the initial spark that moved her from an ordinary mortal into an extraordinary hero whose pursuit of her art will be folded into her pursuit of knowledge. Ultimately, Aisha’s desire to truly experience the world, assimilating all that she sees, will result in a Living Book of the Second World… should she live long enough to internalize all that the world has to offer.
For multiclassing: Do you intend to use the base rules or the Fractional Base Bonuses option? Presently, I am building an Android Aegis/Bard with a vested interest in exploration.
;)
I'm looking at the following: Sorcerer/Arcanist with dualblooded Celestial/Abyssal; the character functions as a conjurer with inherently tanky minions (DR 1/2 level Good AND Evil) (Archmage role if mythic were involved) - The daughter of two previous riftwardens. Radiant Synthesist Unchained Summoner (inherently tanky character that has a high health pool and gains extra traction from being healed) (Guardian role if mythic were involved) - Somehow wound up on a major positive energy plane as a child and bound with a curious outsider which protected her against the experience. Alternatively, something monstrous to get a significant bump in stats, even compared to that point buy. If the group needs a support because you go Cavalier build, I could likely go with an Agathion of some kind (Reptial and Vulpinal seem interesting)
;)
It's not just 'you don't have to roll', it's that you 'don't get to roll' if you're a monster. 4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
32 point buy OP. I'll wait about picking what I want to play since I have so much flexibility. It'll take a bit to build afterwards, though.
Diceblocks: 4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (3, 2, 2, 6) = 13 11 4d6 ⇒ (2, 4, 1, 6) = 13 12 4d6 ⇒ (4, 4, 3, 2) = 13 11 4d6 ⇒ (6, 5, 3, 1) = 15 14 4d6 ⇒ (6, 6, 1, 3) = 16 15 15, 14, 14, 12, 11, 11 (21 points) 4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (2, 6, 3, 6) = 17 15
Looks like build my own... or +1 point in any of three set spreads. XD
Pathfinder Zoey and I would like to submit our characters together, if that's alright. Ileana Avertin is an unusual inquisitor formed by her youth into a compassionate young woman focused on helping others. Her understanding of the threats that will come and her ties to the city will be a boon to nearly any party that she joins. As far as build goes, I am likely to invest in both inquisitor and ranger as her levels increase. Background and Personality:
Ileana Avertin ( Character Sheet ) has lived her entire life in Sandpoint, having been born to couple a who had left Korvosa to further sever their ties with Diabolist family members. One of many formative events in her life, some six years ago, Ileana lost both of her parents during the Late Unpleasantness and was adopted into the soon-to-be-grieving Avertin family. She has since done everything that she could to support her new family, and follow in her late uncle's footsteps, replacing a childhood of rock climbing, swimming, and plays with a young adulthood of helping in the bakery and visiting with Belor Hemlock.
Another such formative moment within her life was her introduction to Sarenrae's religions within a text she found at the Curious Goblin. Enamored with the teachings and ideals of the faith, she's spent her youth poring over every bit of information she could within the theology section, but perhaps more importantly, in living the teachings. She volunteers every weekend at the Sandpoint Garrison, where she treats the militia and prisoners with equal amounts of respect, always bringing plenty of sweet treats and fresh bread when she goes. Ileana is never seen without her armor, having worn some form of it since just after her adoption, even going so far as to sleep - if not bathe - in it. She keeps the armor meticulously maintained at Savah's, where she visits at least once a month. In addition to her armor, she has taken time to develop her skills with her scimitar, and in some ways has received the blessings of Sarenrae in return.
Appearance:
Ileana, known as simply 'Lea' by most of her friends, is a young woman of Chelish descent with pale skin, and a tall, lean build. Her dark red hair is kept shoulder-length and frames her face, which is almost always decorated with a splash of makeup and further accompanied by ear rings or hairpins. She also has a propensity towards scarves, an accoutrement not at all uncommon within Varisia, both for their form and their function.
Her armor, mostly comprised of the town guard's uniform with a few personal touches, has been dyed red with a coppery layer added to the metal bits to help fight against the sea's corrosion (but also because she values the aesthetic thereof). Her clothing benethe the armor varies from day to day, but is always a combination of sensible and fashionable. A plain-looking scimitar hangs from her hips, and during hunting trips with Balor, she carries a short-bow that once belonged to her father. Statblock: Ileana Avertin
Female Chelish Human Inquisitor 1
Inquisitor Spells Known (CL 1st; concentration +3)
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Favored Child ( Belor Hemlock ) - +1 K(Local), Class Skill, 1/session request a favor from the sheriff. ( A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person. )
I made a thing. It's completely editable by whomever, and I already put a lot of the information in. I paraphrased a lot, in trying to summarize what applications were. I didn't add any gifts for anyone else, because it's quite a lot of work, and I'm sure there's gonna be a lot of wiggling on that front. If you want to add your own gifts, the easiest way is to simply copy the full box for the Word with a ctrl + C and then ctrl + V it into one of the gift slots. You can use the merge tool at the top if it costs extra gift slots, and then simply swap the text. It should make it a lot easier for everyone to get a quick overview of who is doing what at the moment. It certainly helped me to figure out what everyone was doing. :)
I'm firmly in the camp of 'Drama is fun'. I like seeing characters grow, expand and make mistakes. I'm here for the story, not just the 'we have to do this to win.' As long as that drama isn't directed at a specific player, but rather at the setting or character, it's just a net win. Fidelity will play well with others as long as they don't seek to control others, and would likely directly oppose those who did try to control others, depending on circumstances. For the most part, though, she'll be enabling others to do the things they feel need or should be done. @Keante: Have you contemplated picking up the Health word for your knight yourself, if you feel it necessary for your personal quest? It seems like it's a core enough portion of your character's desires to be made manifest in that way. :)
Here is a link to the profile I made for Fidelity. I believe everything is complete. I'm very much open to some back and forth dialogue on anywhere that I went wrong, or creating more opportunities where I went right. :)
Ziva question answers!: 0) I have also played the -very- beginning of the game, up until helping the noble hunt a boar. I'm not sure if that's canon, or not, though. :) 1) Develop character concept. Crunch does not need to be complete but it can be. Character concept should include the following:
- Alignment:
- Characters link to Sandpoint: How long have you been in Sandpoint? Are you a resident? If not, why are you there?
- Livelihood: How does your character make a living?
- Rollplay vs Roleplay: How will your character contribute to the group in and out of combat? Do you prefer one over the other?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-2 paragraphs of an overview.
The last five years have been marked by learning to survive and then thrive, meeting others and shaping her own faith. During this time, she's kept her passion for helping others, but has become more inundated with the ebbs and flows of the world. Her faith has been built upon with each new faith that she finds. Several of her actions are misinterpreted, though well-meaning, applications of friendly faiths. One such misinterpreted action has to do with a follower of Ashava, who left a lit lantern until it burned out - as a direct result, Ziva leaves pretty stones enchanted with her continual flame in all of the places she goes. She's less concerned with what happens to her little stars than she is in seeing a brighter world. Her journeys have rarely taken her far from home, so it was no surprise when news of the Swallowtail Festival (which she returns for every year) reached her. The addition of the new cathedral simply reinforced her desire to return, and see an old wound mended. 2) Let me know your time zone and the time(s) of day you will most likely be able to post.
3) What is your experience with PbP? How many PbP games are you currently participating in? Do you have a particular PbP moment you are proud of?
Popping in to ask: Does this have any special rules in place, like Automatic Bonus Progression or Background Skills or the like? Also, are you sure about the 3k starting gold? Because that's 3rd level PC wealth, or about the same amount of treasure that a CR-equivalent encounter drops in a fast XP game. It's literally less money than a level 6 expert NPC would start with. :P
;)
Sorry(?) for your job loss. Maybe it'll wind up helping with the stress and sleeplessness, though. Pulse has nothing to do besides walking. She doesn't really have anything she can do to test what's going on, I think. Maybe a deduction roll from someone, now that we know Pulse is having weird symptoms?
@Portia: Oh, if it was prior to her brother dying, then she'd likely have given you an hour to have your fun. It was her job to see you home safe. It wasn't her job to stop you having fun. Even if you -were- acting funny. She'd have followed you to his house, and then expected Cinderella to go home in time for all the pageantry to not slip away - it'd have taken someone else being persnickety about the rules, not her. (She's lawful neutral prior to her brother's death, but rules that don't help are stupid rules.) So you'd probably have a slightly better opinion of her on that front - shifting the blame of you not getting what you want to another guard. Or maybe you didn't show up an hour later... :) As for Crunch: She's as perceptive as she could reasonably be expected to be. I wound up shifting her bad stat from charisma to wisdom, even though that's an awful statistical choice, simply because it felt more realistic for her to not have a full handle on her emotions, attentiveness, and so on. :) As for her brother's death: People definitely know about the ambush, maybe not that it was an ambush, but definitely that a lot of guards were lost - you can't just cover up missing people in that line of work. The fact he was picked apart and posed is probably just rumor, and it'd be hard to verify that rumor without asking her directly... though her brother would very likely not rest easy, unless whoever did this to him also took the time to ensure he did. But that's a really neat hook, and way to help resolve her plotline! (Being able to give her time with her brother again is a -great- way to be her friend. :P)
Re: Xantrius: The way that played out likely results in her firing an arrow at the cobblestones in front of you and telling you to stay away from her house, and out of her head. (Followed by an extra round of booze) :P If you'd brought her anything to work with, she'd have taken it to heart, but the way you put it, just sounds more like a threat or trap! (And a very sore subject to bring up!) She doesn't actually carry a blade, though she does have a gauntlet that she uses to punch things that get up in her grill. The updated version works really well, though! Re: Portia: She likely spent most of the night completely disinterested in everything, but carefully so. She didn't listen in on your conversations, or your drinking, or anything, but she'd have caught snippets like you mentioned (low wis means inattentive :p), and was likely assigned to watch you rather than 'took the job'. Possibly dragged along by her companions-in-arms, because she needed to be social. D: Portia: Kat doesn't think much of Portia. She's actually odd, for a noble, but... aren't all nobles odd? She hasn't had a lot of interactions with her directly, being from the wrong side of the tracks, by a noble's standards. (apparently. :P) As for the Silver Ghost, she doesn't really understand the point. She gets wearing a mask. Probably to protect the people they care about, but what's their endgame? Keep stalking alleys, beating people up? For what? Goldwin: Oh, Kat knows you. And you probably know Kat. You've been in town forever, and so has she, and right on the edge of her neighborhood! She spent her youth following her brother everywhere, and your shop had all the best knickknacks, which changed pretty often. While they didn't often buy, and likely weren't often allowed to touch, they definitely showed a lot of interest in your business. They were proverbial kids in a candy store. The one thing they often did show a lot of interest in was new books, especially ones with pictures - and probably actually bought some if they ever wound up available there. Depending on how you took to the youths would determine how she now takes to you. The fact that you're knowledgeable about the goings-on of the city is only a minor boon. What you can do for her, or what she can do for you means little compared to the connections you shared with her and her brother. Evelyn: Both of us are members of the guard, so you're likely aware of her situation. Having been here for a year, likely you were in a different unit when things all went downhill, but it'd be fitting to wind up working together on one or more occasions - even if we likely work in different parts of the city based on our backgrounds, most of the time. While on duty, her eyes always glow an icy blue, while off-duty, her breath always smells of alcohol and cider.
Katarina Doliu now has a profile page. I settled on a heritage for the tiefling ancestry, and swapped over to the alternate bloodline (though I've no problem swapping back if pass-for-human + alternate ancestry doesn't make much sense to you, it comes up pretty even on my side, statistically). Somewhere in the Doliu's past, directly in Katarina's lineage, a Daemon fed on her ancestor's soul. The Daemon was slain and the family member rescued, but gaps were still left in the family line. Occasionally, these gaps have manifested in the form of pass-for-human tieflings. There's no actual blood there, but the resulting child's soul isn't complete, leaving them susceptible to ebbs and flows of emotion.
Katarina Doliu is a Hawkguard Warder/Harbinger was a Sable Marines hopeful whose life went a little off-track when she became the sole survivor of a botched raid. Questions done, more to come. :O Katarina Doliu: 1. A description of what your character looks like. What clothes do they wear? What do they do with their hair? Are they clean or dirty? Do they accessorize?
Kat’s hair is cropped short, leaving little for an enemy to take advantage of in the unlikely event she gets caught up in a tussle, which has the secondary benefit of needing little in the way of maintenance. Their day to day cleanliness is spotty, varying by mood and level of motivation. There have been reprimands of late for her slobbishness, but nothing that has stuck, given the circumstances. She dresses in the uniform of the guard, crimson and black, when on duty and rarely makes an effort to change to anything else. She wears a black leather gauntlet with metal plates to protect her knuckles, as well as one to guard her wrist from her bowstring. On the opposite hand, she wears a buckler, and on her back is a surprisingly well-maintained bow with small, simple etchings to decorate it. A quiver adorns her back, shifted to the side for easy access with black and white arrows that offer high amounts of contrast to be easily picked out after a battle. A canteen and a flask dangle from opposite hips. 2. An explanation for why the Korvosan Guard would call on them for help. Are they a local mercenary with a good reputation? Are they a community leader with public goodwill on their side? Are they a guardsman themselves? Are they an informant in the criminal underworld of the city? It's your call! Kat is the guard. Or… was. She was actually looking to be a promising recruit for the Sable Company until some bad information (or perhaps a traitor in their midst) lead her company into an ambush by the powers that be in the city’s underworld. The only reason Kat was able to survive was because she was left as overwatch. She took one of the bastard’s eyes - no, it is not literally at her bedside - but she knows she’ll know him when she sees him. It was only seeing her team fall that gave her the speed necessary to get out. Now, a mixture of shame and sorrow fills her days. Some days are easier than others. And Kroft is hopeful that she can bring the young recruit back into the sun. 3. Tell me where your character from. Are they a Korvosan native? Are they from Kaer Maga? Are they a Shoanti, or a Chelaxian? Northpoint. The Doliu are old blood, probably amongst the oldest in the city. They aren’t exactly rich, but they’ve been a part of the throbbing heart of the city for as long as most folks can remember. They’ve been a lot of things, but mostly the family churns out its share of artisans and fighters - the head of the family, Kat’s great aunt, is a devout worshiper of Shelyn, though most of the rest of the family worships as they choose. 4. How did your character become whatever character class they are, or learn whatever abilities they have? Warder was trained into her. Protecting the city was what she wanted to do, save people, fix things. She was good with a bow, too. Probably a little bit too enthusiastic with it, though, given her tendency for going for the hard shots. She was quick, reliable, and downright ecclectic in her skillsets. Then everything went horribly wrong, and all the senior members of her squad were killed. When that happened, something snapped inside her. She didn’t lose her touch with the bow, but she’s since found that sometimes bad things just happen around her, and that focusing on protecting her allies sometimes moves unhealthily into the realm of destroying her enemies. She’s also developed an unhealthy penchant for getting too close to the melee - from her superior’s perspective, maybe a deathwish… but whatever it is she’s doing, it tends to work. 5. What does your character do for a living? When and why did they start doing that? Haven’t you been listening? She’s a guard. She wanted to help people, and she didn’t have much of a talent for medicine. Making things was only useful if you actually invented something or made armor - though she did fall into the artisanal skills of a bowyer in an effort to clear her head in a way that didn’t include hours of headaches later. But perhaps, more importantly, she joined to follow her brother, whom she’d always looked up to. One of the happiest days she can remember was the day he became her captain. 6. Is your character religious? Why? What does faith mean for your character? Only in that she curses the gods and occasionally prays to them in equal measure. She believed strongly in Abadar, still evokes Shelyn, and still pays due diligence to Pharasma, but has developed an unhealthy attraction to Naderi. She’s never had much time for the other gods, though. Especially Zon-Kuthon. Not after the way they found the body. 7. Your character must in some way care about Korvosa. For some, this is because it's their home and the place where their family is from. For others, it's because it's a place of opportunity where you can make a good buck if you're lucky and ready for it. Why does your character care about being a city hero? To set right what once went wrong. While she has bouts of despair and hopelessness (sharing a drink with her dead brother every morning), she’s still motivated and driven to see the city for what it could be, rather than what it is. And… someone has to make things better, and make the people who took her best friends from her pay. Likewise, as long as she’s going to be a jinx, she might as well do so around the enemy rather than her friends. Who that enemy is just changes from day to day. 8. What are your character's moral lines? What would they never do? What can they not stand by and watch? What will they always take advantage of? That’s a tough question. At one point, she followed the law as she felt it was intended to be followed. Fair, just, but never petty. She can’t abide a bully, whether friend or foe, and will stand up for the downtrodden more often than not. She’s exceedingly unlikely to ever leave a man behind again - at least, alive. She’ll always take more than what she would have asked for. She has a hard time turning down a drink, or company - unless it’s one of the bad days, then she only has a hard time turning down drink. She also has a hard time turning down the opportunity to show off. 10. What's your characters economic situation, and the economic situation of their family? A desperately poor character with a rich family tells a very different story than a desperately poor character with a poor family. Stable. She could likely quit her job and drink herself into the gutter - and still have a room to sleep in at the end of the day. As a point of fact, she did there for a bit. She’s still expected to carry herself and the family isn’t likely to support her if she falls into another dark spell, so much as they’re willing to ignore her. Either way, she can afford her own booze, unless you’re buying. 11. What excites you most about your character? Being unlucky was the biggest thing that drew me to the character. Having a world-shattering moment was another. At first, I toyed with them being a pure harbinger, but I found that I didn’t like the idea of them having always been dark and gloomy. Or depressed. Or angry. So I settled on a character that had dark spells that they had difficulty getting out of - a feeling I’m familiar with. Someone who is deeply passionate, and as a result, not entirely in control of themselves. I want to see her grow out of it, and become what she could be, and what she was meant to be. I want to see her grow as both a warder and a harbinger, switching between the two as seems natural. I want to see her personal arc of finding the people who turned her world upside down and where that takes her. I want to see if she ever becomes a Sable Marine. I want to see if she embraces her art, or the law. Finally, I want to see how she interacts with the world and people around her, because at the end of the day, I’m here for the stories.
;)
Why do you want to railgun your spear at people? :0 Fwiw, a wooden weapon has hardness 5 and a metal one has hardness 10. You will generally only want to throw a spear on a natural 20, otherwise, your blast will reliably do more damage than a spear (4.5+con v. 3.5+con (unless the spear is magical or of a material you need for DR, and even then, an edge case)). Unless it's purely for visual purposes. As it stands, you can actually rocket an adamantine bolt at things for a very long time with no negative consequences or cost for doing so. And when you start shattering adamantine bolts inside of things, then you're just really cool! IMO, if the object is covered in telekinetic strands that stop the object from counting as the object for all other purposes, there's no reason for the object to be taking damage. Silly design choice, really.
;)
I think stoic kelld syndrome is actually an extension of who we play in wotr and Cha dumps. Either they're not very likeable, or they don't express much as a result. A high charisma kellid is likely to be anything but quiet, though. A shaman or summoner or Oracle, for example, are likely to be leaders and extroverts. And why not be her adopted gnome sister? :)
;)
Ano... What we seem to have nailed down is a Barbarian and a Kineticist. Other concepts are a bit up in the air. I'm leaning towards warpriest (but that was the role I chose to fill up the party - we clearly needed a healy caster of some sort), but all that I'm -really- after is my character being a crafter of some sort. Someone with a vested interest in seeing the world thrive through ingenuity. :)
I come, offering Camille Roth - a Khizar Envoy with latent psionic gifts leading them down the path of a Dream Prophet. As an experiment affected by Gene Therapy, they could easily fit into the lab that the other psychics escaped from (and thus could possibly know some of them - despite having been kept isolated, she was able to keep her telepathy undiscovered by her eventual captors and could likely have communicated with one of the other experiments). Maybe one of the other players was the one to heroically call out in her time of need, allowing her the opportunity to escape? She's now seeking a way out, with a not-insignificant amount of stolen goods and equipment and a backpack full of protein bars. Whether or not she's still human or ever can be is one of the questions that keeps her up at night.
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