I really love this concept and I’m definitely interested in applying! My initial concept (that I’ll be formally submitting later) is a Mesmerist/Feyspeaker Druid with the Bastard (Medvyed) campaign trait. I was wondering if I could, as the animal companion for the Druid side, take a plant companion instead of the typical animal companion. I haven’t really looked through the plant companions, but I feel like one would fit more thematically for my character concept. Totally not a big deal if not!
I’m totally interested in this setting! I immediately had an idea for a character, but before I delve into her backstory I wanted to check with some things with you first. I would like this character to be a Vox Mesmerist, mostly for thematic reasons, although the archetype is a bit weaker. Specifically, I was wondering if a small adjustment to the third level ability “Wounding Words” could be changed to work in conjunction with firearms. Perhaps allowing the ability to work with a firearm instead of a melee weapon, or allowing the ability to be used with the same range increments as the character’s firearm? This is certainly not a deal breaker - just something that would help create the character I’m conceptualizing. Thanks!
Greetings! I would like to introduce my character submission - Honsul, the fractured mind spiritualist halfling, and his twin sister, Gritil, the kindness phantom. Below you will find their backstory, looks and personality and character sheets! Backstory:
Twenty-two years ago, in the sleepy Taldan village of Heldren, halfling twins, a boy and a girl, were born. Celebrated by many in the hamlet as a divine miracle, Hans, a local woodcutter’s assistant, and Christina, a server at the Silver Stoat inn, relished the joys of parenthood. As the twins, Honsul and Gritil grew they became a unit – spending days exploring with their father in the woods surrounding Heldren, and nights with their mother helping to cook and clean at the Silver Stoat. Perhaps the other residents of Heldren found the twins’ inseparable bond a little odd, but none could deny the love and connection that the Andersen twins shared. In particular, the more astute observer might notice that Gritil seemed more kind-hearted and protective while her brother appeared the more dominant and sociable. During the twins’ 13th summer, strange happenings began to occur in and around Heldren - a few supplies and animals had gone missing and the old butcher swears there were a couple of days he has no memory of (“the dangers of alcohol”, Christina Andersen would warn her children). As Honsul and Gritil headed out for their daily adventure in the woods, their father, half-jokingly, reminded the twins to stick together. A couple hours into galivanting, the twins came across a frail old woman gathering herbs. “Oh, my dearies, I thought I sme…” The old crone paused briefly before continuing, “I thought I sensed some children heading my way. I hate to be a bother but can you sweet children help me take these back to my cottage.” Before Honsul could object, Gritil had readily volunteered their services. As the twins arrived inside the cottage, they immediately smelled the stew that was brewing in a large cauldron in the center of the home. After setting the herbs on a rickety wooden shelf, Honsul heard a thump as Gritil’s unconscious body hit the floor. Honsul only barely processed what had happened before the old woman, moving unnervingly quickly, scooped up Gritil’s body and tossed her into the cauldron. Immediately blinding light and anguish overwhelmed Honsul’s mind and charged the space around him - the last thing Honsul noticed before losing consciousness himself was a figure stepping out of the light and engulfing him. It has been almost a decade since the unconscious body of Honsul Andersen was carried into town by the ghostly presence of Gritil Andersen, and almost a decade since the village of Heldren gained its first and only incorporeal inhabitant. Upon investigation of the cottage, the village, led by the local wise woman, discovered that the twins had happened across the lair of a green hag that had recently taken residence in the woods. To the best of the wise woman’s ability, she divined that so pure and true was the bond between Honsul and Gritil that the gods intervened to keep the twins together during their arcane assualt – binding her spirit to Honsul. Recalling the blinding light and overwhelming sensation, Honsul (and by extension Gritil) began to believe that perhaps Sarenrae herself had intervened and “saved” them from the green hag. Over the past decade, Honsul and Gritil have become stewards of the Inheritor’s light and miracles in Heldran sharing space with the worship of Erastil in the village temple. Furthermore, the twins, forever an inseparable unit, have continued to explore the woods and continued to help their mother at the Silver Stoat – life goes on. Looks and Personality:
While fraternal twins, Honsul and (the incorporeal, psychically created manifestation) Gritil look strikingly similar. They both stand at exactly three feet tall, and they share the same bright, toothy grin. Both their straight hair and their eyes gleam with a rich cinnamon color. Compared to other halflings and villagers of Heldren, they are unremarkable looking (outside of the whole “one of them lacks a corporal body” thing). Honsul and Gritil typically dress in earthen colored loose-fitting shirts with trousers. Since her manifestation, Gritil has remained relatively demure and quiet, yet kind to a fault – typically following Honsul’s lead and asserting herself only after Honsul has done so. Honsul, while not known for his quick wit nor his intellect, is almost universally well-liked in Heldern due to his pleasant and amicable nature which overcomes what reservations others might have about his unusual situation. As a steward of Sarenrae’s light, the pair are known for their service towards others and the light they bring to other’s lives. However, the incident has left the pair a little cautious and are not known for being particular risk takers. (Note - Though currently unknown to Honsul and Gritil, Gritil’s current form has nothing to do with Sarenrae or divine intervention. In fact, as per normal, Gritil’s soul passed directly into the river of souls. However, the bond between Honsul and Gritil was so great that it caused Honsul’s mind to splinter and a portion of his latent psychic energy began to manifest itself as Gritil – so unimaginable was the thought of existing alone. During the campaign, I can see this potentially becoming uncovered as the pair grow more powerful and encounter new places and people). Character Sheets:
Honsul, Fractured Mind Spiritualist Roles: In combat, Honsul and Gritil provide combat support, both through spells and abilities, light melee combatant capabilities as well as some healing and restorative services for the party. Out of combat, the pair can act as a party face due to high diplomacy skills. Their build can be flexible to work around and better support others' builds! Thank you so much for your time and consideration. If you have any questions please feel free to ask. I look forward to your decision on February 18th.
Hey! I am interested in joining and I have an idea for a spiritualist. I have a couple of questions With the inclusion of automatic bonus progression, is there anyway that I will be able to "split" my ability bonus with my spirit or purchase items for the spirit. So perhaps splitting the weapon progression or armor bonuses with the spirit? Or allowing me to spend my money on "spirit items" that will allow me to buy items to increase the spirit's saves and other stats? I think the automatic bonus progression is a great system - I am just afraid of the lack of progression for "pets" in this system. Will you have the spirit and the character act on the same initiative count or on their own separate? Thank you for your time!
Hey! I’m interested - I’ll need to read up on the story later What character is needing to be replaced? Lvl 17:
1d10 + 7 ⇒ (2) + 7 = 9
Lvl 1: 1d10 + 7 ⇒ (5) + 7 = 12
Hey DM Skull - question about crafting as I build my character. I’ve never built a crafting character before and since you have a homebrew crafting system I wanted to check. I would like to start with Craft Poppet and eventually take craft construct (and as an Herb Witch he will also have craft potion). What skills/materials will I need to craft poppets and eventually constructs? I would like to, at least thematically, skin the poppets and constructs as a combination of clockwork and herbology - however the actual requirements for craft poppet is craft:carpentry (and constructs have various requirements like craft:sculpting). Or, do I just use spellcraft for these checks? I’m totally fine with whatever requirements you set! I just want to make sure I build my character appropriately. Thanks!
Okay, so I tried to roll some new sets after being inspired by other's posts and I really flubbed it up. But I am going to try again here! Wish me luck Set 2: Stat1: 3d6 ⇒ (3, 6, 3) = 12
Set 3: Stat1: 3d6 ⇒ (1, 5, 1) = 7
Set 4: Stat1: 3d6 ⇒ (6, 4, 4) = 14
Set 5: Stat1: 3d6 ⇒ (2, 2, 5) = 9
Rerolls to be used if needed (to be used in order of appearance of 1s:
Finals:
Awesome! This worked better for me (my coding skill would be like a -5 modifier). I am going to stick with set 4 stats Final Stats will be:
I plan on taking your altered adept NPC class, and hope to have a submittion in the next couple of weeks! Thank you for your time!
Super cool concept - I’ve always wanted to play in a kingmaker campaign! Here goes nothing: Stat 1: 4d6 ⇒ (3, 4, 4, 1) = 12 - 1 = 11
Which puts me at a 16 point by, so I guess this is it!
So I roll stats like this? Stat1: 3d6 ⇒ (4, 4, 5) = 13 Stat2: 3d6 ⇒ (3, 1, 1) = 5 Stat3: 3d6 ⇒ (2, 4, 1) = 7 Stat4: 3d6 ⇒ (6, 5, 4) = 15 Stat5: 3d6 ⇒ (1, 5, 3) = 9 Edit: stat 1
Edit: stat 2
Edit: stat 3
Edit: stat 4
Edit: stat 5
Final stats: Str: 15
Hey! This looks like a super interesting campaign and I think the homebrew rules are also well thought out! My initial thought is of character who, while brilliant, absolutely cannot connect with technology on a practical level. However, she begins to discover that’s she is able to combine some of her technological knowledge with her knowledge of herbology. I’m thinking a Herb Witch with a nature themed patron specializing in Profession Herbology, Craft Poppet and Craft Construct. Somewhat of the intersection between a Druid in your setting and a tinkerer.
Medvejonok wrote: I could very much see you describing his bardic manifestation in the backstory. I imagine Caiorus will make others feel their own belonging to this great narrative he sees unfolding. Yeah! I think like Aristotle, Caiorus would believe that “The whole is different from the sum of its parts“ - each “character” can enhance a story and the best way to have an epic, grand story is to support epic, grand “characters”! Which now that I’m typing, seems very metagame, but that’s perhaps part of the beauty in Caiorus’ character!
Haha, after much ado, I am pleased to announce Caiorus Tanase for your consideration. Backstory::
The Tanase’s have always been, at least in familial history, bureaucrats – scribes, small scale advisors and tax collectors in the city of Rhaley. Neither extravagantly wealthy nor destitute, the Tanase’s lived comfortable and educated, if not mundane, lives and have done so for centuries. And in fact, almost all Tanase enjoyed this lifestyle, all expect perhaps, for Caiorus Tanase. Caiorus Tanase became enamored with tales and legends of Orona at a very young age - As soon as he could read, Caiorus would scour the libraries of the Blue Lantern Society (and occasionally even of the Institute Arcana if he were feeling particularly desperate) looking for more and more material to devour about Orona. His father, Catalin Tanase, initially supported Caiorus’ obsession with these stories (telling him fanciful bedtime stories about Orona and chaperoning him on numerous excursions to the Blue Lantern Societiy’s archives), but it soon became clear to Catalin that his only son, for he also had three daughters, would likely not be following in the family’s bureaucratic footsteps. This became even more apparent when Caiorus’ announced his intent to immigrate to Orona and join the budding colony as an official representative and writer for the Blue Lantern Society. See, as Caiorus grew, he began to perceive these stories in a different way. Like an extrasensory organ, he began to sense and experience the very essence of the stories he was hearing - the ebbs and the flows, the climaxes, the suspense. And as Caiorus began to tell his own stories, his own fictional and fanciful accounts of Orona and other exotic locales, so too did this sense. And as the sense grew, Caiorus began to realize this sense, this ability to experience stories, began to have an impact on his own story – his own reality. These changes are almost also quite subtle, but the more Caiorus envisions himself as part of a narrative, the more his narrative can become his reality. Soon this sense became a more like a muscle - a muscle that Caiorus believed would allow him to become the greatest storyteller of his generation. And so, with the connections of his bureaucrat mother, Angelica Tanase (who herself, occasionally, wondered what her life would be like if she hadn’t married into the safe, but mundane, Tanase family), Caiorus approached the Blue Lantern Society leaders with a proposition. As many know (and Carious felt all too well), the quality, excitement, the novelty of the Blue Lantern had been declining the past few decades. Orona, with it’s budding colony, held a plethora of untapped excitement and novelty, and who better than Caiorus, perhaps gifted by the likes of Hatshaer, to capture (and maybe even influence) these stories. And the Blue Lantern Society, with nothing really to lose in this venture, decided to allow Caiorus to travel to Orona in their name with the understanding that Caiorus would only get paid after his writings became successful in Veda. With nothing but his trusty journals, an official Blue Lantern regalia and his backpack, Caiorus set off towards Carisport to begin perhaps his life’s most important work. Character Sheet and Party Role::
Caiorus is a archivist bard focusing on supporting his team through a variety of avenues. Primarily, Caiorus will rely on his innate bardic abilities (like Naturalist), spells (like saving finale and haste) and feats (like flagbearer and combat advice) to boost his teammates, his protagonists if you will, to optimum efficiency. As a learned individual, Caiorus has knowledge on a wide variety of topics; particularly those to do with his focus of study - Orona. As an archivist, Caiorus can also double as the offical trap finder and destroyer for his team. Finally, with his longspear and general naivety/bravery, Caiorus can also operate as a melee combatant and loyal flanking partner. I think Caiorus could definitely fit the role of scholar/archetype - sure he's not your typical wizened old man, but due to his research, he's perhaps one of the world's leading experts on Orona (at least that he knows). I see him as being incredibly passionate about unlocking the mystery of what happened to civilization on Orona, and being eager to be the first to discover. However, as a party member, he'd be very open and willing to work with others to accomplish tasks and "generate whatever story necessary!" Miscellaneous::
If I were to cast an actor for Caiorus Tanase, I would cast Tom Holland. I have chosen the trait official ties with the idea that Caiorus tie could be with the Blue Lantern Society. However, the trait itself references governmental groups and so if that is not a good fit, then my second choice will be worldly. As for the flag/banner, I initially see Caiorus proudly waving a flag representing his connection to the Blue Lantern Society. So that all know, and can be inspired by, his role as the official representative of the Blue Lantern Society in Orona (it IS Caiorus' story after all). I especially like the idea that since the Blue Lantern's influence has been waning in recent years, people will probably have a wide variety of reactions to this representation. However, as the game progresses, Caiorus would certainly take up the banner of his budding community or of his party - depending on where allegiances lie. Finally, I was really inspired by your "how arcane magic manifest" post. As I wrote in his background, I saw instead of melodies and notes for bardic magic, Caiorus being able to "sense" the "story" of the world. His brain is magically wired to tap into the "flow" of the storylines around him - to both tell these stories but also have some control over them. Hopefully this fits into your ideas too! Thank you for taking the time to read my applications and for being a GM. I am excited to see how your world plays out, and i hope to be selected among some of the other amazing submissions here. I also want to emphasize that I am not deadset on any aspect of Caiorus, and am more than willing to make background and mechanical changes to allow him to be a more successful character in your world!
Hey! I had a long, relaxing holiday vacation away from the internet world, but I am back! I'll be looking to officially submit my application for a young archivist bard who "works" for the Blue lantern today. One quick question, I am interested in taking the flagbearer feat - However, before I do, I was wondering if the Flag could be used in conjunction/attached to a longspear or if that was something that is exclusive to the item Banner of the Ancient Kings. Thanks!
Hey! I’m interested! I have no experience with Spheres nor play by posts, but I’m interested in getting started with both! I have a rough idea in my head already - I would like to play a Fey Adept who focuses on Illusions and Time. I’m thinking perhaps a halfling runaway from Korvosa or another slave owning area who ended up in Sandpoint. I’ll be a bit busy the next couple of days for Christmas, but I’d love to join the discord and get started after that. Let me know!
Medvejonok wrote:
Awesome! Thank you for the response - I like the idea of the Blue Lanterns and I think it better fits the concept I’m brewing in my head. I’m conceptualizing a new recruit to the organization who is naive and desperate for his big break, so he volunteers himself to go to Orona to do some “on the ground” research. Perhaps the Blue Lanterns do not even really have a vested interest in his success, but perhaps they’ll be surprised! I’d love anymore information about the Blue Lanterns that you have!
This seems like a super cool idea - I love the whole colonization aspect and it is a really intriguing setting. I was wondering if I could receive some more information about the Institute Arcana in Rhaley. Just off the top of my head, I was thinking about maybe a young Archivist bard sent from the Institute to Orona to collect and gather information about the mostly unexplored contient - in particular the uniqueness of a “magic-made” continent.
That's awesome! Very flavorful - two questions before I begin the long journey of building the perfect character. 1. For background purposes, can I play as a halfling that, due to the green energy, morphed into a grippli? So a grippli for all intents and purposes save thematic? 2. Does the Greater: Frog-tongue mutation only give the ability to grapple at 10 foot range? Like can the tongue be used to do anything else?
Again, thank you for your time and this is such a cool idea!
Introducing local Wati native and Vigilante, Kathina River/ Lady Sehkemt. See below for my application: (I felt insprired to write today, so I went ahead and submitted this Vigilante - if you hate Vigilantes let me know and I can submit a altered version of this character). Backstory:
“But Jaddati, I don’t understand!” A barely adolescent Kathina River voiced to the wizened, yet imposing woman in front of her. “We are named after the river; I love living on our barge on our river. Why should we be ashamed of the river?” “Quiet now, Kathina,” Her grandmother spoke with authority. “It is not the River – the fools in the “palace” may have forgotten, but we, the Gurandi, have and will always be people of the River. It is not the River that brings us shame. It is simply the way.” Kathina quickly interjected, “But Jaddati!” “Hush my sweet child, I grow tired. While your passions run wild as the Sphinx as she offers her lifegiving waters, you do not understand… Yet. It is our customs, our traditions, our history that binds us to these waters here and thus demands our place in life.” And as she grew, Kathina began to understand her Grandmother’s words yet she remained indignant... conflicted… She understood that historically the poorest of Wati were regulated to Bargetown. She understood that Khemet III, as a Garundi, represented her people better than some foreign Kelesh Satrap. And sure, she understood that Wati stood to gain money from policies that opened the Half-Dead city to adventuring groups. But why do the citizens of Bargetown have to remain destitute and forgotten? Why have none of the newest crop of Ruby Princes’ policies uplifted or supported her family and neighbors? And why, so far, have none of the prosperity of the Half Dead city spread into Bargetown? This conflict between traditional expectations and personal beliefs continued to fester within Kathina as she progressed through adolescence and into her young adulthood. Her grandmother, a symbolic yet de factor matriarch of the community, guided and supported both Kathina and the people of Bargetown as the women of the River family have always done– upholding the values of tradition, imparting the wisdom of both ancient and contemporary Osirion history and emitting positivity in the face of strife. Kathina, as her ancestors before her, was groomed to continue this tradition of leadership, and Kathina understood that. However, Kathina’s path, like the river Sphinx, was ever changing. “But Jaddati, I don’t understand!” A confident, passionate Kathina voiced to the wizened, yet imposing woman in front of her. “Sister Esse is dying of Zombie Rot! You and I both know that they have a remedy in the Morning Sun at the temple of Abadar. We must take her to them and demand access to a cure, or take it for ourselves!” “Quiet now, Kathina,” Her grandmother spoke with authority. “It is not our way – Sister Esse knew the risk of exploring the Half Dead city. Only a fool would go in. It is tradition. The people of the Morning Sun would pay us no mind, and that is how it has always been.” Kathina quickly interjected, “But Jaddati!” “Hush my sweet child, I grow ever tired. While your passions run wild as the Sphinx as she offers her lifegiving waters, you do not understand…” But Kathina did understand, and she knew what path lay ahead of her. Her grandmother, her Jaddati, had told her stories of the ancient gods of Osirion. While They may be gone, their stories, their legacies ,their traditions remain, and in the tradition of Sekhmet, lady of both vengeance and healing, Kathina found her own legacy. Sekhmet, depicted as a lioness and a warrior, illuminated the duality within Kathina – a protector and a striker, the “Lady of Slaughter.” That very night using a combination of make-up and natural dyes collected from the river Sphinx, Kathina meticulously and dutifully molded the features on her face into the shape and likeness of a lioness - She, in essence, became the Lady Sekhmet, the personification of both her rejection and embracement of tradition. Grabbing her trusty whip, the newly actualized Lady Sekhmet snuck out of Bargetown and into the Morning Sun daring tradition to stop her on her quest to find a cure for Sister Esse. She was shocked, however, when she found that the people in the Morning Sun, so accustomed to their place in Wati society and customs, had barely put thought into protecting their accumulated property. Lady Sekhmet found herself easily able to sneak into the storeroom at a Temple to Abadar and permanently borrow one of the stockpiled potions of remove disease. Sneaking back to Bargetown was also quite easy, Lady Sehkmet discovered, and within little time she was knocking on Sister Esse’s door with the cure. However, as Sister Esse’s door began to creep open under Esse’s weakened state, Lady Sehkmet remembered who she… who Kathina was. Thrusting the potion into Sister Esse’s arms, Lady Sehkmet quickly turned and as she fled down the Barge and out of sight she called out “Lady Sehkmet heals when needed, strikes when needed and leads when needed.” As Sister Esse recovered and her strength grew, so too did the legacy of Lady Sekhmet grow. Some regarded her as a local hero, some regarded her a local troublemaker – but all were thankful for Sister Esse’s recovery. Since that night, six months ago, Kathina continues to don the make-up and garb of Lady Sekhmet to solve the problems within Bargetown using a combination of disregard for tradition and a desire to create her own destiny. With the riches and privilege of the Half-Dead City being opened to adventuring groups, Kathina has opened her sights on finding a way to uplift the entire community of Bargetown through its forgotten secrets. Well, not Kathina, as her Jaddati always says, it is simply not our way. However, it is the way, and the legacy, for Lady Sekhmet. Party Role:
As an avenger vigilante, Lady Sekhmet is a Full BAB striker – fulfilling the role of physical damage dealer for the party. As an expert in the art of the whip, Lady Sekhmet offers a tremendous range at which to deal damage. As her skill grows (through combat reflexes, increased range, bodyguard, dazzling display), she will be able to control and support large portions of the battlefield – an excellent flanking partner for any more unsavory type combatants. A combination of high dexterity, Constitution and armor, Lady Sehkmet will be able to take hits for her team and only a fool would try to leave her whips range to attack one of her teammates. Bravely heading into a new portion of the Half-Dead city, protecting her allies and controlling the room is all in a day’s work for Lady Sekhmet. Out of combat, and as Kathina, she can offer the party a direct link to the city of Wati, the people of Wati and ancient Osirion history (Diplomacy, intimate, Local and history knowledge). As she grows as a vigilante, so too will Lady Sekhmet’s influence in Wati (Many guise, skill familiarity, ancestral enlightment). With a flexible number of skills and talents, there is almost no job that Kathina will be unable to perform for her group. (I have a solid foundation for Lady Sekhmet’s build, however with so many options, I can make a large number of changes to best support and mesh with the party that Lady Sekhmet finds herself in. If a trap detector and eliminator is needed, Lady Sekhmet can take disable device and the trap-finding trait. If another party face emerges, Lady Sekhmet can shift some of her social skills into other areas – perhaps a wiser historian or better outdoorswoman. One of the things I have enjoyed about building Lady Sekhmet is how flexible the vigilante class can be. I look forward to seeing how she might fit in a party!) Here is my build I am currently tweaking. Will finalize the build more if I am selected. Appearance:
Kathina: For all intents and purposes, Kathina looks like your average Garundi, Bargetown pauper. She has a dark charcoal complexion that compliment her large ruby eyes. She wears her shoulder-length, black curls in shiny tight braids. She typically dresses modestly and tries to patch any holes in her worn clothing before they become too apparent. Her features are smooth and youthful, and almost everything about her body language indicates a docile and tame demeanor. Lady Sehkmet: The rich tans and yellows of Lady Sekhmet’s make-up juxtapose beautifully with her dark, rich complexion. Her face a not so subtle representation of a strong, fierce lioness – brave and strong-willed. She wraps her braids tightly in a coil on her head – a glance from far away might have them mistaken for another whip. By wearing padded and heeled boots, Lady Sehkmet stands a couple of inches taller than Kathina. The very dominating and cocky body language adopted by Lady Sehkmet alone would lead people to disbelieve that Kathina and Lady Sehkmet are the same person. Experience:
I have played in an IRL pathfinder group for a little over a year, however I have no play-by-post experience (as of yet!). I enjoy more of the roleplay aspects of pathfinder compared to the rollplay aspects (though I love both!), and I think a play-by-post with its lessened time constraints and written nature will be a great avenue to build a cooperative story. I have spent more time than I care to admit delving into Golarion lore and I look forward to but some of that knowledge into practice!
Additionally, I am a 1st and 2nd grade elementary school teacher with experience teaching students who are English language learners. A large portion of my professional experience directly relates to teaching and supporting people as they master the English language. I reference this to say that I am super comfortable having a GM who does not have English as a first language and would be more than willing to work to positively and collaboratively build your English skill!
Thank you for your time and thank you for the consideration! And good luck to everyone who has submitted a character!
Lots of great submission here everyone! I am finally off work and have time to submit my character tomorrow, but before I do @Steelguys I have one more question for you before. My character concept could work really well as a Vigilante - would that work for this campaign/you? I know some GMs can be iffy about Vigilantes. Thanks again!
Dotting for interest - I have a concept brewing for a Archivist bard. I saw that another person has submitted a concept for a bard (archeologist). While the archetypes are pretty different, I don’t want to step on any toes. Do you suggest that I come up with a different concept or continue on with the Archivist? Edit: Second Question, you’ve listed that weapon finesse will add Dex to damage for one handed weapons - does this include whips (whips are weird so I wanted to ask first). Thanks for GMing this and goodluck to everyone!
Hey! Thank you for agreeing to DM a play by post game. Seems like I am a wee bit late to the party - the submit a nature themed character party. Imma still do it though. Introducing Ceres Scipio - the Human, Leshy Warden Druid!
Role:
I am looking to play a Human (Taldan) Leshy Warder Druid. I have been interested in playing a plant themed character, and I think this setting (especially the Darkblight and Fangwood Forest) is an excellent opportunity. Ceres Scipio will provide her party support through several avenues. First, she will provide buffing, healing and crowd control with her full druid list and additional Growth Domain (and as I see there are other applicants with access to the druid spell list, I would definitely be willing to work with them to ensure little overlap). Second, she and occasionally her leaf leshy, Chloris, will provide melee support through flanking, positioning, wild shaping and summoning. Third, her skill and feat selections will focus on crafting herbal remedies (Craft:Alchemy) for the party, surviving in nature (Knowledge: Nature, Survival, Handle Animal) and growing a beautiful, safer Fangwood (Train Plants, Grow Plant Creatures).
Concept:
Alignment: Neutral Good Religion: Green Faith Background:
This memory became Ceres solace after the Darkblight overcame her small community on the outskirts of the Fangwood forest. Locals were always weary that the blighted fey would visit, but no one suspected that they would come with such ferocity. Ceres’s family attempted to flee into the Fangwood to avoid the scourge, however all but Ceres were utterly overwhelmed. Ceres herself became plagued, almost instantaneously, with the Darkblight - a bite from an affected Pixie on her left hand’s ring finger. As Ceres lay dying in the undergrowth and brush of the Fangwood, she remembered her father’s words: “The land has always cherished us.” With her ring finger searing and disease rapidly spreading up her arm, Ceres began to lose consciousness. As her vision faded, she began to hear the forest around her – leaves rustled, branches crackled and yet the land settled… When Ceres awoke, she immediately noticed two things. First, she appeared to be no longer suffering from the ill effects of the Darkblight. She also appeared to no longer be “suffering” from a ring finger on her left hand – a thick purple, throbbing scar ran across the new tip of her finger at her first knuckle. And second, perhaps more incredulously, on her chest sat a plump, little plant creature covered in leaves and pine needles. Though its face was featureless, she felt a warm, comforting smile radiate from this forest spirit. “Never forget that,” she could almost hear her father say. Following the four years since the Darkblight eradicated her little hamlet, Ceres’s purpose has become clear – the Darkblight must be extinguished and the inhabitants of this land, both humanoid and spirit, must be supported. While Ceres has spent a significant amount of this time learning and communing in the hidden community of Crystalhurst, she frequently travels the countryside of Nirmathas. She is always accompanied by her faithful Leshy companion, Chloris. Guided by the tainted scar on her finger, she provides both magical and herbal support in fighting both the effects and the source of the Darkblight. “We have always respected the land, and the land has always
Physical Description:
Experience:
I have been playing in an "in real life" Rise of the Runelords campaign for around 2 years (as a witch!). I have, as of yet, been unable to find a play by post game to join, but I am eager to join one. I think the speed of the game and emphasis on writing will be right up my alley!
Thanks for the consideration, and may Desna bless you on this journey!
I am very interested in this campaign and I love the emphasis on fully fleshed out characters with defining flaws and weaknesses. I have an idea for a character, but I wanted to get pre-approval (or pre-consideration) before I continued building the character. I am interested in creating a Human Vigilante (Zealot) with the 3PP Curse Child (from the book Oracle's Curse created by Tripod Machine). The character's social identify would be a human adult trapped/cursed/blessed in a child's body, and in his vigilante identity he would pretend to be an adult Halfling. I think this would be both enjoyable and comical to roleplay and add a lot of unique characterization. If so approved, would you consider both identifies to be categorized as small or medium (it matters not to me)?
I am very interested in this! I have wanted play Kingmaker for a while and I am very interested in the Dark Tapestry/Elder Mythos. I have a character idea in my head that I think would be fun to play, but I am between two different character builds for this character. I was wondering if I could submit two different (but similar haha) character builds and have you choose which one you think would work better with the party/campaign? Thanks!
Hey! I am very interested in this campaign. I've been wanting to play Kingmaker, and my schedule is changing for the summer and so I have Thursday's free. I also work early so getting done early works well for me. I do not have the most roleplaying experience, but I have done a bit through Roll20 (though the games always end up falling through before we really get going). I enjoy, and prefer, the roleplaying aspects of the game over the number crunching of combat (that's not to say I don't also enjoy combat). I enjoy the home rules you've set up and feel like they can create really intricate and more well-rounded characters. Due to space/roommate constraints at my current apartment I would prefer text only, but I could make it work. Recently, I have been playing around with a bunch of different character ideas, but I seem to be in a rut of creating very similar characters. Because of that, I am going to roll for stats and let the Gods help decide what I should play as! *** I am relatively new to the Paizo Forums, so if I format or code anything correctly I apologize. Strength: 4d6 ⇒ (4, 6, 1, 2) = 13 = (4,6,2) = 12
(according to my calculations this is a 15 point buy - and a tragic 6 con. I'll reroll) Strength: 4d6 ⇒ (4, 4, 6, 5) = 19 = (4,6,5) = 15
(This is a 19 point buy - and a tragic intelligence. I'll try again!) Strength: 4d6 ⇒ (6, 6, 6, 6) = 24 = (6,6,6) = 18 !
(Haha, this is like a 36(?) point buy. Very interesting. If this works for you, then I will roll with it!) Edit: figuring out how rolling words |