Quote: Please provide a backstory, explaining your character's history, personality, and motivation, as well as a short rundown of your character's general gameplay roll, and any prestige classes you may be considering. I realised I had buried a lot of this inside a lot of text, or implied it indirectly, so am breaking it down explicitly and succinctly history:
Born in Kyonin. Moved to the Worldwound in the initial fight as an infant Parents vanished in the Worldwound. Bought up by uncle and his wife. Uncle spent years teaching elven wizardry (in a sort of karate kid miyamoto way) Uncle vanished in the Worldwound. Aunt persecuted for being different Joined Abadar church for protection (at least their inquisitors required evidence) Became a member of a part-time (Abadarian) militia Guard Trained as a dwarven wizard. Conflicting trainings left him a poor wizard and considers himself a failed apprentice. Whenever he tries to do wizardry he goes down the Dwarven route and falls over. Became a full time guard. personality and motivation:
Lacking in self-confidence Lawful Good; joined Abadar as a reaction the witch-hunts. Doesn't like the LN nature of Abadar and considers it a bit cold. Comes across as young. Family oriented Hates the worldwound Believing he has little power his current motivation is to defend Kenabres and help ensure there are no witch hunts. If he gets power he'll probably head out to (die in) the Worldwound like his uncle and parents. Someone has to stop this thing. gameplay role:
Early game: Competent archer with utility spell backup. Knowledge expert. I expect that as we level up the archery will be less useful and the spells will become more useful. I expect at some point he'll transition to ray attacks. Early mythic on Arcane Strike, additional dexterity bonuses and Mythic Spells Prestige Classes:
Boy am I tempted by Arcane Archer... but I have this theory that Mythic allows a full caster class to occasionally be useful in combat using a weapon (limited use gish). refluffing:
I'd like to run Mekel as a naturally incredibly talented wizard whose got a block. As such I'd like to have as many of his spells as possible as "powered up minor spells". The sort of thing where Telekinesis is a really good mage hand, or ablative barrier is a better mage armour. Don't actually think this'll have nay game effect beyond my choice of what spells I pick up. dilemma: I am tempted by Arcane Bond (Longbow) just so he gets the concentration penalty for not having it out (as a way of explaining why he thinks he is no good). On the other hand, familiars are brilliant for allowing internal dialogue to become external dialogue.
In the hopes you'll say yes, here is Mekel.
Mekel is a Riftwarden Orphan (Archmnage) Mekel has been living in Kenabres since the Worldwound opened 90 years ago, when his parents joined the crusade from the fight against Treerazor. He is a devotee of Abadar and a member of the guard. He considers himself a failed apprentice, but all he really needs is confidence, practice and a challenge. An excellent archer Mekel can hold his own in (ranged) combat. A lifetime spent reading has left him with a breathtaking breadth of experience.
Gear
I agree with Thomas - full speed ahead! And while we didn't have a secondary healer, Nossac will be that secondary healer next level. Mostly I think we died because Thomas and I couldn't roll for crap when it came to making a fort save, but losing our primary front-line fighter didn't help. Thomas: I'm not against either. I can see both would be useful. Summoner would give us expendable front line fighter(s). I've had a game with a Mythic Summoner, and they're quite reasonable. Alchemist would be very interesting - takes over the skill niche from Mekel, has the ability to craft potions at level 1 (sweet sweet CLW) and even a few of those would have made the difference in the early days of the poison scenario (you had touch of luck, I had guidance). I had actually been thinking of a trickster alchemist, so I would love to see it. I'm fighting the urge to just go a healer. If you have an Alcy and we have Nossac, we're probably going to have enough healing to get by.
Gear
GM: Mekel took 11, was healed 4, and has taken 6 con (so 3 temp hp damage) . That means he has taken 11 HP and is at -3HP, and now dies at -4HP.
I don't think he has to roll a stablize because all the damage since he went unconscious has been due to con loss. Give the situation I looked up the Treat Poison rules here and it turns out it normally just gives a +4 competence bonus to the fort saves, which means Mekel would have gotten 18 and made his save.
Gear
14 damage that missed by 1!
Gear
Mekel calls back to Thomas as he trails after Nossac "Thomas, I don't want to tell you what to do, but this was a পাষণ্ড - a Hecuva - cursed by his god for blasphemy. Cursed by a god of life and good to be a creature of death and evil. Whatever he did, I don't know if burying him is going to help him in the afterlife..." Mekel, now outside, suddenly screams "What is that!?!?" he shrieks, wildly reaching for an arrow while also trying to point up the wall. gm: is this enough to give people a bonus or reroll? Can I say more? Does this use Mekel's action?
Gear
Quote: The surprises never end down here, good thinking Mekel. "Thanks Nossac." Mekel beams at the praise Quote: Mekel, Dorotea how about each of you take one of these potions just in case. Aneivia, are you alright? You look troubled. "Okay. Does anyone have something we can store the holy water in?"
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