The great thing about the JD degree is you don’t have to limit yourself to practicing law. I know people who teach, are compliance managers, risk management, and in HR related fields with their JD.
Atlas brings up a good point when you recruit you will need to make clear what you are looking for. Someone said their are two types of Lancer players and you should make sure you are on the same page. The two types are:
1. Those who are Mech focused and view the RPG element as padding to the mech battles.
2. Those who see the mech missions as mere interludes to character stories.
My investigator is definitely a pathfinder. If I make the cut, perhaps the Venture Captain gives me authority to assemble the team. I can work my background to have worked with all of the other members at one point.
I can think of a couple of reasons to do this:
1. Deniability
2. Other pathfinders are busy.
3. Need to act quickly and can’t wait for the pathfinders to arrive in Korvosa.
4. More discreet perhaps the aspis consortium or darklight sister have laid claim to the relic or are on their way.
As promised here is Blossom’s crunch. I think she brings a lot to the party: offensive and defensive buffer, enemy debuffer, as well as status removal and healing. As a 9 level prepared caster she also brings great versatility by choosing spells from the shaman spell list and cherry picking Druid spells from her favored class bonus as well as gaining spirit and revelation spells added to her spell list. Also, keeping spell slots open adds to her versatility as you never know when you might need to earth glide, communal spider climb, or some other less frequently used spell.
More importantly she will be fun for me to play and for the party to interact with. Blossom is the type of PC I find very rewarding to play and it will be easy to stay engaged with her for the long hall.
Best,
KoY
Crunch:
Female, Vine Leshy, Shaman (Speaker for the Past) -7
N, Small Plant (Leshy)
Initiative +4 Senses low-light vision, darkvision, Perception +15
Str 8, Dex 18, Con 14, Int 8 Wis 20, Cha 14
Base Atk +5; CMB +4; CMD 17
Feats Weapon Finesse (1st), Extra Hex [ward](3rd), Extra Hex [battle ward](5th), Extra Hex [witch hex, prehensile hair](7th)
Skills Knowledge (History) +9, Knowledge (Geography) +6, Knowledge (Nature) + 9, Perception +15, Spellcraft +5, Stealth +12, Survival +10
Traits Guiding Spirit (Magic) Called(Faith) Languages Common, sylvan,
SQ Gear Ring of revelation [10,000gp], Headband of Wisdom +2 [4,000gp], Agile Amulet of Mighty Fists [4,000gp], Wand of Cure Light Wounds (50charges) [750gp], Leaf armor [500gp], Scroll (lessor restoration) [175gp], Sling, Bullets [10], Whip
Carrying Capacity (<19.5 light; <39.75 medium; <60 heavy; 14.5 (light)
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SPECIAL ABILITIES/CLASS FEATURES
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Ability Modifiers:+2 Constitution, +2 Wisdom, –2 Intelligence
Agile +2 Dexterity in place of +2 to Constitution.
Called once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Darkvision see in the dark up to 60 feet.
Favored Class Bonus add druid spells to spell list; flare, grasp, magic fang, long strider, dragon turtle shell, mud buddy, greater magic fang.
Grapevine (Sp) cast goodberry once per day with a caster level equal to her character level.
Guiding Spirit once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.
Hex DC 18 learn magical tricks which grant powers or weaken foes.
✿ Misfortune (SU) cause a creature within 30 feet to roll twice and take the worst result for 1 round on all ability checks, attack rolls, saving throws, or skill checks. A successful Will saving throw negates this hex. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
✿ Chant(SU) as a move action extend the duration by 1 round of those under the effects of the charm, evil eye, fortune, fury, or misfortune hex with in 30 feet.
✿ Ward (SU) Grant one creature, other than the shaman, a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. Only one ward can be active at a time [from extra hex].
✿ Battle Ward(SU) touch a willing creature granting a +3 deflection bonus to AC. Each subsequent time she’s attacked, the defection bonus reduces by 1 disappearing when the bonus is reduced to +0 or after 24 hours [from extra hex].
✿ Prehensile Hair(SU) cause hair to grow giving it a 10 foot reach and it can be manipulated as if it were a limb with a Strength score equal to Wisdom score. It is secondary natural attack that deals 1d2 points of damage. The hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. This can be used for a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. [from extra hex, witch hex].
Languages begin play speaking Common and Sylvan.
Lashvine gain proficiency with whips and scorpion whips. As a free action, the vine leshy can turn one hand into a lashvine. A lashvine is a primary natural attack that deals 1d3 points of bludgeoning damage.
Low-Light Vision see twice as far as humans in dim light.
Mysteries of the Past gain Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Add the spells from the ancestor and time oracle mysteries to her class spell list [unseen servant (1st), memory lapse (1st), spiritual weapon(2nd), gentle repose (2nd), heroism (3rd), sands of time (3rd). Must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells.
Orisons prepare a number of 0-level spells, each day that are not expended when cast and may be used again.
Revelations of the Past select a revelation from the ancestor or time mysteries. Using shaman level for oracle level and Wisdom in place of Charisma for the purposes of the revelation.
✿ Erase from Time (Su) once per day the target of your melee touch attack must make a Fortitude save or vanish completely for 3 round.
✿ Aging Touch Twice per day make a melee touch attack dealing 3 points of Strength damage to living creatures or 7d6 points of damage to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver.
✿ Phantom Touch (Su) Five times a day, make a melee touch attack that causes a living creature to become shaken for 3 rounds [from ring of revelation].
Seasoned Spirit (Sp) spend an hour in concentration to cast speak with plants with a caster level equal to their character level.
Slow Speed base speed of 20 feet.
Small gain a +1 size bonus to AC, +1 size bonus on attack rolls, –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, +4 size bonus on Stealth checks.
Spells casts divine spells drawn from the shaman spell list which must be chosen and prepared in advance.
Spirit (Su) form a mystical bond with the spirits of the world, forming a lasting bond with a single spirit which grants a number of abilities and defines many of her other class features.
✿ Battle Spirit 5 rounds per day allies within 30 feet of the shaman receive a +1 morale bonus on attack rolls and weapon damage rolls.
Spirit Magic spontaneously cast one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose from enlarge person (1st), fog cloud (2nd), magic vestment (3rd), and fire wall (4th). These can be enhanced using any metamagic feat known, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
Weapon and Armor Proficiency all simple weapons, and with light armor, medium armor.
Weapon Finesse with a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Background:
”Let me out!” Quick Sun Blossom cried from within the crate in which she was currently confined. The little plant person banged her gnarled fists on the lumber walls of her de facto prison. After a few moments the leshy stops, resigned to her fate, and collapses into a heap, tears trickling from her violet, seed-like, eyes. Will I ever get out, she wonders while her thoughts drift to the past…
The leshy’s earliest memories are of the warm, caress of sunlight on her bare vines as they stretched toward the yellow orb with the longing of a neglected lover. She moaned with pleasure, a shutter running through her body, as her vines began to slowly sprout with leaves, flowers, and berries pulsing in rhythm to the witch’s chanting.
Quick Sun Blossom, like all of her kind, was created by the ritual binding of an ensnared forest spirit with a growing plant. Blossom’s creator was the Witch, Oogal, a hag of the Thrushsong Woods. Terror lurked in the shadows of the Thrushsong the land plagued by the horrendous legacy of the Whispering Tyrant. The two spent many years together learning and growing as the waged war against those who would defile the Thrushsong Woods. As fate would have it the witch was caught by a litch and disemboweled while Blossom watched helplessly.
Blossom was now alone, but she was not quite alone, she had the voices of her ancestors calling to her from the past as well as the witches spirit in her hand to help guide her. Thus, began the leshy’s murder-revenge-survival adventure across the Ustalav countryside. Ultimately ending with the decision that she needed to flee Ustalav.
Blossom is startled from her reminiscing by the slow groan of the crate opening. A gaunt, dark haired, human looked down, concern etched on his face, at the distraught leshy, Blossom, what’s the matter?
The leshy considered the question for a moment, why am I so upset. I’m sure it was important. Then it all comes rushing back to her and she blurts, ”Well Gossa it’s…..
”I’m Wreben, the scholar interrupted.
”If you say so,” she responded skeptically while she scrutinized the man.
Wreben sighed and began to pace back and forth as he lectured her, ”Gossa and I are really quite different, from our physiques, to our appearance, coloration, mannerisms. I’m fact we are so dissimilar that…”
”Gosh, I’m sorry already,” Blossom cut him off, growing board of his prattling. ”Anyhow, Gos…err… I mean Wreben,” she smiled in victory at getting it right, ”I’ve been in this box forever and..
”Its been three hours. We haven’t even left the dock yet,” the man replied, frustrated. ”We discussed this at great length Blossom, you need to stay out of sight until we are safely out of Ustalav.”
”Yeah but is dark in here,” she offered.
He countered, ”but you can cast light”
”But I’m thirsty too!” she exclaimed.
”And you can create water,” he crossed his arms.
”Hungry! I’m hungry… actually famished, close to starving,” Blossom said earnestly, trying to look pitiful.
Wreben threw his hand in the air, ”but you can spontaneously grow fruit.”
The little plant lady puts her hands on her hips and pronounced, ”I have to go to the potty!”
”Do you?” he asked, the doubt plain on his face.
No, but I could at any second,” Bloosom informed him, her brow furrowed in concentration. After a slight pause she added, ”still no but soon… maybe.”
Wreben relents, shoulders slumped in defeat, ”Okay, you can get out of the crate but you must stay in the cabin.”
”Deal,” Blossom exclaimed triumphantly as she vaulted out of the box. What’s a cabin, she wondered as she skipped around the room.
Appearance:
Quick Sun Blossom is a collection of twisted vines with rich blue and green, glossy leaves, golden blossoms, and ripe purple berries. Tiny layered, overlapping, leaves make the leshy’s skin look almost scaled, giving her a stoic and stern expression, which is amplified by her piercing, unforgiving, violet eyes. Long, green, vine-like, tendrils fall from her scalp, tied back neatly with twig.
This little plant person is usually clad in natural materials but keeps as much of her skin exposed as, like most plants, she rather enjoys the sun. Typically she smells of flowers and her voice is high, melodic, and song like.
Personality:
Quick Sun Blossom, Blossom to her friends, possesses very little tact, often saying what is on her mind whether appropriate to the social situation or not, and views the world with child-like wonder. She is curious and over dramatic but is stubborn when it comes to things she “knows.” However, she is forgetful and often gets confused with civilized things. The leshy has a fear of fire, axes, and cows. She will not eat leafy vegetables, viewing it as a form of cannibalism.
Caede cast his eyes downwards in disappointment when the mayor announced that he wasn’t old enough to participate in the coming of age ceremony. He wiped his sleeve across his face, drying his eyes, while he raised his gaze toward the horizon. With a clenched jaw and a look of determination set on his face the bard straightened his pack on his way out of Kassen, to find his sister and perhaps his destiny.
Good luck all! Hope to play with you all at sometime in the future.
Moorfowl Mead- this medium bodied semi sweet mead is made in the village of Mere, located in the foothills of the Moorfowl Mountains. It has a subtle smokey flavor that accentuates the notes of apples, flowers and caramel of the brew. It is made from fermented apple cider, maple syrup, and honey then infused with rendered bacon fat. A special moss, that can only be found in the Moorfowl Mountains, is added during fermentation.
Here are some thoughts:
1. Investigators are fun, you should have a blast!
2. Strength investigators are great with a reach build (plus you save a feat by not needing weapon finesse and money by not needing agile).
3. Do you have your hart set on the elven branch spear? I think the regular old long spear has the same stats and can get the inspired weapon enhancement (I don’t think you can do that with the branched spear). Plus, you get to keep skill focus and put it into perception or take dual minded which is nice too.
4. I like the empiricist archetype as you get to use intelligence for almost everything. My favorite is int to perception plus skill focus plus free inspiration. Very perceptive!
5. For an Empiricist my stats would look like this 16, 14, 12, 15, 10, 7 with +2 to str and all level ups to int and the student of philosophy trait (no more need for charisma).
6. Half elf and elf favorite class bonus are great!
7. Talents I like; quick study is a must, sickening offensive is great (no save!) and there is plenty of room for others1
8. I like to take power attack at 3rd level (you can take furious focus later if you are worried about the penalties but with studied combat you shouldn’t need it). 1st level is combat reflexes. At third level you hit for 1d8+6(str)+3(power attack) not to shabby.
9. With a reach build long arm is a great extract.
10. Most important this is a rpg and if anything I’ve suggested doesn’t fit with your idea and vision of your pc feel free to ignore it an have fun!