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![]() I’ve been looking to play this for years, and am interested in an alchemist. I could do a crypt breaker to act as a rogue (one always holds out for crypt breaker for mummy’s mask but it doesn’t seem like that’ll ever be run again) or a mad scientist beastmorph/vivisectionist bruiser. Alternatively, I have a lot of experience with clerics and would love a roaming exorcist cleric of Desna (whom I hear features somewhat heavily alongside Pharasma) depending on party need. ![]()
![]() Heya, here's my best shot, not sure if this is duplicative with any roles: Iozif (Io) Galcan:
Iozif (Io) Galcan Male human alchemist (chirurgeon, ectoplasm master, sacrament alchemist, wasteland blightbreaker) 1 (Pathfinder Player Companion: Haunted Heroes Handbook 14, Pathfinder Player Companion: Healer's Handbook 10, 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18) N Medium humanoid (human) Init +2; Senses Perception +4 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +4, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee lantern staff +2 (1d6+3) Ranged bomb +3 (1d6+3 fire) Special Attacks bomb 4/day (1d6+3 fire, DC 13) Alchemist (Chirurgeon, Ectoplasm Master, Sacrament Alchemist, Wasteland Blightbreaker) Extracts Prepared (CL 1st; concentration +4) . . 1st—cure light wounds, heightened awareness[ACG] -------------------- Statistics -------------------- Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 10 Base Atk +0; CMB +2; CMD 14 Feats Healer’s Hands (+1), Point-Blank Shot, Throw Anything Traits teacher's pet Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +6, Heal +4, Knowledge (arcana) +7, Knowledge (engineering) +4, Knowledge (nature) +7, Knowledge (planes) +4, Knowledge (religion) +9, Perception +4, Spellcraft +7, Use Magic Device +4 Languages Celestial, Common, Draconic, Varisian SQ alchemy (alchemy crafting +1), sacramental cognatogen Combat Gear sacramental cognatogen; Other Gear leather armor, lantern staff, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, canteen[UE], flint and steel, ink, inkpen, mess kit[UE], wooden holy symbol, soap, thieves' tools, trail rations (5), 9 gp, 9 sp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage. Healer’s Hands (+1, 1/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Sacramental Alchemist Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Sacramental Cognatogen (Su) Gain a special mutagen which grants temp access to domain powers. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Background:
Io Galcan is a reserved young man with greasy black hair, dark black eyes, and pale, sallow skin. His nose is beaked, and his mouth often drawn into a thin line, with large, expressive eyes. He's bulky, and somewhat heavy, but carries his weight well, and doesn't seem to easily tire. He seems to dress something like an itinerant scholar, and has a simple wooden holy symbol slung loosely around his neck, in the form of three adjacent circles arranged vertically, bisected by a horizontal line. He wears a pair of thick spectacles that make his eyes even larger, and make him look a little like an owl, and carries a few small books that he's borrowed for a short or long-term loan from a library at his university, the Sincomakti School of Sciences in Rozen. For flavor, mostly Though he seems to act something like a priest, he's obviously something of an academic instead. While usually quiet, Io will expound quite generously on the nature of the universe, or his favorite subject - mathematics, a passion which he has somehow managed to transfer into a terrific skill at healing others. Despite his heavy frame, his fingers are nimble, and his keen eye can diagnose most ailments, even when others might overlook the source. Though he isn't maliciously cruel, nor does he seem to enjoy dissection, he is skilled with a surgeon's knife, and obviously knows how to wield it. While he believes in magic, obviously, and the divine, he usually ascribes the occurrence of events to natural phenomena - his memory and knowledge of affairs of the mortal plane being robust, though not encyclopedic. To that end, he's become something of a morose cynic, and while he tries to help people, too many he's interacted with have proven to be charlatans in one way or the other, that he is somewhat afraid to trust people. He speaks with an occasional stutter, and seems very embarrassed about the affair, though it tends to go away if you get him talking about philosophy or mathematics (though, of course, he can ramble if not interrupted). He grew up just outside of Rozen, and his early life was marked by toil. His zealously Pharasman parents spent much of their meager earnings as bookbinders on training for Io to become a priest of the Lady of Graves, but the affair ended up never taking. For all of his brightness, the rituals came slowly to him. The devotion always seemed to rub him the wrong way - and he questioned the senior priests enough that they deemed him something of a hopeless cause, especially as he morosely saw danger and doom around every corner, and with every ritual. He often slept poorly, his dreams filled with symbols and images of devouring maws and shapeless masses, of dead flesh arising, and of tendrils of etheral horrors creeping from between corners. Telling others of his dreams made him unpopular and rarely content. Seeking to make it up to his parents, he redoubled his efforts to make something of himself, and tried his hand at becoming a physician. This calling was much more to his liking - but his research pushed the boundaries of traditional medicine, and he found himself plumbing the depths of the library in search of more and more interesting and radical remedies. In time, he found obscure references to a monitor demigod of portents, Imot. Viewing the symbol of Imot brought Io a significant measure of calmness for the first time in his life. This obscure demigod, and their mission, allowed him to make sense of a chaotic world. Around this time he met Professor Lorrimer, who was a traveling lecturer at his school, and the esteemed professor ended up encouraging the young man to make something of this. He asked for leave to move at least some of his studies to be directly under Lorrimer, and ended up leaning upon the older man significantly, all while debating philosophy and religion, until Lorrimer recommended that he try to make better sense of the matters in his mind. He began to try to analyze his dreams, keeping a journal, and soon his cynicism allowed him to categorize the matters - the portents became explainable, and his fear abated. In return for this measure of control, Io felt he had no choice but to devote himself to being a servant of the very psychopomp that cured him of the madness that had begun to creep into his thoughts. Will devotion be enough of a panacea against the dread? Only time will tell. What’s Going On?/Progression: Some of the elements here are adjustable but the principle is that this is a support character, and one which can serve as healer for the party, but with more under the hood than meets the eye. He will pick up deific obedience at 3 or 5, and be able to deal with magical traps (if nobody else wants to). And he’s somewhat strong, with some potential for mixing it up in melee. The sacramental cognatogen is something of a downgrade, in some ways, but adds flexibility to his daily decisions, and allows him to also access inquisitions for additional flexibility. Ultimately, though, he intends to actually try to bring order to his life by experimenting on himself - so much that I would intend for him to become a master chymist. Such a change would also change his behavior, and his secondary personality would become much more dominant and assertive. Depending on how the campaign went, it would become either lawful or chaotic good, an inversion of the trope of the good character that becomes more savage, and instead being a neutral character who copes with the horrors they experience by changing themself to become “better”, indeed forcefully doing so. So, later on, he moves into a melee bruiser role, with hopefully some interesting roleplaying opportunities. I considered beastmorph - but it didn’t fit that well thematically, and vivisectionist is not only not allowed - it’s a level of viciousness I don’t think I’m comfortable with. That said, depending on the party composition - I could easily drop some of the elements and make a simple beastmorph and call it day if that was the role that was necessary.
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![]() So far, after consideration, I’m almost certainly going to drop battle scion. Having a small edge to verbal duels and intimidate is not great, the combat feat instead of rage power thing has a lot of drawbacks, and the geas ability is very cool but you give up two very good things to get it (and it’s better for a ruler anyway). However, I would like to keep her as a court poet, which would continue to improve intelligence and charisma scores, given your inclinations towards talking out of situations. Tying it to a oratory means Faenia can happily chat with everyone and boost their stats while also aiding them (she has helpful so she’s inclined to aid everyone else more often than not). I agree that spell warrior is great, and so is urban skald, but I have actually played or played with *both* in some form or another, so I think it would be interesting to try something a little different I think. Out the gate she will have a decent AC, and will be a melee fighter when the situation warrants. She also has spellsong, allowing her to cast spells with a bluff check, but I didn’t really do much to her spell-list to account for that. We may want her to have a few enchantments or illusions that she can cast during social encounters on the sly. With spell kenning still in there she can grab some on the fly, but I recall there are a few on the bard list which are cool with spellsong. If anyone has any particular spells they want, let me know. Regarding skills - she has almost every skill, and a good number of skill points (skilled and FCB investments), but not infinite skill points. That’s one reason I’m dropping battle scion - bardic knowledge at full power will help, and in circumstances where she can talk, she can aid other’s knowledge checks as well. I will take a look at the skills tab on the spreadsheet. She will never be as good as a social character as Rose (or any vigilante) but with versatile performance she can hold her own if cornered. I intend for her to have bodyguard if possible as well, to synergize with helpful. Note that her background isn’t purely urban, and I’ve already got some different branching paths for how she can progress as background elements that are unknown to others in the party (at the start) come into focus. ![]()
![]() I finally finished something, after working on it for a while. Faenia Jarlborn:
Faenia Jarlbjorn Female human skald (battle scion, court poet) 5 (Pathfinder Player Companion: Heroes of the High Court 6, Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Intrigue 48) CG Medium humanoid (human) Init +2; Senses Perception +8 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural) hp 36 (5d8+10) Fort +9, Ref +6, Will +7 Defensive Abilities uncanny dodge -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 greatsword +6 (2d6+4/19-20) or . . mwk silver warhammer +6 (1d8+2/×3) Ranged mwk composite longbow +6 (1d8+2/×3) Special Attacks battle prowess, rage power (guarded life[APG]), raging song 14 rounds/day (inspired contemplation, song of marching), spell kenning 1/day Skald (Battle Scion, Court Poet) Spells Known (CL 5th; concentration +8) . . 2nd (3/day)—blistering invective[UC] (DC 15), heroism, versatile weapon[APG] (DC 15) . . 1st (5/day)—grease, heightened awareness[ACG], liberating command[UC], moment of greatness[UC], saving finale[APG] (DC 14), timely inspiration[APG] (DC 14) . . 0 (at will)—detect magic, ghost sound (DC 13), grasp, mending, oath of anonymity, prestidigitation -------------------- Statistics -------------------- Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16 Base Atk +3; CMB +5; CMD 18 Feats Combat Expertise, Deadly Aim, Lingering Performance[APG], Power Attack, Scribe Scroll, Spellsong[UM] Traits helpful, rising star Skills Acrobatics +5 (+1 to jump), Bluff +12, Climb +3, Diplomacy +12 (+14 to handle crowds), Disguise +10 (+14 on checks to pass as human), Escape Artist +3, Intimidate +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +5, Knowledge (nobility) +7, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +5, Perception +8, Perform (oratory) +12, Perform (sing) +7, Ride +3, Sense Motive +12, Spellcraft +5, Swim +3, Use Magic Device +8; Racial Modifiers +2 Intimidate, +2 Knowledge (local) Languages Celestial, Common, Draconic SQ bardic knowledge +2, courtly presence, finesse weapon attack attribute, handling the crowd, versatile performance (oratory) Combat Gear durable arrow (5); Other Gear +1 breastplate, mwk heavy steel shield, +1 greatsword, mwk composite longbow (+2 Str), mwk silver warhammer, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, courtier's outfit, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, silk rope (50 ft.), songs of the linnorm kings, with ritual (meditation book, level 5 skald), spell component pouch, tome of epics[ACG], trail rations (5), waterskin, 13 gp, 9 sp -------------------- Special Abilities -------------------- Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks. Battle Prowess (Ex) Selected feats can be shared with inspired allies for 2 rounds of raging song per round shared. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Courtly Presence +2 (Ex) Start verbal duels with extra edge for presence tactics Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Handling the Crowd +1 (Ex) +1 AC, Perform when adjacent to two creatures, bonus on Diplomacy to influence crowds. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Raging Song (standard action, 14 rounds/day) (Su) Song can inspire allies in a variety of ways. Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell. Spellsong Combine spellcasting and bardic performance Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks Faenia Jarlborn is the daughter of Landgrave Ogvai Jarlbjorn. Due to the laws of male inheritance, she won't be able to inherit any of his holdings in a real way, but Ogvai was a generous and caring father, and when she was growing up her fervent hope was to become an Ulfen guard, and protect the emperor. For myriad reasons, this was unrealistic, and while Faenia eventually stopped talking about this dream, she grew to enjoy the culture of the court, and how her father was able to influence Taldor towards better outcomes. She asked to learn the ways of the bard, and he paid her way into Kitharodian Academy. More Background - Trying to Adapt to Coming in at level 5:
She turned out to be less adept at certain traditional bardic performances. She had good pitch and could sing, but more than anything - her skill was in oratory. She could hold the attention of a room with as well as any bard, but her father's training and her martial background led her to accidentally get into fights - once which she won more often than not, often by virtue of size and strength. In lieu of kicking her out, they developed an alternate path for graduation, bringing in ulfen teachers to give her a traditional skald education. Finally she had found her calling. She learned about the taletelling of her ancestors, and how the tales could subtly get messages across that took root into the minds of those that listened - allegory, idioms, ideas that took root. The skald had, for time immemorial, tempered the erratic nature of the leaders of the land of the Linnorm kings. She thought such a thing would be useful if she could get close to court. In order to work on the process of reforming society, she begun working on ways to get herself into the good graces of Stavia, though more recently she has begun to see that Eutropia is a much better bet, and can be found in ale halls preaching the virtues of reform. Faenia is a statuesque woman with blond hair and blue/hazel eyes. Her skin is a little darker than most Ulfen women, which is likely a reflection of her mother's southern heritage. She keeps her hair ably coiffed in traditional ulfen braids. Other than a mild underbite, she is strikingly handsome, and obviously follows a diligent exercise regiment - given that under her loose entertainer or courtier outfit are rippling muscles. Perception, DC 20, in circumstances where she reveals all of her arms:
She has beautiful tattoos of blood-red roses on a thorny vine running from halfway up her forearms to very near to her back. The tattoos are almost always covered by clothes, and she is careful to keep them hidden. She never tries to get into fights, but is opinionated, and certain things push her buttons. She is gregarious, and an excellent storyteller and diplomat, and a competent singer, who knows a great deal of odd information picked up from her training. In a fight, she is brutal, and swings her enormous familial greatsword with skill, which were reinforced over the course of a few dungeon-delves and other fights, though she didn't quite prove as useful to the other adventurers as they had predicted, given her courtly inclinations, she struggled a bit to continue training, and is eager to work with people who would need her. ![]()
![]() Here’s a background I whipped up: Houghton Harley Background:
Houghton lived a hard life. Born slave of pirates, never knowing his parents past the age of five, and exploited for his strong back and agreeable demeanor, Houghton didn’t know much comfort growing on the ship, and what comfort he got seemed to come from the music the pirates sang and the comfort he got from their perfunctory supplications to the patron of buccaneers, Besmara. The big half-orc seemed to take all manner of punishment with a smile. Japes and insults aplenty. He was often tasked with retrieving things that were dropped from the side of the ship - as a remarkably good swimmer, he seemed to flit through the water better than any of his masters. He never knew kindness, but he took the indignities on the chin with aplomb - until the boatswain tossed him overboard in a drunken haze one night while Houghton was swabbing the deck as they skirted the Eye of Abedengo, hating Houghton’s positive attitude. Houghton didn’t drown, he swam after the boat, until the boat went out of sight. The lad sighed, resigned to his fate, but when his strength failed, and he felt the pull of the briny deep, the young man calmly let himself sink. Which he did. Holding his breath as long a possible, the young man gave up and gulped in the water. It filled his lungs, but was warm and comforting. He continued to fall - the lightless depths grew more and more bleak as he descended, but he wasn't alone. He saw shapes moving in the water, flitting about or swimming lazily - from place to place, great creatures with fins that watched him warily from the distance but did not approach. Other than a small octopus that moved to him and followed him slowly as he descended. After what seemed like an age of Golarion to the inexperienced boy, with the lightless depths and crushing pressure seemingly not affecting Houghton or the little creature that was his only companion, his feet touched the ocean floor. All was black. He called out ”ahoy? Be I at Davey Jones’ locker?” There was no response, but a mere moment later - an eye, taller than any ship he had yet seen - yellow and squamous and luminescent, opened. Its pale light illuminated part of a creature of immense proportion - like and unlike the little blue octopus that followed him. A low rumble echoed across the floor. Houghton bowed to the eye, which focused its enormous pupil at the half-Orc, ”beggin’ yer pardon, sir or, erm perhaps madam, or otherwise with respect, it looks as if I’ve been separated from me mates after a prank. But I seem to be alive. I’m afraid my schooling’ as it were, neglected the understanding of the cacophony that was yer rumble.” He looked apologetic. Another rumble. Houghton looked confused, but the little octopus swam over, and perched on his shoulder, resting. ”WHY” was all that the boy could understand, though this was a fair sight better than what he knew before. Houghton studied the creature’s eye, and then thought ”perhaps I find myself blessed but I understand ye. My name is Houghton, great beast." He bowed warily. There was no sound. The eye blinked slowly, and the pupil dialated, peering at him intently. The little octopus chirped merrily. The eye closed and he was engulfed in darkness, yet again. The octopus patted him on the shoulder gently, and he waited an age. Eventually Houghton sat down, and ran the sand on the sea floor through his hand. The eye opened, and the ground rumbled. Houghton heard one more word, "BLESSED". He found himself growing strong, and the weight pulling him down were released - he felt buoyant again. He moved his arms experimentally, and foud he could swim as easily as he could walk. The octopus pointed up and chirped at him. Houghton laughed, "alright, lad, up we go. Thank you kindly, great creature. I'll take the little kraken with me, and leave ye to yer rest, repaying your kindness as I can to others." The great creature rumbled, almost a discomfited grumble, and closed its eye, leaving him in the dark again. Houghton mouthed a word, seemingly instinctually, and a halo of light spread from the octopus, who chirped again and began to swim up. "Aye, little one, let's go back, mayhaps my chums have noticed I am gone, now" Houghton swam up, up and up, shooting up like a fish, and broke the water as the sun was rising. Covered in weeds and with the octopus sitting on his shoulder, Houghton looked around, and got a weird sense that the wake of the ship was that way and began to swim, that way, and then realized that that way, was east. He swam... and swam, and then spotted the ship. He caught up to it and then grabbed onto the side. Grinning at The Kraken, he whispered, "a fair trade would be to do an equal joke, for the boatswain, eh?" He tapped his head, and climbed up the edge, leaping over with a thud, sopping wet, and covered in sea plants and sargasso. "WHERE'S STOUT JON!" he roared, and the deck nearly cleared, as his 'masters' nearly cleared it. Stout Jon blinked his eyes open, and stood up with a start from the hammock, drawing his cutlass warily, "ye... I saw ye fall over, into the deep. Yer dead, ye look half-dead anyway!" Houghton stomped over, and Stout Jon, looked left, and right, for support, but saw few allies, as the other pirates seemed to be giving wide deference to whatever was about to happen. Houghton approached, grabbed the cutlass from his shaking hand, and tossed it, point down onto the ground. Grinning maliciously, "one good turn... deserves another!" Laughing, he picked up the huge man, and threw him over the edge of the ship. The other pirates laughed, and Houghton turned to them, "if I recall correctly, Jon here isn't the best swimmer, is he?" The pirates laughed. Houghton turned to the flailing boatswain, "are ye, Jon? Tell everyone what ye did to poor Houghton." He cupped a hand over his ear and pantomimed listening, "can't year ye, lad, shall we pull ye up? What do me mates think?" They looked at each other and shouted, "NAY" and "no!" by-and-large, and one of the older ones shook his head solemnly, "tis owned by Besmara, methinks, Houghton." Houghton shrugged, turning back to Jon "yer mates don't think kindly of ye, Jon..." But Jon, struggling, had begun to sink. Houghton sighed, "tis enough of a punishment, methinks," and retrieved a long pole from nearby, dipping it toward the boatswain, who grabbed at it greedily until he found purchase, "hold on tight, Jon..." He gestured at The Kraken, who grew to the size of a man, startling the pirates nearby, who made signs to ward off evil, and the pair pulled up the wet, exhausted, furious, and terrified boatswain back to the deck. Houghton slapped the man on the back as he coughed up water, then looked up and The Kraken shrunk to normal size, "Jon here - learned a good lesson, ye shall not throw away a good worker fer pettiness, shall ye, Jon?" Jon shook his head, and he asked for concurrance from the others, "shall we, lads?" They shook their heads, he stepped forward, opening his hands, "methinks there will be some... changes here... what think ye all?" he grinned at the others, who nodded agreeably. And there were. *********** Suffice it to say, Houghton wasn't a slave any more. The captain eventually emerged from his reverie, and seeing the signs of Besmara's favor, made Houghton the chaplain and Boatswain both, which Houghton agreed to happily. In return for passing on the blessings of Besmara, Houghton stopped the pirates from slaving, made them more selective with their targets, and made stout Jon swab the deck from stern to stem for three months straight. They kept offerings up to the Pirate goddess, and Besmara favored them with fair winds, lucrative treasures, and as much ale as they could find. In time, Houghton found himself growing tired of some of the debauchery, and fascinated by the artifacts he and his mates had seized from time to time, questioned all they met about the strange ruins that lay under the waves. He spent two full years enriching of the now-renamed "Kraken's Wake" with a growing expertise in these matters, but a yearning for more - kept him searching. Soon, the captain of the Wake told Houghton that they pickings were dry, the routes were poor, and few now bothered to excavate the ruins, given the success of the ship at robbing nearly everyone (at least in part). Further, Captain Montego wished to head to warmer waters and perhaps for the lot of pirates to retire and rest. Houghton was disappointed, but understood. He doffed his cap at Montego, and said, "aye, but the sea pulls at me Cap'n. There's riches here, riches aplenty. More than we can count. Besmara won't have me sitting and drinking rum with ye for the rest of my life. I'm staying." He was let off at a nearby port, and spent time doing odd jobs as an adventurer. Until he found the party. Physical Description:
Houghton is a 6'3" half-orc with tanned olive skin. His large eyes are brown, and his grin is toothy. He wears clothes made of cured and magically reinforced seaweed and linen fiber from the sails of wrecked ships, paintstakingly collected over years. His breastplate is pitted and scored from exposure to the seawater, but the magic reinforcement seems to have kept it perfectly functional. The rest of his gear seems to all be designed to be used in the water, or at least have a waterproof component. His black hair is tied up with strands of seaweed into braids, which hang into his face when he leans forward. He carries a huge spear, which he uses to keep himself balanced on land, largely having permanent "sea legs". A little octopus, which seems to be amphibious somehow, is perched on his shoulder when out of the water, and chitters merrily from time to time. When in the water, the octopus flits about in his space, except when in "attack mode" at which time he aggressively tries to kill and strangle any of Houghton's enemies. Behavior and Mannerisms: Quick to laugh, jolly, and jovial, Houghton nevertheless is greedy and always looking for treasure. He's merciful, but capricious, and will annoy, pester, or otherwise humiliate any of his enemies, though he rarely kills sapient creatures except when absolutely necessary. If particularly annoyed with someone, though, he will leave them with a store of food and water on a piece of driftwood, letting Besmara determine their fate. In the water, he seems at home, and has no problem eating meals, drinking, or doing most activities below the surface. He has an array of odd powers, including what he calls 'Besmara's curse' (evil eye) which he uses to soften up foes at range, before moving in to stab the foes furiously. He also can summon even more strange powers, which often seem to manifest with harmless but surreal phantom imagery, such as tentacles which seem to emerge from his back, the odd noise of a wooden ship creaking, and the sound of lightning crashing.
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![]() Thanks for the feedback. I'm adding a few things then 750 - Wand of Cure Light Wounds
Note that he has Besmara's tricorn, which is also pretty fun, and I think thematically appropriate. We could move it to the fun item area instead of the murky rod. Fun/Silly/Neat Items Saltspray Ring - 4500 - Can summon a bunch of mist constantly! Might be useful to make sure Harley's little buddy stays damp. It also does nothing underwater :D. Lesser Murky Metamagic Rod - 1500 - Allows him to make underwater murky with his mist spells (but not the saltspray ring). I didn't even know murkey existed as a metamagic feat until I was looking for thematic things. Faithful Lantern A lamp that follows around, even underwater, without fuel. Looks like that's about 8500 GP for "fun" things, depending on how you categorize everything. I have a little more regular money too if we want me to bring along some other consumables. ![]()
![]() I’ve got a shaman so far - because the deep shaman adds a huge amount of versatility to the waves spirit which is otherwise lackluster, it seems pretty interesting. I’ll post the character later today and everyone can provide feedback. Here's a draft: Houghton 'The Kraken' Harley:
Male half-orc shaman (deep shaman) 8 (Pathfinder Campaign Setting: Aquatic Adventures 51, Pathfinder RPG Advanced Class Guide 35) CG Medium humanoid (human, orc) Init +2; Senses tremorsense 30 ft.; Perception +14 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex) hp 59 (8d8+16) Fort +7, Ref +7, Will +13 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor), swim 30 ft. Melee +1 longspear +10/+5 (1d8+7/×3) or . . mwk cold iron shortspear +10/+5 (1d6+3) Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear) Special Attacks hexes (beckoning chill, chant, crashing waves, deep heart, evil eye, murksight), wandering hex (battle master) Shaman (Deep Shaman) Spells Prepared (CL 8th; concentration +12) . . 4th—divine power, restoration, slowing mud[ACG] (DC 18); wall of fire[S] or wall of ice[S] (DC 18) . . 3rd—beacon of luck, deadly juggernaut[UC], magic circle against evil, sleet storm; magic vestment[S] or water breathing[S] . . 2nd—burst of radiance (DC 16), remove paralysis, shield companion[ACG], winter grasp[UW]; fog cloud[S] or slipstream[S,APG] (DC 16) . . 1st—divine favor, heightened awareness[ACG], obscuring mist, shield of faith, wave shield[ACG]; enlarge person[S] (DC 15) or hydraulic push[S,APG] . . 0 (at will)—guidance, light, mending, ray of frost . . S spirit magic spell; Spirit Waves Wandering Spirit Battle -------------------- Statistics -------------------- Str 16, Dex 14, Con 14, Int 12, Wis 19, Cha 14 Base Atk +6; CMB +9; CMD 22 Feats Alertness, Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Power Attack, Weapon Specialization (longspear) Traits expert explorer, two-world magic Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Fly +4, Heal +9, Knowledge (dungeoneering) +9, Knowledge (history) +7, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +9, Perception +14, Profession (sailor) +13, Sense Motive +6, Spellcraft +8, Survival +12, Swim +17; Racial Modifiers +2 Profession (sailor), +2 Spellcraft Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Giant, Infernal, Orc, Sylvan SQ aquatic hexes, aquatic spirit abilities, battle spirit, fluid mastery, orc blood, sea raider, spirit animal (blue-ringed octopus (mauler) named Arcane Familiar), water breathing, wave strike Other Gear +1 agile breastplate[APG], darkwood heavy wooden shield, +1 longspear, mwk cold iron shortspear, belt of giant strength +2, besmara's tricorne, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, 2,486 gp -------------------- Special Abilities -------------------- Aquatic Hexes (Su) Beckoning chill hex causes fatigue & entangle, crashing waves hex applies to spirit abilities. Aquatic Spirit Abilities (Su) Wave strike does lethal B dmg & pushes 10 ft. Fluid Mastery torrent does 8d6 dmg in 30 ft cone. Battle Master (Ex) +1 attack of opportunity each rd (stacks with combat reflexes). Battle Spirit +2 (5 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage. Beckoning Chill (Su) As a standard action, foe in 30 ft is entangled 1 rd when take cold dam for 1 min. Chant (Su) As a move action, extend the duration of other hexes by 1 rd. Crashing Waves (DC 18) (Su) Water spells that deal dam knock foe prone (Fort neg). Deep Heart (Su) Gain the ability to breathe underwater & a swim speed equal to her unmodified base land speed. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (7 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Familiar Bonus: +3 to Swim Checks You gain the Alertness feat while your familiar is within arm's reach. Fluid Mastery (4d4 cold damage, 3/day, DC 18) (Su) As a standard action every d4 rds, icewater in 15-ft cone deals cold dam and push 5 ft (Ref part). Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. Sea Raider +2 racial bonus on Craft checks to repair ships, +1 damage vs. targets in or on top of the water. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spirit Animal (spirit animal (blue-ringed octopus (mauler) named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells. Swim (30 feet) You have a Swim speed. Tremorsense (30 feet) Sense creatures and objects in contact with ground or water. Water Breathing You can breathe water as well as air. Wave Strike (5/day) (Su) As a standard action, melee touch drenches and pushes 5 ft. I didn't give him any "getting wet" money, because he doesn't need items for that stuff. Here's his spirit guide: The Kraken:
Arcane Familiar CR – Blue-ringed octopus (mauler) (Pathfinder RPG Ultimate Magic) CG Tiny magical beast (animal, aquatic) Init +6; Senses low-light vision; Perception +12 -------------------- Defense -------------------- AC 23, touch 18, flat-footed 17 (+6 Dex, +5 natural, +2 size) hp 29 (1d8) Fort +2, Ref +8, Will +7 Defensive Abilities improved evasion, ink cloud -------------------- Offense -------------------- Speed 20 ft., swim 30 ft.; jet 60 ft. Melee bite +14 (1d2 plus poison), tentacle +12 (grab) Space 2½ ft.; Reach 0 ft. Special Attacks bond forged in blood, poison -------------------- Statistics -------------------- Str 11, Dex 23, Con 10, Int 6, Wis 13, Cha 3 Base Atk +6; CMB +10 (+14 grapple); CMD 20 (can't be tripped) Feats Mobility, Multiattack[B], Weapon Finesse [b]Skills Acrobatics +6 (+2 to jump), Diplomacy +0, Escape Artist +16, Fly +15, Heal +3, Knowledge (dungeoneering) +2, Knowledge (history) +4, Knowledge (local) +2, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +6, Perception +12, Spellcraft +0, Stealth +26, Survival +5, Swim +18; Racial Modifiers +10 Escape Artist, +8 Stealth SQ amphibious, battle form, empathic link, spirit animal (waves) -------------------- Special Abilities -------------------- Amphibious (Ex) You can survive indefinitely on land. Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger. Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd. Empathic Link (Su) You have an empathic link with your master. Grab: Tentacle (Tiny) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Ink Cloud (5 ft. radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment. Jet (60 ft.) Move in a straight line at 60, with no attacks of opportunity. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Poison: Bite - Injury (DC 14) (Ex) Bite—Injury; save Fort DC 14; freq 1/rd for 6 rds; effect 1 Str; cure 1 save. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Spirit Animal (Waves) The spirit animal can breathe underwater. Swim (30 feet) You have a Swim speed. Because of the archetype, the octopus gets the amphibious subtype instead of the aquatic type, allowing it to breathe water and air, and allowing him to take the octopus out of the water. I think that works! I also gave the octopus the mauler archetype, allowing it to do (decently) when fighting in the water, but I'm not married to that, and I know it won't do much for fighting outside of the water - being a little octopus. ***************** He would be a follower of Besmara - more or less. Will flesh out the backstory in detail if everyone likes the crunch. ![]()
![]() Restoration limits me to shaman, cleric, Oracle, and warpriest (though warpriest not until 10). All four of those have melee “builds” but none are exceptional except for the warpriest, and maybe a battle oracle/shaman. If you don’t need super-high level casting, the warpriest would certainly be the “strongest” meleer but the shaman has the best ability to poach from other spell lists with flexibility - providing pseudo-arcane support. The Oracle probably would be the “best” though (if correctly built). I dunno. I don’t especially have any passions, though I haven’t played many strong melee characters, so that may be fun. I’ll keep working on it. ![]()
![]() Thanks, I’ll get to work. It’s very comprehensive! Could you tell me if there’s a specific role that is missing? It looks to me that “primary arcane casting” is what’s needed (sort of) but Aurelian specified some healing in discord. There are classes which can do both, and I’m happy to figure something out for either or even both roles. ![]()
![]() Hi Giant Halfling. I started playing in a Rise game with a martially focused ranger/barbarian/goliath druid, but the game died. I'd like to resurrect the general shape of the character as much as I can and play them. Do you think there would be an opportunity for such a character to work here? You noted that you'd prefer people who didn't take 1 level of martial and the remainder of the levels as a caster, which I would avoid (there would be ranger and barbarian or two levels of ranger, whichever is appropriate from a roleplaying standpoint) but since the majority of the interesting giant wildshape forms require higher levels of druid, would that be okay? The character would also need to find training somewhere as a goliath druid (such a thing, I know, would be difficult to find). I also have some familiarity with the campaign, as I am slowly running it in a PBP on these very boards! If you'd like newer players, it'd be better to stay away from the start and let someone else have a go at it. ![]()
![]() Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so. ![]()
![]() Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so. ![]()
![]() Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so. ![]()
![]() Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so. ![]()
![]() Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so. ![]()
![]() Edit: it does hit with flanking and inspired rage! The creature flies into a furious rage and speaks in an strange language. "ମୁଁ ତୁମର ପ୍ରାଣ ପିଇବି!" Aklo: The creature seems to grow horns from its head when it enrages, which it uses to attack with!
"I'll drink your souls! Ranseur Krovek: 1d20 + 8 ⇒ (18) + 8 = 26
Krovek is hurt by the enraging monster as it strikes his back half with its Ranseur. Krovek takes 19 damage who?: 1d6 ⇒ 4 The creature attempts to attack Hollie with its closer attacks. bite: 1d20 + 2 ⇒ (4) + 2 = 6
gore: 1d20 + 2 ⇒ (19) + 2 = 21
But it only hits with its gore attack. Hollie takes 8 damage Spawning Sins - Round 1/2- Shae/Jessa/Sinspawn/Krovek/Lunal/Hollie/Cator Everyone is up! ![]()
![]() Jargie nods at everyone, and disappears back into the kitchen to finish the stew. After a few minutes, he brings out a few large bowlfuls for the new patrons to eat, with large wooden spoons. The stew is a mix of whitefish, crab, and clams, in a reddened cream sauce, with generous pieces of celery, potato, onion, and carrot. He places it on the table in front of the patrons, and wipes his hand on his apron, "there you are, hope it is too your liking." He salutes Hollie with two fingers, and returns to the kitchen. ![]()
![]() mittean wrote: ** spoiler omitted **... Great! Let’s try it out. I use them very happily, and will have lots of friends to help in the form of my summons, so if it gets to fiddly with the extra rules, I’d be happy to just run with the RAW rules too. Teamwork feats are a great boost to a summoner no matter what! That said, I’m a prolific poster in my games, and I will say that anything that requires input from multiple players during one person’s turn is hard to get in pbp, and such would be hard even from me. If you do this, I expect you’ll have to end up doing a lot of legwork on your own. Did you happen to mess around in that roll20 world I set up for you? I haven’t been checking recently (Sorry!). ![]()
![]() I didn't see any mention of Kundarak specifically in the Gazeteer. I assume Lessie is a dwarf, then. Is she 'marked? Maybe because Thalmor is good at fighting a lot of different creature types (he's a deep warrior), and had a bit of training fighting giants, he was sent here by Kundarak to help protect the bank a few years ago. What should I do with the hook with Sivis? That was the original plan, that Thalmor was tracking him down. Maybe Thalmor was living here a while and helping Lessie, and Sivis made a deal with her, but then broke the deal and fled town? I can throw ideas out based on what I know about Eberron, but I don't know what timeline you want to have for Sylbaran or all of the NPCs. Most characters wouldn't know that Thalmor can curse people who break deals and track them down unerringly, so it's possible "Sivis" or whoever, is just hanging out outside town. ![]()
![]() mittean wrote: Okay, for the airship...the connections should be a little bit more of why you might have been included on this flight. This is a flight of delegates and such from a disparate group...there could be (you all don’t know yet) representatives from Houses Cannith, Lyrandar, Tharashk, Vadalis, or others. From Xen’drik, Breland, the Eldeen Reaches, Aundair, Sylbaran or others. Representatives from Morgrave, perhaps a couple of Zil reporters...but I want your characters to have the first connection with Sylbaran, if possible. I think I'll change the character background slightly, and add in a bit where Thalmor is also intending to set up a bank/enclave for Kundarak in Sylbaran in the absence of the dragonmarked. That gives him a reason to stay. He will have been on the airship coming from Breland, where he turned around after hopping off the lightning rail. At some point, I think he will have met Tuk, having visited the western border during one of his expeditions to hunt down an oathbreaker who stole from Kundarak. Thalmor isn't strong enough to have captured many high-level folks, but he is strong enough to find out where they are! Maybe he helped train to fight against the giants when some suddenly attacked, and he was under siege for a few weeks? What do you think, Tuk? ![]()
![]() Cheers all, happy to adjust my character's location and direction! Xen'drik poses an interesting question - giants are native to (and largely found in) Xen'drik, and I assume you have some sort of mechanism by which this discontinuity with Sylbaran exists. That said, can you help with some justifications for why a character might have had "training fighting giants?" Obviously there are giant enclaves in Khorvaire's mountains here and there, but I don't think they're as widespread as they are in Truneau in the original GS AP. I ask this because I'd like to use the "roll with it" trait, especially if someone else wants to take the artifact hunter one instead of me. Repeating the bones of my character: Background:
Thalmor was supposed to be a lot of things, and most specifically, he was supposed to be dragonmarked. Both parents were. The marriage was arranged. Everything was perfect, until it wasn't. The dragonmark didn't manifest when he came of age. And it kept not manifesting. His younger siblings (a brother and sister) were luckier, if you can believe it, and found prominent and important roles within the house, carrying the name d'Kundarak with pride. Thalmor did as any stout, intrepid dwarf would not do. He left the Mror holds angrily, embittered by the hand he was dealt, he found a calling as a merchant and guard, set out to prove that he didn't need the mark to make something of himself. He would uncover secrets from ages past, unlock doors to places that were thought to be forever closed, and make as much money in the process as possible. It was no coincidence then, that he began to practice the rituals of Kol Korran. Eventually, he manifested miracles here and there. If the dragonmark wouldn't come to him, he seemingly could draw other things. Minons, allies from Lamannia, The Twilight Forest, he could manifest with a prayer, and they were even stronger than most. They serve him, and he serve Kol Korran, ensuring trade deals are kept, and hunting down those who violate the agreements. He comes now to Sylbaran to collect on one of those. A fellow who promised payment to the house and didn't follow through. For services rendered in full! Thalmor doesn't much care about making Kundarak richer, but it's the principle of the thing, he had struck the deal. Of course, his target couldn't expect him to be able to track him down, Sylbaran is in the godsforsaken woods, who would come here. Thalmor has, of course, to collect what's due.
Appearance and Personality:
Thalmor is a strong, generally taciturn dwarf of early adulthood who wears grey and black clothes. His hair is short and black, and his beard is medium-length, with silver wire binding it at the tip. His eyes are dark grey, and his skin is weathered, likely due to his frequent time outside. He uses a spear, and keeps a battleaxe at his side, carrying a heavy backpack full of different useful things. He also dresses in finery whenever possible, with shiny semi-precious gems and bangles here and there. Thalmor is taciturn like many dwarves, but his divine spark allows him to charm others sometimes. He also remains quicker on his feet than other dwarves, a trait which is useful when he has to keep up with the wagons on trading caravans. He's merciful to enemies, honorable in combat, and thoughtful and measured in his words when he speaks. He never breaks his word, but it is a word not easily given, as he knows the power of oaths. He usually stands, arms folded, on the sidelines, until others need him to intercede. He doesn't care much for oathbreakers, but his skills nearly guarantee that enemies can't escape him. The only times he lets people get out of oaths is when his foe seems destitute, though he is loathe to bind others who are in that situation, as he doesn't want the moral conflict to get in the way of his job.
Maybe Statblock?:
Thalmor Kundarak Dwarf (- Custom -) inquisitor (monster tactician, oathkeeper) of Kol Korran 1 (Pathfinder Player Companion: Merchant's Manifest 30, Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38) LG Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities -------------------- Offense -------------------- Speed 30 ft. Melee battleaxe +3 (1d8+3/×3) or . . longspear +3 (1d8+4/×3) Ranged light crossbow +2 (1d8/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Inquisitor (Monster Tactician, Oathkeeper) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—barbed chains[HA] (DC 15), heightened awareness[ACG] . . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity . . Domain Travel (Trade[APG] subdomain) -------------------- Statistics -------------------- Str 16, Dex 14, Con 15, Int 12, Wis 16, Cha 8 Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Spell Focus (conjuration) Traits deep guardian, roll with it Skills Appraise +5, Bluff +3, Diplomacy +3, Intimidate +0, Knowledge (dungeoneering) +5, Knowledge (local) +2, Perception +7 (+9 to notice unusual stonework), Profession (Banker) +7 (+9 on checks related to metal or stone), Sense Motive +8, Spellcraft +5, Use Magic Device +0; Racial Modifiers craftsman[APG], silver-tongued haggler, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant SQ deep tradition, divine witness (-3, 1 week), finesse weapon attack attribute, stern gaze +1, summon monster I Other Gear scale mail, heavy steel shield, battleaxe, crossbow bolts (20), light crossbow, longspear, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Kol Korran)[UE], manacles, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Kol Korran, 40 gp -------------------- Special Abilities -------------------- Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white only). Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs. Divine Witness (-3, 1 week) (Su) Curse contract breaker with -3 to all d20 rolls for 1 week(s). Know location as discern location. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Inquisitor (Monster Tactician, Oathkeeper) Domain (Trade) Silver-Tongued Haggler (+1, 6/day) (Su) +1 Bluff, Diplomacy, or Sense Motive Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Summon Monster I (6/day) (Sp) Cast summon monster spells as a spell-like ability. Strategy/Tactics/Future?:
Thalmor is content to summon things, and then use them to fight his enemies, having given the creatures teamwork feats. He wants to smugly make himself and the house wealthy without relying on a dragonmark, which is why I chose the artifact hunter trait, but I might also choose Roll With It if someone else wanted that (so we didn't duplicate). He may, however, actually pick up something like the Heir of Siberis, or I may have him take a dragonmark feat eventually if I feel like he would have had a better attitude about things. He'd start as LN, but move towards LG over time if he were around people who weren't so bitter. My only other question for mittean is, can we take a drawback? I'd like Thalmor to be bitter. I'm not sure what else would be good to take, but options are extremely fashionable, or maybe civilized or something similar. ![]()
![]() mittean wrote:
I don't mind anything as long as it's usable on mobile (preferred). Google slides on mobile AFAIK precludes moving characters. Of course, my opinion is demonstrably of less import if my character isn't chosen. :) If you find any of these are frustrating, I have a paid account in Roll20 with a number of pre-purchased images, as well. As a paid user, I can extend DM rights to any other user, and allow them to use all the functionality (including old/new dynamic lighting). ![]()
![]() Axolotl wrote:
And Axolotl is an excellent GM :D. ![]()
![]() Thalmor Silverhelm Kundarak Vingette #1 - The Crevasse:
Eberron 950 YK - Below the Vaults, Korunda Gate Thalmor sat on the edge of the crevasse, throwing rocks. Like many kids, he would throw a rock and then count until it lands, trying to figure out how deep the pit was. With each toss, the rock would fall, fall, fall, until a faint "tink, tink, tink" was heard. He would count, "one, two, three, four, five, six, sev-" at which point he nodded to himself, grabbing another rock. The road to this place was short, and well guarded, but he was little, and he had learned secret ways. His parents had said the bottom of the crevasse was the ceiling of another cavern - the cavern of the city of his ancestors - long warded against intrusion, and now a shadow of it's former glory. The name of the city was forgotten, as the daelkyr had taken over most of it. Expeditions were send down from time to time when Kundarak could spare people, and most returned, but reclaiming just this city was a monumental task. People trained for years to get the chance to fight. Thalmor wanted to go, desperately. He felt a calling to the bones of Eberron. The stories of twisted monsters and sightless beasts thrilled him. But it would never happen, he was important, they said. His parent's firstborn, a scion, they said. He had work to do on the bank. His rebellion, (as far as it could be said that a dwarf ever really rebelled), was to sit here, and throw rocks. He ran through the mental process he would need to activate the mark, as he had been taught, closing his eyes. He wondered quietly where the mark would manifest - his father had an extensive mark on his chest, his mother's greater mark encircled her upper arm. He hoped it would be on his forearm, or even his face, the beautiful shape and color a sign of the fact that even if Thalmor wasn't to become a great adventurer, he would be known and respected, somehow. But for now, he held onto a rock, feeling the weight in his hand, and tossed it, listening for the telltale "tink" that would end his count, as he shivered, and wondered about the creatures that lay below. Vignette #2 - Silverhelm Family:
Eberron 962 YK - Korunda Gate - Enclave of Kundarak, Silverhelm Family Dagnar and Meva sat in the parlor, speaking quietly to each other, and to what must be one of his distant cousins. Thalmor sat in his room, his back to the door, straining to listen. His younger siblings were playing quietly with each other, a game they had invented with monsters and princesses. Thalmor strained to hear what was being spoken about, but the thick stone made it hard to hear more than snippets. His cousin, "... what are we... it is not like we can do anything... " Dagnar spoke up, barely comprehensible through the door, "...fault. Not ours either... the house for years?..." Meva was crying. Thalmor frowned, and pinches his beard, twisting the tip around his stout finger. He looked at his siblings and grimaced. They were younglings, still little, and their bright marks were manifest. It was apparent they would be strong and they could do anything in the house. They could become wardens, or could do an expedition, banking, they had the freedom - freedom which came as a result of the damned marks. Distracted, he tried to listen again, but the conversation had dropped to a quieter volume. Thalmor pressed his ear to the crack and strained, and but could hear nothing else. He closed his eyes and scratched his arm, scratching, looking at the spot where he scratched and frowned. He scratched until the arm was bloody and his nail was broken, but the spot where his mark was supposed to show was just raw. Numb to the pain, he curled his knees to his face and rested his head on them, as unbidden tears dripped down the sides of his face and onto his lap. His brother and sister glanced over at him, but their expressions were confused and standoffish, and Thalmor didn't even notice. His brother opened his mouth to say something, but was nudged by his sister, who mouthed something, suggestively, and his brother closed his mouth, dropping the issue. They returned to their game.
Vignette #3 - Lost:
Eberron 970 YK - Below the Ancient Gate, the ancient city Thalmor was worried. He was bloodied. His friend was bloodied, and the others had not returned. Craglon was sleeping quietly as Thalmor stood near the exit, guarding him. The scouts were supposed to be back. They were all going to retreat back to the safe area of the city, but they weren't back yet. Thalmor grimaced. He was a neonyte, and his job was to provide support and healing to the expedition. But something had gone wrong. The more nimble and stealthy members of their group had seen a lone daelkyr, smaller than the others, skulking on a street outside the outpost they had created. It didn't look especially powerful, and their axes were sharp, their hammers broad. They were headstrong, and they wished to take the fight to them, to prove themselves. Thalmor told them to avoid going out, their job was to stay here and document the passing for three days, but the others, beyond Craglon, wouldn't listen. Thalmor grudgingly agreed to help their foolish plan, formulated quickly. They waiting until the skuling thing was sniffing around at the door, and then pounced. But though the thing was stronger than it appeared, tentacled arms extending as if from nowhere to strike him and his companions, hurting them badly, the daelkyr itself was badly hurt in the process, and screaming incomprehensibly with an impossibly distended mouth, it scampered away into the darkness of the old city. Most of the same headstrong dwarves of his company took a look at Thalmor and Craglor and rushed after the thing. One, a shieldmaiden, Zerda, stayed behind with them to hold the outpost. When a day passed, and the others did not return, Zerda shook her head. Craglon's wound had festered, he could not easily be moved, and there was little Thalmor could do to help. No other beasts had been seen, and Zerda announced, "well, I think the others are dead, I'm going back for help - if I'm not back soon -" She shook her head, and Thalmor knew what she meant. And she wasn't. Thalmor waited another day. His supplies were low, and Craglon wasn't getting better. He grabbed the skinny dwarf, his friend, and carried him on his shoulders, one hand gripping the man's weak hands together around his armored neck, the other holding his battleaxe. When he believed it to be clear, he slipped out, and began to walk back to the safe zone. There was no sign of Zerda, the city was as deserted as it had been when they came. Shaken, he trudged nonetheless, It had been a day. The scouts had not returned. Craglon had mapped the streets, and Thalmor didn't have a great head for it, but he walked anyway. The city was not - it did not look more recognizable. But Thalmor kept walking, and for a time, it felt as if there were eyes on him, more than he could count, the new residents of the city, inexplicably letting him passs on the street as they resided in their stolen homes, living... lives, if they could call them those, in gross facsimile to actual dwarves. The daelkyr were ultimately surreal in this way, there had been evidence of such things in their outpost they had taken. Inexplicably abandoned, it served as a refuge, but Thalmor wouldn't have been able to find it again if he himself had a map. He trudged, and trudged more, through the inky blackness, until he saw down a side street, a glow. A familiar glow. Dwarves are comfortable in the dark, but they also like color, and do not hate light, as the daelkyr seem to (sometimes), and the safe zone was there. He turned down the street and sprinted. He felt a sticky tendril smack the back part of his heel, but he pulled away, his head down, trying not to think about what was or wasn't around him. He wasn't afraid - but he was despearate. Safety was assured, if he could get there. His training as a priest made him quicker than almost any dwarf, but he wasn't faster than the beasts below, as long as he didn't stop he might make it. And he did. Bristling with weapons, the wall of the safe quarter loomed in front of him, and opened as he approached, the portcullis raising and quickly shutting behind. No creatures followed him, though, and when he looked back, the outer city was quiet. He sensed the eyes, though, watching, too many to count, or for one creature to have. Breathlessly, he set Craglon down, and others came to tend to them both, as he collapsed. ... Of the others, they had disappeared. Thalmor frowned at the thought, and clenched his teeth as he had recovered. Craglon grew hale and hearty again, though he lost a few fingers that couldn't be salvaged, as they had been infected somehow, with a parasite. All the work that Thalmor had done to get to this point - his superiors would not send him back, no matter how much he protested. He would return to the surface. He scratched the scar on his forearm as he stewed bitterly, and made the long walk with Craglon back to Korunda Gate.
Vignette #4 - Friends of the Dragon Below:
Thalmor had few friends, but his priestly training, and his deep connection to the earth itself had allowed him, as he had aged, to make some, drawing them out of the earth itself. They only appeared for a short time, but whenever he was feeling particularly alone, he was draw them up and chat with them. The friends he conjured were always the same individuals, hale and hearty each time he drew them up, and though few could speak, but they listened quietly, allowing him the contact that he craved, even as he had pushed away many of those in Kundarak due to his persistent bitterness and anger. They served a valuable purpose too. Few expected him to be able to grab such beasts from the ground, and such a feat had caught more than a few oathbreakers off guard as they thought they could outrun a typical dwarf. Without malice, Thalmor had found a calling with he and his odd-behaving-and-looking friends that he could conjure. A calling and a type of peace, or at least enough that he wouldn't poison Korunda any further. It was a convenient arrangement.
Vignette #5 - Oaths: Thalmor stood and watched as the human signed the paperwork at Korada, his business plan, (though Thalmor thought it was his slick black hair, long goatee, and flattery towards dwarven customs) had impressed the bankers. As had his persistence. Kundarak had agreed to the loan. Sivin said he knew Eldeen well, and would work as an intermediary for Kundarak to build an enclave in Eldeen, a land rich in natural resources. Thalmor had rolled his eyes at this fellow, but wasn't in a place to argue. He bound the man to his word, and the deal was set. Sivin had taken Thalmor and some nature-friendly 'marked scions with him to the town of Sylbaran, and the job had been going well. So well that Thalmor, to his own disappointment, found himself heading back to Korunda. It had turned out that someone did have a use for Thalmor, in the end. His distant cousin, Blaurath, heard of his speed in the deep. And knew that Thalmor's training as a priest of Kol Korran might be useful. He had conscripted this markless dwarf to aid in compelling oaths from all who would do business, mostly farther afield, a task which pleased Thalmor. He had grown bitter in his time in Korunda, and found himself secretly resenting the Kundarak dwarves, so much that he was almost always at more ease with those of the other ancestries of Khorvaire, especially gnomes and orcs, for whatever reason. His agreeability with the other races had led to frequently being shipped off to different corners of Khorvaire, for the dwarf could turn on the charm when he wanted to. Thalmor knew that Sivin had betrayed the house. He knew that he had betrayed Kol Korran. He didn't know how, but the oath had been broken. He sent messages to the neophytes, the 'marked, and they were not returned. Sivin would have to be tracked down. And Thalmor was the only one who knew where he was, with any accuracy. He sent a message back to the Banking guild and Blaurath continuing along the lightning rail. Something had happened. He hopped off on the next stop, and quickly turned around, heading back to as close as he could get, a few days out Sylbaran and began to walk back. He had a limited window to find the betrayer - he hoped for his own reputation that he would be able to find the oathbreaker.
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![]() I’m guessing leaving it as it stands is a good choice, unless I can come up with some justification to make up another surname. I hope he’s well! I played in a 1-shot at tacticon in Denver probably 12-15 years ago, and it was a blast. I also met his wife a few years ago at PAX east for Illimat. They were both very kind. ![]()
![]() I did research on that very question. There are a number of houses in the Mror Holds, and it's clear that he wouldn't be one of those, since Kundarak is protective of their line. But I also couldn't find any other surnames within the house. I did find that scions of Kundarak are referred to as d'Kundarak. I believe the non-dragonmarked are just Kundarak. Thalmor would certainly avoid advertising his last name, in general, as it is a sore spot that he's not a "d'Kundarak". It is up to you how you'd want to run it; I don't have every sourcebook available so I may have missed something. ![]()
![]() Heya, might as well throw a hat in. I play in a game with Axolotl, so would love join him! Eberron is my favorite setting, and I've been wanting to play in Giantslayer with a variant of this character for a while, so after re-working, I submit Thalmor Kundarak, failed scion of house Kundarak. Background:
Thalmor was supposed to be a lot of things, and most specifically, he was supposed to be dragonmarked. Both parents were. The marriage was arranged. Everything was perfect, until it wasn't. The dragonmark didn't manifest when he came of age. And it kept not manifesting. His younger siblings (a brother and sister) were luckier, if you can believe it, and found prominent and important roles within the house, carrying the name d'Kundarak with pride. Thalmor did as any stout, intrepid dwarf would not do. He left the Mror holds angrily, embittered by the hand he was dealt, he found a calling as a merchant and guard, set out to prove that he didn't need the mark to make something of himself. He would uncover secrets from ages past, unlock doors to places that were thought to be forever closed, and make as much money in the process as possible. It was no coincidence then, that he began to practice the rituals of Kol Korran. Eventually, he manifested miracles here and there. If the dragonmark wouldn't come to him, he seemingly could draw other things. Minons, allies from Lamannia, The Twilight Forest, he could manifest with a prayer, and they were even stronger than most. They serve him, and he serve Kol Korran, ensuring trade deals are kept, and hunting down those who violate the agreements. He comes now to Sylbaran to collect on one of those. A fellow who promised payment to the house and didn't follow through. For services rendered in full! Thalmor doesn't much care about making Kundarak richer, but it's the principle of the thing, he had struck the deal. Of course, his target couldn't expect him to be able to track him down, Sylbaran is in the godsforsaken woods, who would come here. Thalmor has, of course, to collect what's due.
Appearance and Personality:
Thalmor is a strong, generally taciturn dwarf of early adulthood who wears grey and black clothes. His hair is short and black, and his beard is medium-length, with silver wire binding it at the tip. His eyes are dark grey, and his skin is weathered, likely due to his frequent time outside. He uses a spear, and keeps a battleaxe at his side, carrying a heavy backpack full of different useful things. Thalmor is taciturn like many dwarves, but his divine spark allows him to charm others sometimes. He also remains quicker on his feet than other dwarves, a trait which is useful when he has to keep up with the wagons on trading caravans. He's merciful to enemies, honorable in combat, and thoughtful and measured in his words when he speaks. He never breaks his word, but it is a word not easily given, as he knows the power of oaths. He usually stands, arms folded, on the sidelines, until others need him to intercede. He doesn't care much for oathbreakers, but his skills nearly guarantee that enemies can't escape him. The only times he lets people get out of oaths is when his foe seems destitute, though he is loathe to bind others who are in that situation, as he doesn't want the moral conflict to get in the way of his job.
Maybe Statblock?:
Thalmor Kundarak Dwarf (- Custom -) inquisitor (monster tactician, oathkeeper) of Kol Korran 1 (Pathfinder Player Companion: Merchant's Manifest 30, Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38) LN Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities -------------------- Offense -------------------- Speed 30 ft. Melee battleaxe +3 (1d8+3/×3) or . . longspear +3 (1d8+4/×3) Ranged light crossbow +2 (1d8/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Inquisitor (Monster Tactician, Oathkeeper) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—barbed chains[HA] (DC 15), heightened awareness[ACG] . . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity . . Domain Travel (Trade[APG] subdomain) -------------------- Statistics -------------------- Str 16, Dex 14, Con 15, Int 12, Wis 16, Cha 8 Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Spell Focus (conjuration) Traits artifact hunter, deep guardian Skills Appraise +5 (+7 to assess nonmagical metals or gemstones), Bluff +3, Diplomacy +3, Intimidate +0, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (local) +2, Perception +7 (+9 to notice unusual stonework), Sense Motive +8, Spellcraft +5 (+6 to identify the properties of magic items), Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, silver-tongued haggler, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant SQ deep tradition, divine witness (-3, 1 week), finesse weapon attack attribute, stern gaze +1, summon monster I Other Gear scale mail, heavy steel shield, battleaxe, crossbow bolts (20), light crossbow, longspear, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Kol Korran)[UE], manacles, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Kol Korran, 40 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs. Divine Witness (-3, 1 week) (Su) Curse contract breaker with -3 to all d20 rolls for 1 week(s). Know location as discern location. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Inquisitor (Monster Tactician, Oathkeeper) Domain (Trade) Silver-Tongued Haggler (+1, 6/day) (Su) +1 Bluff, Diplomacy, or Sense Motive Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Summon Monster I (6/day) (Sp) Cast summon monster spells as a spell-like ability. Strategy/Tactics/Future?:
Thalmor is content to summon things, and then use them to fight his enemies, having given the creatures teamwork feats. He wants to smugly make himself and the house wealthy without relying on a dragonmark, which is why I chose the artifact hunter trait, but I might also choose Roll With It if someone else wanted that (so we didn't duplicate). He may, however, actually pick up something like the Heir of Siberis, or I may have him take a dragonmark feat eventually if I feel like he would have had a better attitude about things. He'd start as LN, but move towards LG over time if he were around people who weren't so bitter. Will put up a vignette or two if I can at some point in the next few days. ![]()
![]() Heya Fuzzfoot, I hope you've been well. I enjoyed playing in your wild west game. I'm sorry that it fell apart. I've created for your consideration an inquisitor from Graidmere Swamp, in northeast Ustalav. Statblock:
Jean-Claude Werecrocodile-kin skinwalker (scaleheart) inquisitor (abolisher, sacred huntsmaster) of Jalaijatali 8 (Pathfinder Player Companion: Monster Hunter's Handbook 7, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 5) CG Medium humanoid (shapechanger, skinwalker) Init +7; Senses low-light vision; Perception +13 (+17 on opposed rolls vs. Stealth and Disguise) -------------------- Defense -------------------- AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 natural) hp 55 (8d8+16) Fort +10, Ref +7, Will +10 Resist cold 10 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 cold iron boarding pike +10/+5 (1d8+5/×3) Ranged +1 adaptive paueliel composite longbow +10/+5 (1d8+4/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +1 cold iron boarding pike) Special Attacks bane (8 rounds/day) Spell-Like Abilities (CL 8th; concentration +7) . . 1/day—scare (DC 11) Domain Spell-Like Abilities (CL 8th; concentration +10) . . 5/day—icicle (1d6+4 cold) Inquisitor Spell-Like Abilities (CL 8th; concentration +10) . . At will—detect aberration[APG] Inquisitor (Abolisher, Sacred Huntsmaster) Spells Known (CL 8th; concentration +10) . . 3rd (2/day)—channel vigor, heroism, shield of wings . . 2nd (5/day)—blistering invective[UC] (DC 14), invisibility, shared training, tongues . . 1st (5/day)—divine favor, heightened awareness[ACG], litany of weakness[UC], protection from evil, shield of faith . . 0 (at will)—acid splash, brand[APG] (DC 12), detect poison, disrupt undead, guidance, oath of anonymity . . Domain Water -------------------- Statistics -------------------- Str 17, Dex 16, Con 15, Int 12, Wis 14, Cha 8 Base Atk +6; CMB +9; CMD 23 Feats Combat Reflexes, Extra Feature, Improved Outflank, Outflank[APG], Planar Focus, Power Attack Traits beast bond, chance savior Skills Acrobatics +0 (-4 to jump), Climb +7, Disguise +10, Handle Animal +11 (+13 vs. Maurice while worn), Intimidate +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +7, Perception +13 (+17 on opposed rolls vs. Stealth and Disguise), Perform (string instruments) +2, Ride +5, Sense Motive +7, Stealth +7, Survival +8, Swim +6; Racial Modifiers +2 Stealth Languages Common, Giant SQ animal companion (alligator (accursed companion) named Maurice), animal focus (8 minutes/day), animal focus (bull[ACG]), change shape, change shape (bite), change shape (darkvision), change shape (ferocity), change shape (swim 30 ft.), escape corruption's grasp, expose aberration, hunter tactics, improved empathic link, monster lore +2, revealing gaze +4, track +4 Combat Gear tanglefoot bag (3); Other Gear +1 agile breastplate[APG], +1 adaptive paueliel composite longbow, +1 cold iron boarding pike, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, bear trap[APG], bedroll, bell tripwire trap, belt pouch, canteen[UE], disguise kit, fetters, masterwork (barbed)[ARG], flint and steel, holy text (Jalaijatali)[UE], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], masterwork Banjo, mess kit[UE], net rigging, pot, reinforced scarf[UE], silk rope (50 ft.), skeleton key[UE], spell component pouch, superior lock, wooden holy symbol of Jalaijatali, 579 gp, 7 sp, 1 cp -------------------- Special Abilities -------------------- Animal Companion (animal companion (alligator (accursed companion) named Maurice)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time. Animal Focus (8 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots. Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon. Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str. Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form. Change Shape (Ferocity) (Su) You can choose to gain the ferocity ability when shifting into bestial form. Change Shape (Su) Shapeshift into bestial form, granting animal-like powers. Change Shape (Swim 30 ft.) (Su) You can choose to gain a climb speed of 30 feet when shifting into bestial form. Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Escape Corruption's Grasp (8 rounds/day) As an imm action, gain freedom of movement on self. Expose Aberration (Sp) On hit, auto know if foe is aberration. Imm action activate bane after hit and before dam. Extra Feature Gain additional feature in bestial form. Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs. Icicle 1d6+4 cold (5/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft. Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own). Inquisitor (Abolisher, Sacred Huntsmaster) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures. Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO. Planar Focus By studying other planes, you've learned to take on aspects of outsiders as well as animals. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Revealing Gaze +4 (Ex) Gain listed bones on opposed Perception rolls vs. Disguise and Stealth. Adj allies gain same bonus. Track +4 Add the listed bonus to Survival checks made to track. Background:
Jean-Claude was born cursed. His parents were poor peat cutter swampers of Graidmere, they didn't need another mouth to feed. He was the last one of his family born, and was a runt compared to the others. The family, crude, boisterous, rude, and xenophobic, would viciously attack outsiders from their small home overlooking the water. He lived this miserable life for quite some time, though he tried to spend time away from his horrible family as much as possible. He swam through the narrow waterways, and trudged with his heavy boots when this wasn't possible, investigating the dark corners of the world, which was fine with his family, as he lacked the edge to "humor" (a cruel streak) to appreciate them. He often felt cold, certainly, and detatched, but he never seemed to want to harm the animals that they found for food - swamp birds, marmots, nutria, and very commonly, gators. His family would torture the little creatures to death, and he would take no part, making him a black sheep of sorts. The breaking point for him was when they captured some poor villager from southern ustalav that had ventured into their "territory" accidentally and forced Jean-Claude to participate in a perverse "hunt" through the foggy and damp swamps. The villager was released and given the opportunity to escape. They hunted this nameless soul for hours, giving him multiple chances to flee, but the fellow never had a chance. At the end, when they'd run down the soul, they threatened Jean-Claude with pain and death, if he didn't kill the villager and eat his heart. Jean-Claude refused, and they raised the knife to dispatch their useless kin. Something snapped in the huge man. His form changed, and he grew a large snout with rows of teeth, and with scales covering his body. Startled, his family was confused. He snapped out, and bit off half of his brother's hand, gulping down the digits reflexively, and hissing. His father swung an axe, but Jean-Claude was stronger now, and grabbed the hand, hissing, with a clawed appendage, and broke it at the wrist. Jean-Claude stood and roared at his family, who, startled and confused, fled back to the only home he had ever known. The nameless villager, far from being grateful, screamed in horror, and fled away. Jean Claude screamed in rage, confused and befuddled by the turn of events, but he followed the villager, snapping at the man's heels until he got out of the swamp, and hissing at the man as he left, claiming the swamp as his own as well, and bitter at being rejected again Alone, with nothing, the stocky fellow melted back into the wilds. His family hunted desperately for him, to enact revenge, but could never find the resourceful fellow, who by then had learned much more about the deep reaches of the soggy place than they ever had. For Jean-Claude had found a baby alligator, another orphan, and raised it, gaining a deep bond with the scaled creature. He named the fellow "Maurice", after the other black sheep of his family that he knew, his grandfather's brother who was also exile by his family as a cautionary tale. Miraculously, Jean-Claude, while cold and with an odd affect, grew more of a conscience as he became an adult and raised Maurice. He and the gator would scare travelers away from his family's plot, and away from other, more dangerous parts of the swamp. One day, he tried desperatly to get a small, old woman with dark skin to leave, one who stubbornly refused any of his frightening tricks, and was singing quietly to herself, but she wasn't frightened. In his desperation, he changed hoping that the shock would set her to flee, but the woman just smiled sadly, and approached, whispering "this is not a curse, you do not need to be ashamed." In shock, he stood there, stock still, and Maurice lowered himself to the ground, resting quietly. The woman came to Jean-Claude and touched the side of his snout, nodding at him. The touch spread warmth through his body, and when his nictating eyes blinked, the woman was gone. Confused, but at peace, and with a sense of purpose in his blood, Jean Claude changed his focus. He would find out what happened, and what the meaning was behind the woman and her touch. Now, he watched carefully what the villagers did, and how they dressed, before scaring them off. Eventually figuring out a passable approximation of a human, he and Maurice ventured out of the swamp. He made his way as a trapper and bounty hunter across Ustalav, learning what he could about civilized "society" and eventually discovering Lepidstadt was the place for him to go if he wished to learn more. Ungainly, huge, and odd-looking, with a cold affect, he was barely tolerated. He knew little of etiquette, and he insisted on taking the docile and otherwise friendly Maurice everwhere, a nonetheless unsettling habit. The one man open-minded enough to help Jean-Claude was Lorrimer, who was fascinated by Jean-Claude's origin, and eventually, his alternate form. Jean-Claude grew to trust the man, and even saved him from a tentacled abomination which came to kill the professor during the night once, Jean-Claude grew to hate and fear such things as a result. Eventually they discovered that the big man was likely influenced, or (as Jean-Claude desperately hoped) touched, by the empyreal lord Jalaijatali, who mercifully gave Jean-Claude an opening to leave his desperate existence and learn more. Joyful for the first time ever, Jean-Claude had a purpose. He would protect the far-reaches of the world from those which would despoil them. He would help outcasts and the lonely, even if they didn't know they needed help. And he would kill any of the abominable monstrosities that would try to corrupt Golarion. After a few years, he departed Lepidstadt and found his way across Ustalav, careful to keep his "true" form hidden when necessary, acting as a good-hearted mercenary, hunter, and bounty hunter.
Appearance and Personality:
Jean-Claude appears to be, generally, a large (about 6'1" man with large muscles and thick bones). He's got scars over much of his body, including above one of his his odd-looking eyes which seem to blink much less often than is appropriate. He has weathered skin, with black hair, and black eyes. He's usually disguised as a human, wearing traveler's clothes to blend in, and trying to look like a "local" wherever he his. He's generally quiet, except when roused to anger, as he and Maurice can get from time to time. When angry, though, his face becomes implacable and expressionless, his face stripped of emotion, as the primal nature of his ancestors seem to "take over" a little of his personality. Such a thing is manifest even in his "true" form, a little bit, especially as most folks don't know how to process a 6-foot-tall gator man bearing down on them. Otherwise, he's kind, especially to those who are alone. He will never take a contract if the job doesn't seem "just" and he will avoid imprisoning folks without a good reason. From time-to-time, he will quietly play a banjo that he has, which Maurice seems to enjoy greatly. He isn't very good at playing, but he's practicing, and he tries his best.
Maurice:
Maurice is on the large size for an alligator, and the reptile is oddly playful and friendly. The creature seems to be dressed in armor (when preparing for trouble), and Jean-Claude has strapped a skullcap to the top of Maurice's head, seemingly protecting the gator's ears. He doesn't attack people unless directed by Jean-Claude, and will let children ride him, happily hissing as he trots around on his stubby legs. The gator is obviously much more intelligent than a typical gator, and seems to even understand the common tongue. He doesn't listen to anyone but Jean-Claude (and kids under the age of 8, who he's partial to listening to even more than his friend). What does he do?: Basically a typical inquistor, good in a fight with some protective and utility spells. He knows a little about monster hunting, and is especially good against aberrations. Maurice is especially good at grappling foes and dragging them to their doom, should it come up. He is comfortable in most environments, other than social ones, as he really only knows how to intimidate people to get what he wants. ![]()
![]() Why is Rufius at the Protest?: Rufius, is, of course, watching the protest as a member of the holy church. He’s monitoring the developments along with some members of a guard. It’s not clear who/how the church would be involved, but it seemed reasonable. If anyone breaks the law, to be sure, someone would be there to “legally” arrest them. He’s acting like an “evil legal observer”, or is supposed to. ![]()
![]() For your consideration, Rufius Falco, trusty barrister of the church of Asmodeus. Stats:
Rufius Falco Male devil-spawn tiefling inquisitor (infiltrator, sanctified slayer) of Milani 1 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 45) CG Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +2, Will +4; +1 vs. abilities that detect lies or force the truth, +2 trait bonus vs. charm and compulsion Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee longspear +3 (1d8+4/×3) or . . shortspear +3 (1d6+3) or . . shortspear +3 (1d6+3) or . . silver morningstar +3 (1d8+4) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks studied target +1 (1st, move action) Spell-Like Abilities (CL 1st; concentration +0) . . At will—deathwatch Inquisitor (Infiltrator, Sanctified Slayer) Spells Known (CL 1st; concentration +3) . . 1st (2/day)—divine favor, heightened awareness[ACG] . . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity . . Domain Liberation -------------------- Statistics -------------------- Str 16, Dex 14, Con 15, Int 14, Wis 14, Cha 8 Base Atk +0; CMB +3; CMD 15 Feats Additional Traits Traits birthmark, ex-asmodean, lost origins (any city), student of philosophy Skills Acrobatics -2 (-6 to jump), Bluff +5 (+8 to lie (as a result of using Int instead of Cha)), Diplomacy +7 (+10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise +3, Heal +6, Knowledge (local) +6, Linguistics +3, Perception +6, Profession (barrister) +6, Sense Motive +8, Stealth +2; Racial Modifiers +2 Diplomacy, +2 Sense Motive Languages Abyssal, Common, Halfling, Infernal SQ forbidden lore, liberation (1 rounds/day), misdirection, necessary lies, pass for human Other Gear scale mail, heavy wooden shield, longspear, shortspear, shortspear, silver morningstar, manacles, masterwork backpack[APG], spell component pouch, 8 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment. Inquisitor (Infiltrator, Sanctified Slayer) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day. Misdirection (Lawful Evil) (Sp) When prepare spells choose an alignment to count as for magical detection. Necessary Lies +1 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth. Pass for Human You can pass for human, and count as a humanoid (human) for all purposes. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. The above would be subject to change based on circumstances/needs of the party.
Rufius Backstory:
Rufius was born in Kintargo to salt merchant parents. His parents were followers, perhaps providing lip service alone, of Asmodeus, and there had been rumors in his ancestral bloodline that the family had found wealth and success from pacts with devils, but the stories were old enough that it didn't seem to be much of a concern by the time Rufius was born. Thankfully, he was a perfect pale pink baby, other than the odd-shaped port-wine stained-birthmark on his palm - one which almost looked like a rose when he stretched his hand out. The parents thought little of this, simply glad that his thumbs weren't backward. He was a big kid, and though he was quiet, he excelled at school and sports. He cared little for the ruthless merchant trade, and had few friends, other than his parent's halfling slaves. As well kept as halflings could be, he and his parents lived a quiet life. As he grew up, he realized quietly by the time he was eight years old that he was 'different'. He could see in the dark. He was hard to burn or chill. And even more oddly, he knew about how healthy everyone was, more or less, all the time. He could look at someone and see if they were sick or well. He never told anyone, but he looked piteously at the tieflings of the redroof slums when he walked by, saddened that most were burdened with a curse that seemed to have missed him. His parents fell on hard times, as did he, especially when they couldn't afford to pay clerics of Abadar and Asmodeus to heal them from a terrible disease which left them wasting away to nothing, and eventually caused their death and the collapse of their small business. Even his second family of halflings were sold away as part of the estate, and a penniless rufius could do little more than watch, and promise that he would track their owners down and pay for their freedom when he could. He took one of the few well-paying jobs that he could find, as a scribe in the church of Asmodeus. He kept his head down and worked diligently, rarely for steep reward, and saved up what funds as he could. The priests tried to teach him the ways of a priest, noting his skill and wisdom with the written word, but it didn't take especially well, as he wasn't willing to go along with them in the more cruel endeavors. He still provided healing, for a price, to those he was directed to heal. They gave up and had him work in civil litigation cases, ultimately deciding they could still meet their needs from the big, soft-hearted soul, and eventually corrupt him in the process. However, during this time, Rufius had more and more strange dreams. Of roses growing from cracks in the sidewalk. His birthmark - which he kept hidden most of the time using gloves, as he was told to keep this hidden all the time, began to tingle sometimes. He gave to the poor, and kept out of trouble as he could. During the Night of Ashes, Rufius was tasked with some other barristers, of serving some of the more well-to-do tieflings with orders to leave Kintargo - perhaps they had bribed the right person, but it wasn't clear. They hadn't been served like lambs to the slaughter, and Rufius and his companions of the church were told to make them know they were to leave. He and two other neophytes, both barrister, approached one of the homes, and knocked on the door. One was his friend, Latila, and the other was a bullying snake named Attino. Their task was merely to serve them with the papers that needed to go to them, and give them time to pack their things and leave. Attino began to take the job too far, going beyond the bounds of their orders. Latila stood by quietly, afraid of Attino, who was favored by the priesthood, and seen as on the fast-track to priesthood. Attino made lewd remarks to the woman in the family, and her daughter. Attino struck the father when he stood up to the priest, knocking the man to the floor, unconcious. He told Latila and Rufius to stay outside, and that he would get "Asmodeus' Tribute" for their disrespect. Latila scurried out, and tried to pull Rufius along, successfully for a moment. He held his head down in shame and waited ... and waited... until he couldn't wait any more. He saw through the window that the father was dying, and the rest of the family wasn't well either. Frowning, Rufius told Latila, "this... isn't what we were tasked to do." He asked her to wait, and enterd the front room. Quickly stabilizing the father, he watched the movements of Attino. He drew his morningstar, and the weapon, somehow glowing in his hands, was brought down on the back of Attino's unsuspecting head as he man approached the family's mother. Attino was knocked out instantly, and Rufius was as surprised by this development as anyone. He quickly healed the father, and allowed the family to flee, helping them gather what they could of their belongings before they fled Kintargo, grateful for the priest's help. He grabbed Attino's prone form, and pulled him out of the house. To complete the ruse, he made a pact with Latila that they would claim that Attino had been ambushed by a tiefling rebel. He and Latila finished their rounds without incident, finally healing Attino at the end of the process. They wrote up a report of Attino's behavior, lauding the barrister for his efficiency, and returned to work. Rufius's heart was broken to hear about what had happened to many other of his 'cousins'. Attino and Latila rarely spoke to him again afther the night, though they both advanced as priests, quite successfully, though Attino was ever more ruthless. Rufius has been keeping his head down and working, but the church grows tired of his "agreeability" in courtrooms, and are unhappy with the fact that he keeps 'missing' important elements of briefs and filings that seem to often be in favor of the downtrodden, slaves, and halflings.
Acquaintences:
Latila - an asmodean priest, and one of Rufius' former friends. They went through a lot with him, and she has advanced while Rufius has stayed stagnant in his role. Attino - an asmodean priest who doesn't care much for Rufius, and looks at him with suspicion when they meet. Cade Brimblefoot & family - Halfling slaves that he grew up with. He is trying to save money to buy their freedom
Appearance:
Rufius is a tall, muscled, young-man of plain facial features and dark eyes. He wears barrister's clothes as he travels through the city, and the holy symbol of Asmodeus, openly, marking him as a priest/scholar of the church. His hair is black, and his skin is pale, with a slightly overlarge nose and slightly underbitten mouth. He smiles easily, and laughs at the jokes of others. He seemingly knows a good amount about human behavior, and leverages this when talking to people, though this is almost an affectation. He does poorly at gatherings of large numbers of people, though he can represent himself and others in front of a judge relatively well. What's going on?: Rufius is an inquisitor of Milani, but he doesn't know it quite yet. His holy symbol on his left hand is of the deity. As an infiltrator inquistor, he can move relatively seamlessly around the city. I would like for the connection to Milani to be uncovered to him over time. He also looks like a regular human, which prevents him from being subject to most prejudice that other tieflings face. ![]()
![]() The oracle choice is a bit more melee focused, and a little better designed.
Oracle:
Tellanya Female half-elf oracle (spirit guide) 3 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42) CG Medium humanoid (elf, human) Init +5; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 24 (3d8+7) Fort +3, Ref +2, Will +4 (+2 trait bonus vs. charm and compulsion); +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground -------------------- Offense -------------------- Speed 20 ft. Melee mwk earth breaker +5 (2d6+3/×3) or . . mwk fauchard +5 (1d10+3/18-20) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork fauchard) Spell-Like Abilities (CL 3rd; concentration +5) . . 1/day—lter self alter self (specific human, drow, or elf form) Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +5) . . 1st (6/day)—bless, cure light wounds, divine favor, enlarge person (DC 13), shield of faith . . 0 (at will)—create water, detect magic, grasp, guidance, light, mending, stabilize . . Mystery Battle . . S spirit magic spell; Spirit Tribe -------------------- Statistics -------------------- Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 15 Base Atk +2; CMB +4; CMD 15 Feats Combat Reflexes, Eldritch Heritage[UM], Shake It Off[UC], Skill Focus (Knowledge [history]) Traits child of two peoples, seeker, time lost Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +3 (+5 to pass as full drow, elf, or human), Heal +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Perform (dance) +3, Sense Motive +5, Spellcraft +5, Use Magic Device +3 Languages Aklo, Common, Elven SQ blightborn[HA], bonded spirit, bonded spirit hex (curse of faltering), darklands guide, elf blood, hidden half-breed, object, oracle's curse (lame), revelation (skill at arms), spirit () Combat Gear acid, darkflare (5); Other Gear mwk chain shirt, mwk earth breaker[UE], mwk fauchard, cracked opalescent white pyramid ioun stone, bedroll, belt pouch, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 764 gp, 9 sp, 1 cp -------------------- Special Abilities -------------------- Arcane Bond At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. Th Blightborn +2 to save vs. necromancy, curses, and temp negative levels. Bonded Spirit Gain a wandering spirit each day. Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Curse of Faltering (-2 penalty, DC 13) (Su) Imm act, when enemy in 30 ft threatens crit, force reroll with Cha mod penalty (Will neg). Darklands Guide +2 to saves vs. traps and hazards while underground. Elf Blood Half-elves count as both elves and humans for any effect related to race. Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human. Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Shake It Off Gain +1 to all saving throws per adjacent ally The shaman build has more focus on spellcasting, with the minor utility of the hexes. Shaman:
Tellanya Female half-elf shaman 3 (Pathfinder RPG Advanced Class Guide 35) CG Medium humanoid (elf, human) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 22 (3d8+5) Fort +2, Ref +2, Will +5; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk longspear +5 (1d8+3/×3) or . . mwk morningstar +5 (1d8+2) Ranged mwk light crossbow +4 (1d8/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear) Special Attacks hexes (chant, evil eye) Shaman Spells Prepared (CL 3rd; concentration +5) . . 2nd—; shield other[S] . . S spirit magic spell; Spirit Tribe -------------------- Statistics -------------------- Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 14 Base Atk +2; CMB +4; CMD 15 Feats Eldritch Heritage[UM], Extra Hex[APG], Shake It Off[UC], Skill Focus (Knowledge [history]), Spell Focus (conjuration) Traits scholar of the great beyond, seeker, time lost Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +2 (+4 to pass as full drow, elf, or human), Handle Animal +6, Heal +6, Knowledge (history) +11, Knowledge (nature) +5, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +3, Perception +9, Spellcraft +5, Survival +6 Languages Abyssal, Common, Elven, Sakvroth, Thassilonian SQ blightborn[HA], elf blood, hidden half-breed, illustrious urbanite, spirit animal (Arcane Familiar), tribal cooperation Combat Gear acid, darkflare (5); Other Gear mwk agile breastplate[APG], darkwood heavy wooden shield, mwk light crossbow, mwk longspear, mwk morningstar, bedroll, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 1,100 gp, 1 sp -------------------- Special Abilities -------------------- Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach. Blightborn +2 to save vs. necromancy, curses, and temp negative levels. Chant (Su) As a move action, extend the duration of other hexes by 1 rd. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elf Blood Half-elves count as both elves and humans for any effect related to race. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -2 (5 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human. Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Shake It Off Gain +1 to all saving throws per adjacent ally Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Spirit Animal (spirit animal (Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells. Tribal Cooperation (4 rounds, 5/day) (Su) Stnd act, share a teamwork feat with allies within 30 ft. Progression:
Tellanya is taking eldritch heritage (vestige) to get an arcane bond, probably a weapon. She may also take a level of some fighter type class, at some point (I'm not sure, possibly vestige bloodline bloodrager). Backstory:
Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. Other spirits also visited her, spirits of eternity, which bound her venerate history. She doesn't know who speaks to her about these, but she venerates them for their wisdom. Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of outsiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land. Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of. She served as a minor priestess and mercenary, hiding her strange religious devotion, and eventually feeling compelled via spirits and visions to travel to Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon. Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions. Appearance and Personality:
Tellanya is a tall, muscular, and attractive woman with dark brown skin, grey white hair, and violet irises. She typically wears her hair in intricate braids, bound together with a fabric band that keeps her elven heritage (ears) hidden, most of the time. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah), as well as the holy symbol of Ashava on the back of her right hand. These are frequently covered by her clothing, which is loose-fitting but not revealing. Her left foot appears to be suffering from a permanent malady, which slows her movement considerably, though it does not cause her pain.
Sihedron Hero:
I am playing in a RotRL game now with Dak, it’d be fun to extrapolate that out. The character is a Goliath druid with a little bit of Ranger planned. By the end of his career I hope to more or less develop him into a character that tapped into the primal energy of the land to become a giant, basically permanently. He’s a half-orc but is partially from the land of the Linnorm Kings, so is not really related to the shoanti (though I could do so if you thought it was interesting). The shaman fills a similar role as Esmaralda and the oracle fills a similar role as Trudeau, so if chosen, I'd have to decide based on what the others choose and what they want. ![]()
![]() My reading of Yog-Sothoth is that he seems quite enternal, constant, important, and not to be touched. There seems to be almost no malice to his actions. There’s a handful in that vein. One could be an accidental worshipper, or a worshipper of him in his splendor whilst having a kind heart. Not sure if it makes sense but it’s in the sidebar as an option! ![]()
![]() Would a CG shaman or witch that is a follower of Yog-Sothoth be acceptable? There's a sidebar bit about said things in the player's guide, but requires GM permission. Looks like it would fill a role for the missing characters. Also, I think I applied for this game a ways back, and we found out that the sihedron hero of my goliath druid was good with you. Is that acceptable? |