Ghoran

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I'd be Hella down to play! Got my copy of Lancer ages ago and have been wanting to play with somebody!


Dotting in! Thinking of making a Aasimar Antipaladin/Something else. General idea is that they'd be a fallen paladin who got tired of being nice. For the second class I'm thinking bloodrager, maybe oracle? Probably celestial bloodline bloodrager because I want to have some kind of celestial/paladin-y leftovers for this character and something about being an antipaladin with good-aligned attacks is really funny!


Well, I was dragging my feet a bit and now I'm out time and won't have a character ready in time, so wish y'all the best! That Wrath of the Corrupted thread has activated my neurons though so you'll probably see me again over there when/if the recruitment for that starts!


Ooh, exciting! So, what I'm feeling is a sort of criminal street rat turned paladin kind of character with the Chance Encounter campaign trait. Basically they'd seem like your typical knight-in-shining-armor type on the surface but they'd also be very sly and like to bend the rules, both to get the job done and just help more people. Since redemption seems to be a big theme in this AP according to the player's guide, I wanted to make a character who's on their own path to redemption and who's able to reach out and talk to the bad guys on their level.

Mechanically, they'd be a combat-y Trickster path Paladin with the Chosen One Archetype/Something Roguish. I'm a bit torn between two ideas on bringing this character to life though:

My first idea is a Kitsune Paladin/Ninja. I usually don't like to get my wuxia in my fantasy but I'm digging the east-meets-west here for some reason. Thematically, the iconic idea of the benevolent kitsune trickster is very on-brand for the type of character I'm going with.

Second idea is for a Aasimar Paladin/Slayer. AP seems very planar so Aasimar's otherworldliness fits nicely. It also fits with the kind of good-bad reversal thing I'm going for; they'd be someone who used to use the reputation of Aasimar in their favour in the past and their Angelkin alter self ability for conning people and other criminal acts.


Expressing interest!

Toying around with an idea I'm having for a renegade Ex-Hellknight. They probably would've always been a bit of a white sheep amongst the Hellknights and now with all the oppression coming down they've switched sides.

Mechanically, I'm thinking of building them as a slayer or avenger vigilante in heavy armor. Either way they'd be a melee frontliner who dabbles with being sneaky and stealthy. I'm not really big on the actual Hellknight prestige class and I don't see myself taking any levels there.

Question:
Would you be open to the idea of me playing a refluffing of the Masked Maiden vigilante archetype to be dissociative former Hellknight rather than a dissociative former Grey Maiden? I might not end up going this route even if you say yes, but the idea is intriguing me!


I'm for just running with 3 for the time being.


Oh geez, that's embarassing. Sorry about that. I was quickly just trying to get a post down and just skimmed over the bugs.

I'm in favour of running init the way Storm Dragon's suggesting. Combat encounters dragging can be a real game killer.


Yeah, consider that Gharol's actions for when his turn comes up. Assuming the fight isn't over by then. Sorry, I got a bit mixed up too.


Great! Glad to see this game isn't dead!


Sorry for making you bot for me there, life's been a bit busy, should be good going forward. I also set up Gharol's gear now, since I had neglected to do it before.

With his armor on, both those attacks miss. Not 100% on whether he actually has it on though. He wouldn't have slept in it but I intended for him to armor up as part of securing his gear back before he opened up the sarcophagi.

Also Gharol's BAB is +1 but he has a +4 to strength so that swing would've been a 14, not a 10, if that makes a difference.


So I noticed that the other table might be down to just the two players and a re-recruitment is being considered. I just wanted to float the idea of maybe merging the two tables for one six-man party?


I'm also down for Tyrant's Grasp. As long as we're suggesting alternatives though, Ironfang Invasion also takes place nearby, over in Nirmathas. My vote would still be for Tyrant's but it's nice to have options.


Eh, I'm good. I don't really see how unarmed feats and such would work differently to other hands-free attack options. Not that I wouldn't take unarmed combatant though, there are some really interesting maneuvers that specifically call for unarmed strikes.

Then again, I'm thinking about maybe ditching the TWF angle altogether. Having a two-hander plays better with all those "make one attack" strikes and it would give me a lot more feats to play with.


The Lost Voice wrote:
...the metaphorical hands are, the character's real hands...

Except for when the character has more than two arms or uses a non-fist unarmed strike, blade boot, armor spikes, sea knife, dwarven boulder helmet, barbazu beard, ratfolk tailblade or kobold tail attachment. :P

God, I hate the metaphorical hands of effort so much. Unwritten rules that are inconsistently and arbitrarily applied.

Just to be clear, we're going with a no on the TWF two-hander/Armor spikes combo, right? I don't actually want to start an argument or anything.


Oh, thanks for bringing that to my attention. Well, it's not a big deal, Gharol can run with a pair of longswords or something thanks to prodigious TWF.

The metaphorical hands thing is weird and confusing as hell, though. If the metaphorical hands aren't tied to a character's real hands, can you choose to use only one metaphorical hand (but two real hands) with a two-handed weapon to get 1x your strength bonus and TWF with a real-hands-free weapon that way?


Hello! Just dotting in on the new table. I've got my sheet/alias more or less done and I'll be posting that in just a minute. Only thing I haven't got down is equipment because I wasn't sure how we're handling that/handling wealth.


No objections to the table switch. I'll head over to the other thread then? Have fun, table two!


Gharol can be pretty prickly and tactless so he'd probably have trouble making a lot of friends at the school. He'd also be pretty uncomfortable with a lot of the academic experience too, since I don't think he would have ever even imagined himself in an academic setting before. Hell, with his street kid upbringing, he's probably only recently literate.

Warlord doesn't have a lot of discipline overlap with Harbinger or Stalker but Gharol and Lelache still could've met when the school was going over more basic martial training. Or the school could have all their martial students do sparring together and they could've met that way.

Gharol's pride I think would've translated over to him being a workaholic, so he would've hit up Tanar for a stimulant or something every now and then. That said, Gharol's pride would also mean he'd be unwilling to accept it as "help", so he'd insist on paying Tanar back somehow to make things even. Maybe he could've acted as an extra pair of hands when brewing a difficult mixture or volunteered as a guinea pig for a new potion? Alternatively, Gharol could just owe a bunch of favours.

bookworm422 wrote:
Well Carwyn studies mercantile related subjects e.g. logistics, accounting, trade laws. Gharol may have needed some logistics training if his training is to include leadership/management of a guard as well as fighting.

Yeah, absolutely. With both Warlord class features and Golden Lion maneuvers, I'd say Gharol is being trained for an eventual command position so that's all stuff he'd need to know. It'd probably an area of his education that he really struggled with too, considering his background. There's a good chance that Gharol might've even (reluctantly) asked Carwyn for help with it, since she's probably a lot better at it than he is. Like Tanar, Gharol would insist on finding a way to pay back the help though.

What might be awkward is that Carwyn used to work in merchant caravans and Gharol used to attack and rob merchant caravans. Gharol might've once tried to attack and rob Carwyn's caravan if you felt like making things extra awkward!

The Lost Voice wrote:
What region does everyone hail from at the beginning of their backstory?

Is this game set on Golarion? I saw a bunch of people write their characters out as if it was but I couldn't find any confirmation from you one way or another. In any case, I intentionally left the exact location of Gharol's backstory pretty vague so I could adapt easily. Anywhere Euro-coded and reasonably metropolitan would fit. If we are on Golarion, Gharol could be from Brevoy and Barteo might've been an Aldori Swordlord?

The Lost Voice wrote:
How does your character perceive their Path/Sphere? As it is outside of the typical fighter/caster training, what's their mental concept of what they do? What does it feel like when they're using their abilities?

My plan has Gharol taking exclusively extraordinary maneuvers so coupled with his Warlord features, which are also purely extraordinary, I'd say that he perceives his abilities largely as just far more advanced refinements of more typical skill sets. When doing his PoW thing, he'd be going into a "in the zone"/flow state mental space, where all his skills and instincts take over, everything just kinda clicks and he becomes 100% absorbed in what he's doing.

The Lost Voice wrote:
Roll a d4, please. That number is how many years they have been at the school since they arrived.

1d4 ⇒ 1

Okay, so Gharol's only been around for a year then. That'd mean he's something of a newcomer and more of his teaching would've come from his original teacher rather the school.


I'm with Grankless in that I prefer point buy but I'm good with rolling as long as it isn't in order. Which would be crazy, considering we already picked out classes and concepts.


Sorry for the last minute submission, past few weeks have been pretty busy for me. Ended up tweaking my character's backstory from ex-street tough to ex-bandit but the core idea is still the same.

Name: Gharol Half-Tusk
Class: Warlord
Race: Half-Orc

Backstory: Not wishing to explain her son's greenish skin and tusks to her human husband, Gharol's human mother had her bastard tossed out onto the street with the day's garbage while she spun her spouse a tragic tale of a sickly baby born dead. Picked out of the garbage and taken care of by orphans, criminals and street kids, Gharol's first memories are of desperate survival in the back-alleys of the big city. Thievery, begging, fighting, running errands and delivering messages for criminal syndicates. Whatever it took to stay alive.

As Gharol grew up however, survival stopped being his only priority. He wanted more from life. Power. To be feared and respected. To not have to bow and grovel and obey any of his so-called betters. And that just wasn't going to happen in civilization. So Gharol gathered up weapons and the toughest toughs he could find before setting out into the wilderness. Bandits bowed to no one and that suited Gharol just fine.

The bandit life was good for a time but eventually Gharol and his gang bit off more than they could chew. It seemed easy enough, waylaying an old, lone traveller. He looked noble, or at least rich, so it was strange that he travelled without guards or an entourage but there was still just one of him, right?. Although old and past his prime, Barteo "the Bold" was still more than a match for any gang of bandits. He had fought countless men and monsters and was considered by many to be one of the finest swordsmen of his generation. Gharol's marauders knew they had made a mistake when they blinked and two of their number lay dead upon the forest floor.

Gharol rallied his routing gang and called upon everything he knew about fighting to stand against this veteran swordmaster. With equal parts desperation and natural talent, Gharol briefly held his own against Barteo, even leaving the old man with a small but visible scar on his cheek. Barteo, impressed by this common bandit's skill, instincts and tenacity, slaughtered the whole gang anyway. Save for Gharol. What a waste that would be.

Seeing the boy's potential, Barteo offered him a choice. Death or apprenticeship.

Gharol would accompany Barteo to his destination: a castle owned by an old noble friend of his. There, Barteo planned to spend his twilight years in peace, serving as the noble's captain of the guard and personal sword tutor to his children. With Barteo vouching for his good character, Gharol entered service as one of the soldiers under Barteo's command. By day, he was drilled and trained as a member the guard. By night, Barteo trained him personally in far more advanced fighting arts. But Barteo knew that there's only so much a student can learn from a single teacher. And he did still have that old coin sitting around somewhere...

Description: Gharol is arrogant, hot-headed and ambitious. He's always looking for chances to get ahead and prove his superiority over his peers and he makes no apologies for this. It's not enough for him to the best, everyone else has to know he's the best. His endless pride is simultaneously one of his biggest weaknesses and his greatest source of strength.

Wilful and headstrong, Gharol dislikes taking orders from anybody and has no qualms about speaking his mind, even in circumstances where he probably shouldn't. While these tendencies can get him into trouble, it does come hand-in-hand with honesty. You'll never have to guess what Gharol thinks about something because he'll just tell you, straight-up. Probably loudly.


Expessing interest. I've heard of and looked at both Spheres and Path but never had the chance to actually play either, so I'm eager for a chance to give them a spin.

Character wise, I've got the bones of an up-jumped street tough laid out in my head. Picked up off the street by a magnanimous teacher, refined their natural fighting talent under apprenticeship, cocky, ambitious and dying to show up all the more privileged students. Mechanically, warlord seems a good fit, considering the chip-on-the-shoulder attitude I'm imagining.


I'm interested! No idea what I'd roll up but I'll probably have something by the time the recruitment starts up.


This game looks like it'll be a blast but stuff just isn't coming together on my end, so I'm gonna have to drop out of this one. You guys have fun!


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I'm interested!

Working on my character now, should have it done later today or tomorrow. Character concept is a stay-at-home mum whose kids just moved out to go to college. Got married and settled down a bit young and is now looking for a bit of excitement to make up for lost time. Mechanically, I'm thinking either cleric or oracle (kids who never call are an oracle curse, right?).


Dotting for interest.

Is it a hard or soft no to hobgoblin PCs?


I'm interested. Still deciding on an exact character concept but I'm planning on whipping up a ninja or something ninja-adjacent.

Is there any wiggle room on the "all characters begin play at adulthood" rule? I might have a couple ideas for a middle-aged or old character.


Glad to hear it, I was starting to get worried. Happy birthday to your wife!


Took longer than I thought, but I've got a handle on my clone Jedi character. Meet CT-3276, aka "Rod".

Background:
At 27, CT-3276 is among the oldest clones still alive. Born just in time to be combat-ready for the Battle of Geonosis, 3276 fought in the Clone wars from start to finish. Because of his strictness, inflexibility and insistence on discipline, his fellow soldiers would often ask "Who shoved a rod up his exhaust chute?" and the name stuck.

Rod spent the war in the 326th legion as a standard infantryman and largely, his career was equally standard. His records at this time held no great commendations but no complaints either. He had a job and he did it, honestly and always by-the-book. What did earn Rod a measure of respect was his seniority, especially considering where he was assigned.

The clones had their own name for the 326th legion. "The Grinder". Whether by coincidence or incompetence from high command, the 326th was almost constantly placed in the thickest, harshest, most brutal, grinding conflicts of the war. Every clone dreaded the possibility of an assignment to the 326th. Despite having one of the highest casualty rates of any combat unit in the war, the morale of those actually in the 326th was extraordinarily high. A quality that most attribute to the 326th's Jedi general.

Amongst the Jedi, Master Vala Feir was both well liked for her genial disposition and well respected for her mastery of the Force. The old Twi'lek woman spent little time in the Jedi temple even before the war, preferring to travel and do good in a personal capacity. She even turned down an appointment to the Jedi council, not wanting to lose sight of the "little people" and unwilling to commit to spending so much time cooped up in the Jedi temple.

Master Feir excelled in her role as Jedi general of the 326th legion, managing to pull a number of victories out of the meat grinders that the 326th too often found themselves in. While her skills in both combat and tactics were impressive, the real key to her success was her kinship with the clones under her command. She personally inspected the troops, quartered with them instead of in officer's quarters, led battles from the front and kept an open ear to her troopers' concerns. She never treated any of her clones as anything less than an equal and in doing so, she inspired them to live up to her example. The 326th's admiration for Master Vala Feir could not be understated. While every clone was prepared to lay down his life, those under Vala were almost eager to do so.

In the waning days of the war, the 326th legion were stationed on Felucia, up to their necks in muck, droids and jungle diseases. When Order 66 came down, Rod and Master Feir were alone, miles behind enemy lines in the aftermath of a raid gone very wrong. Rod drew his blaster on Vala but hesitated to pull the trigger. Vala simply watched him, not even igniting her lightsaber. Vala had been a friend, comrade and hero to all of the 326th since the war began. She had even personally saved Rod's life on several occasions, at great risk to herself. For the first time in his life, Rod questioned a direct order. Briefly. With trembling hands and a heavy heart, Rod did what he had to do.

Vala did not resist as Rod gunned her down. She closed her eyes, dropped her lightsaber and said:

"Shoot me if you must, friend. It won't kill me."

With Vala dead, Rod returned to his brothers with her corpse on his back, miraculously managing to entirely avoid myriad droid patrols and outposts. He delivered his report and the body to his superiors: Vala was dead, he was not. What he did not mention was that he had gunned down an unarmed, unresisting Vala. Also didn't mention the voices at the edge of hearing he had begun to hear, who had guided his miraculous return from deep in droid territory. As far as anyone knew, Rod had beaten a Jedi in one-on-one combat and returned unharmed through miles of enemy territory.

In recognition of his apparent bravery and service, Rod received the new Imperial Medal of Valor, was paraded around as a hero and given a prestigious training position on Kamino. Rod found there was little he could teach, however. While experienced, he had no special training or skills to draw on and no aptitude for teaching. His time as a training officer ended within two years and Rod went into retirement.

Ithor, a planet of perfect, untouched forests and jungles. The Ithorians hold their planet's environment so sacred that they live not on the surface, but in massive floating cities and it is forbidden to set foot on the surface unless one chooses to remain there permanently. To Rod, a quiet retirement from the galaxy on a beautiful world like Ithor sounded perfect. The next group of Ithorian mystics and religious leaders traveling to their sacred Mother Jungle were surprised to have a human in their midst.

Rod spent the proceeding years living as a hermit just outside of a tiny enclave of Ithorian mystics. In the peace and solitude of the pristine Ithorian wilderness, Rod began to hear. He heard the voices of the jungle around him, just as he had on Felucia, he realized. Unsure of what to make of this, he went to the Ithorians for advice. They were surprised to learn that he could hear the voice of Mother Jungle like they did (if only barely). They offered Rod an opportunity: to learn their ways, how to truly listen to the jungle. Rod agreed.

The Ithorians taught Rod their philosophy and, perhaps more importantly, how to open his mind to the Force, to see its currents, to hear the voices of all the life that the Force connected to. And he heard one voice he was unprepared to hear. Jedi Master Vala Feir. Even after all the time that had past, Rod had never made peace with what he did. He fell to his knees, begging for forgiveness, pleading that if there was anything he could to make things right, he'd do it. And as a matter of fact, there was something he could do.

The Ithorian Law of Life states that for every life taken, two must take its place. As Rod had taken a Jedi from the galaxy, he now owed the galaxy two. So when Vala offered Rod the chance to train as a Jedi so that when he was ready, he could return to the larger galaxy and do what she no longer could, he accepted. If he could live the life he stole from Vala, then that would be half of his debt paid.

And so his training began. Where the Ithorians had taught Rod to feel the Force, Vala taught Rod how to control it. She taught him the Jedi code and Jedi philosophy and history. But there was one thing she couldn't teach him on Ithor: how to build and use a lightsaber. For that, he would have to return from his self-imposed exile.

The next time a ship came to drop off Ithorians to live on Ithor, Rod broke his promise to the Ithorians to never leave the surface by sneaking aboard the ship as it returned to the floating cities above the planet. There he took some time to gear up and book passage to Felucia with a plucky smuggling crew using what was left of his old army pension. The trip went uneventfully and once on Felucia, Rod used the Force and his connection to Vala to find the site of her death and retrieve her lost lightsaber. After a quick paying of respects at the Clone war memorial, Rod returned to the smugglers to get off world. Unfortunately, the smugglers were caught with contraband by a random Imperial inspection on their way out and Rod was lumped in with them and arrested.

Six Questions:

1) Tell me a memory, something unrelated to their main backstory.
Rod fondly remembers a young Ithorian boy named Oboro from his time in the Ithorian jungle. The boy had been born on the surface and would thus be bound to it for the rest of his life. As a result, Oboro was endlessly curious about the rest of galaxy and would bombard Rod with questions about it. The two developed a genuine bond as Rod watched this boy grow into a young man.

When Rod made his plans to leave Ithor, Oboro found out and, desperate to see the world beyond Ithor, begged Rod to take him along. Knowing how much danger he'd be in as a Jedi, Rod reluctantly refused. Oboro took the decision poorly and left brokenhearted and in tears. Rod didn't get a chance to talk to Oboro again before he left Ithor the following day.
2) What's a talent, unrelated to their class abilities?
After his time on Ithor, Rod has become an excellent gardener.
3) A personality quirk?
Rod has been a hermit for some time and has acquired a tendency to speak aloud to himself, even when in company.
4) Distinguishing physical feature?
Rod has a few tattoos from his Clone Wars days. He has "An army of one man, but the right man for the job!" in Mando'a tattooed on his left forearm, the symbol of the Republic military tattooed on the right side of his neck and a pair of Jaig eyes tattooed on his forehead, above his own eyes.
5) A goal, short or long term.
Rod biggest goal is redeeming himself and setting his wrongs right. Short term, this means completing his training with Vala and becoming a full fledged Jedi. Longer term, this means restoring the Jedi order, whether that means ensuring the safety of other surviving Jedi, preserving Jedi knowledge or even training new Jedi.
6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
Rod was found armed, traveling with smugglers, carrying a lightsaber and caught off guard, Rod gave his captors a really, really bad excuse. The fact that he's been living off-the-grid for the past 12 years didn't help his case either.


Also dotting in from the interest check. Got a couple character ideas bouncing around in my head.

The one I think I'll go with is a Force sensitive clone trooper being trained as a Jedi by the Force ghost of the Jedi master he killed during order 66. Very redemption arc-y kind of character. Mechanically he'd have a mix of Jedi and soldier levels and utilize the guardian spirit talent tree from Jedi Academy Training Manual for the Force ghost mentor.

Still toying with the idea a bit but I reckon I'll have a proper submission up soonish.


I love Star Wars and I've always had a fondness for Saga. Posting interest.

The Lobster Master wrote:
...3/4 of the new movies...

Heh, half of me wants to ask, other half knows it's a bad idea.