Finally got the creative writing things done.
Basic Info:
STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8 Dwarf Warpriest LN medium humanoid Init 0 Senses Darkvision (60) Perception +4 Speed 20 ft Space 5 Reach 5 Defense:
Without / With Shield AC 15 / 16, touch 10, flat-footed 15 / 16 hp 10 F 4, R 0, W 5, CMD 12 Offence:
BAB 0 CMB 2 Melee 1 Handed
Melee 2 Handed
Ranged
Traits and Feats:
Traits Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.* Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.* Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Feats Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) * Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N) Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13) Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute. Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute. Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.* Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.* Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Skills and Languages:
With / Without Shield Acrobatics -6, -6 Appraise 2, 1 Bluff -1, -1 Climb -4, -3 Craft (Arms and Armour) 6, 5 Diplomacy -1, -1 Disguise -1, -1 Escape Artist -6, -6 Fly -6, -6 Heal 7, 3 Intimidate -1, -1 Knowledge (Engineering) 6, 5 Knowledge (Religion) 6, 5 Perception 4, 4 Ride -6, -6 Sense Motive 3, 3 Spellcraft 6, 5 Stealth -6, -6 Survival 3, 7 Swim -4, -3 Use Magic Device 0, Languages Dwarven, Common, Undercommon, Terran
Gear:
Armour and Shields Scale Mail Light Wooden Shield Weapons
Adventuring Gear
Bandolier With
Sack (Inside Backpack) With
Sack (Inside Backpack) With
Waterskin With
20 Questions:
What is your character's name? Grunyar (Skreebeard) Ironmane How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character's marital status?
Kids?
What is your character's alignment?
What is your character's moral code?
Does your character have goals?
Is your character religious?
What are your character's personal beliefs?
He believes that communities and cities are important to all, and that they should be protected. He has no issues with Half Orcs, as they were not directly involved in the deaths of his family. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
Concept:
1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting." Normally Relaxed and quiet
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies? Emotion that he evokes, would be dependability, and a solid rock to hang onto.
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game. He needs security of person, and property first.
4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal. His ultimate goal is to reestablish his families name and bloodline.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine. He believes that this goal can be accomplished by first providing security to Sandpoint.
Background:
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight. 6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned? He came from the 5 Kings mountains.
The 3 important lessons that he learned as a kid.
7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself. He started to Grow up when he was in his 40’s.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character. Values that he holds:
Oppositions:
These values, were developed in the church, along with reinforcement from his parents.
Lines to not cross
9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of. He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others. His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
Social resources are currently the Sherriff, the Church, and a few others. Personal resources are Strength, courage, and a stubborn will to survive. Details
11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well. He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night. 12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about. His opinions are more a live and let live attitude towards the society.
13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable. His comfort zone:
14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?"). Sherriff Hemlock has had the biggest impact on his life.
15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects? Unexpected Quirks.
Cannot Do.
Player:
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time. 16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters. He belongs in a story where a small-town group, makes it big.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits. He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises. They should know that he is intelligent, even if he has difficulty putting that into words.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table. My play style is decent immersion.
20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life. My character is not planning to die until he has reached old age surrounded by wife and many children.
Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics. He is a 53 year Old Dwarf.
Roleplaying Sample:
Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them. As I have trouble with the links, I am just going to write something. Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
Lets see, I will need a couple of Swords, a Battleaxe or two, A Couple of suits of Armour. That should be good for tomorrow After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
On the the way home, he stops off at the Rusty Dragon, Inside, he bellies up to the bar and pulls out a note pad, and scratches his order down and passes that to Amieko.
He slams that one back, and then gets her attention again.
He then sits down and quietly eats. Afterwards he then makes his way to his home near the wall, where he checks his gear out before going to bed. In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist. I shouldn’t need these today, but if we are selling weapons, he wants me in armour, but I do understand, so it deters the local thugs. He then returns to the forge, and helps hook up the cart, so that they can move it to the Festival grounds.
Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people. 1. What time zone are you in?
2. How long have you been playing TTRPGs?
3. What's your favorite part about playing TTRPGs?
4. What do you expect from this game?
5. What do you expect out of your fellow players?
6. What do you expect out of me?
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? I have no Redlines. 20 years in the infantry, I have seen things that were brutal. Mokshai
Well, here is my submission.
Basic Info:
STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8 Dwarf Warpriest LN medium humanoid Init 0 Senses Darkvision (60) Perception +4 Speed 20 ft Space 5 Reach 5 Defense:
Without / With Shield AC 15 / 16, touch 10, flat-footed 15 / 16 hp 10 F 4, R 0, W 5, CMD 12 Offence:
BAB 0 CMB 2 Melee 1 Handed
Melee 2 Handed
Ranged
Traits and Feats:
Traits Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.* Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.* Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Feats Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) * Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N) Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13) Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute. Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute. Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.* Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.* Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Skills and Languages:
With / Without Shield Acrobatics -6, -6 Appraise 2, 1 Bluff -1, -1 Climb -4, -3 Craft (Arms and Armour) 6, 5 Diplomacy -1, -1 Disguise -1, -1 Escape Artist -6, -6 Fly -6, -6 Heal 7, 3 Intimidate -1, -1 Knowledge (Engineering) 6, 5 Knowledge (Religion) 6, 5 Perception 4, 4 Ride -6, -6 Sense Motive 3, 3 Spellcraft 6, 5 Stealth -6, -6 Survival 3, 7 Swim -4, -3 Use Magic Device 0, Languages Dwarven, Common, Undercommon, Terran
Gear:
Armour and Shields Scale Mail Light Wooden Shield Weapons
Adventuring Gear
Bandolier With
Sack (Inside Backpack) With
Sack (Inside Backpack) With
Waterskin With
20 Questions:
What is your character's name? Grunyar (Skreebeard) Ironmane How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character's marital status?
Kids?
What is your character's alignment?
What is your character's moral code?
Does your character have goals?
Is your character religious?
What are your character's personal beliefs?
He believes that communities and cities are important to all, and that they should be protected. He has no issues with Half Orcs, as they were not directly involved in the deaths of his family. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
Concept:
1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting." Normally Relaxed and quiet
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies? Emotion that he evokes, would be dependability, and a solid rock to hang onto.
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game. He needs security of person, and property first.
4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal. His ultimate goal is to reestablish his families name and bloodline.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine. He believes that this goal can be accomplished by first providing security to Sandpoint.
Background:
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight. 6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned? He came from the 5 Kings mountains.
The 3 important lessons that he learned as a kid.
7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself. He started to Grow up when he was in his 40’s.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character. Values that he holds:
Oppositions:
These values, were developed in the church, along with reinforcement from his parents.
Lines to not cross
9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of. He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others. His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
Social resources are currently the Sherriff, the Church, and a few others. Personal resources are Strength, courage, and a stubborn will to survive. Details
11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well. He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night. 12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about. His opinions are more a live and let live attitude towards the society.
13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable. His comfort zone:
14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?"). Sherriff Hemlock has had the biggest impact on his life.
15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects? Unexpected Quirks.
Cannot Do.
Player:
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time. 16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters. He belongs in a story where a small-town group, makes it big.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits. He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises. They should know that he is intelligent, even if he has difficulty putting that into words.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table. My play style is decent immersion.
20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life. My character is not planning to die until he has reached old age surrounded by wife and many children.
Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics. He is a 53 year Old Dwarf.
Roleplaying Sample - Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them. As I have trouble with the links, I am going to write something. Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
On the the way home, he stops off at the Rusty Dragon.
In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist.
Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people. 1. What time zone are you in?
2. How long have you been playing TTRPGs?
3. What's your favorite part about playing TTRPGs?
4. What do you expect from this game?
5. What do you expect out of your fellow players?
6. What do you expect out of me?
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? I have no Redlines. 20 years in the infantry, I have seen things that were brutal. Mokshai
Well, here is a thought:
Basic Info:
STR 16 DEX 10 CON 14 INT 13 WIS 16 CHA 8 Dwarf Warpriest LN medium humanoid Init 0 Senses Darkvision (60) Perception +4 Speed 20 ft Space 5 Reach 5 Defense:
Without / With Shield AC 15 / 16, touch 10, flat-footed 15 / 16 hp 10 F 4, R 0, W 5, CMD 13 Offence:
BAB 0 CMB 3 Melee 1 Handed
Melee 2 Handed
Ranged
Traits and Feats:
Traits Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.* Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.* Kraggodan Castaway (APII 8): Choose Common, Hallit, Varisian or Undercommon as a bonus language. (Varisian was chosen) Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Feats Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) * Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N) Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13) Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute. Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute. Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.* (Dwarven Waraxe Chosen) Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.* Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Skills and Languages:
Without / With Shield Acrobatics -4, -6 Appraise 1, 1 Bluff -1, -1 Climb -1, -3 Craft (Boyer/Fletcher) 5, 5 Diplomacy -1, -1 Disguise -1, -1 Escape Artist -4, -6 Fly -4, -6 Handle Animal -1, -1 Heal 3, 3 Intimidate -1, -1 Knowledge (Engineering) 5, 5 Knowledge (Religion) 5, 5 Perception 4, 4 Ride -4, -6 Sense Motive 3, 3 Spellcraft 5, 5 Stealth -4, -6 Survival 7, 7 Swim -1, -3 Languages Dwarven, Common, Undercommon, Varisian
Gear: Armour and Shields Scale Mail Light Steel Quickdraw Shield Weapons
Adventuring Gear
Adventurers Sash With
Sack (Inside Backpack) With
Sack (Inside Backpack) With
Waterskin With 4 Vials of Oil in it,
Ok, so this is what I got for a character done up. Harold Wainwright stats:
Agility D8 Spirit D4 Smarts D8 Strength D6 Vigor D6 Pace 6
edges and Hinderances:
Edges Nouveau Rich Ambidextrous Hinderances
Skills:
Athletics D6 Common Knowledge d4 Notice d6 Perception d6 Stealth d4 Driving d6 Piloting d6 Healing d8 Shooting d8 Fighting d6 money:
540 Platinum guns and gear: Hunting Rifle (.308) 100 shots - .308 Pump Shotgun 25 Shotgun Slugs 25 Shotgun Shells Desert Eagle 50 shots Survival Knife Armoured Duster (Browncoat) Backpack (Reskinned as a duffle bag)
ZenFox42 wrote:
Sorry, Wrenched my back yesterday. I will have my character fully up tomorrow due to being out with pain and painkillers. :( I did ask for my money back, and did find a copy of the rules that I can use, which I do have a character made up. But will have the alias done up tomorrow.
Looks good to me as well. As for the armour, I really don't have a dog in the fight, as I wasn't expecting to use it, until much later.
I am still arguing with a site for the SWADE rulebook. For making a character.
Poke my nose in with a combat medic ex browncoat. He has been fired from his job as a paramedic on one of the border worlds, due to previous ties with the independants. short term goals, of getting back into the job as a medic
NPC's known - could be a number of people. Now I need to find myself a character generator to see if I can get a character spun up. :)
Ernhild Jaggvir wrote:
nope. just agreeing with your observation, and if i went magus, it would also work for me. but i will stick to warpreist
For your consideration. I will make an alias if selected. Dolgrin Skreebeard Basics:
Male Dwarf Warpriest 1 LN Medium Humanoid Speed 20 ft STR 16 DEX 11 CON 14 INT 12 WIS 16 CHA 8 Offence:
BAB 0, CMB 3 Space 5 Reach 5 2 Handed Melee
1 Handed Melee
Ranged
Thrown
Defence:
AC 15, touch 10, flat-footed 15 (+4 vs Giant) hp 10 Fort 4, Reflex 1, Will 5 (+4 vs Spell/Spell Like Ability +3 vs Poison) CMD 13 +4 vs Trip/Reposition Skills:
Without / With Shield Acrobatics -4 Appraise 1 Bluff -1 Climb -1 Craft (Arms and Armour) 5 Diplomacy -1 Disguise -1 Escape Artist -4 Fly -4 Handle Animal -1 Heal 3 Intimidate -1 Knowledge (engineering) 5 Knowledge (religion) 5 Perception 4 Ride -4 Sense Motive 3 Spellcraft 5 Stealth -4 Survival 3 Swim -1 Use Magic Device 0 Languages:
Dwarven Common Gear and Equipment:
Armour: Scale Mail Shield:
Weapons:
Ammo
Adventuring Gear:
Consumables:
Sling Bullets x 10 Trail Rations x 5 Valuables:
PP=0 GP=30 SP=1 CP=9 Gems / Jewels
Traits:
Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Tortured (APCT 16): You gain a +1 trait bonus to Reflex Saves
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium, and Heavy Armours. You are proficient with shields (excluding tower shields.) Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe; Heavy Pick; Warhammer, and treat any weapon with Dwarven in its name as a martial weapon. Aura (Core 39): A Warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. Blessings (Su) (ACG60) 3 Times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC 13)
Focus Weapon (Ex) (ACG 60) You gain Weapon Focus as a bonus Feat Sacred Weapon (Ex) (ACG 60) Weapons you wield are charged with the power of your faith. When you wield a medium version of a Sacred Weapon, or one that you have weapon focus in, you can choose to do the base damage, or 1d6 Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.
Feats:
Steel Soul (APG 170) You receive a +4 Racial bonus on saving throws against spells and spell like abilities. This replaces the normal bonus from the dwarfs hardy trait. Weapon Focus (Longbow) (Core 136) You gain a +1 bonus on all attack rolls you make with this weapon.
Background: Dolgrin was a born of a poorer family at Highhelm in the 5 kings mountains. During his very early years, he was brought up on the stories of his ancestors and their brave stands to bring the dwarves to the surface world. Shortly after his 10th birthday, his immediate family was killed in a mine collapse. The only uncle of his family in Highhelm did not want him around, so paid for a trip to one of his cousins in Jangerhoff. When the small caravan was passing near Korvosa, it was set upon by bandits who were routed by a patrol of hellnights which brought the few survivors to the city. Not knowing where to turn, and out of money, He fell in with a bad crowd and soon was running errands, and cutting purses for Gaedren.
In the morning, after they left, he made a vow to an entity that he had heard the other dwarves in the city use, that if he were to survive the torture, he would join the ranks of his supporters, and hunt him down.
Creative Writing: Returning back into Sandpoint after looking at a failed lead, Solarious looks at the little mirror on the tree with the statement " Let us see you as you see yourself" He pauses and brushes back his blond hair and takes the floppy hat off to brush the dust off his cloths.
He stretches out, looks around, and makes his way into Sandpoint where he checks back into the Rusty Dragon.
Ok got a character, roughed up and ready (In my mind) going to do the prose first, both because it kind of leads into the questions, and because I have a hell of a time with creating links. Prose:
Four months ago in the high kings mountains a dwarf works at a forge in one of the temples to the maker. He was rapidly approached by another. Shoddy work Grunyar, but that is not why I am here. Your Brothere Odol is waiting in the foyer The red headed dwarf looks up at the one that just criticized his work. Aye Stigur, I will be working at improving over time, but I best be seeing what he wants. He leaves the axeblade on the anvil, and then walks to the foyer. Odol, what brings you here. The brown haired dwarf turns around from where he was admiring the frescoes of time past.
Grunyar throws an arm around his brother. Leave this with me. Go back look after the kids, and throw a prayer to Torag for me, For I will get her back come whatever may. and know this, the only way she will not return is if I lie dead. That evening, he finishes off the axe that he was working on, goes to the market district, and makes purchases of items that he figured he would need.
3 months Later he walked into the city of Kintargo and established at a tavern.
questions: 1. What drove you against the current rulership of Kintargo? I got my brothers wife to find and release from prison They will not be hanging onto her just because of a trumped up charge. 2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?
3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?
4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do? Another chuckle into his ale
6. Your lifes nemesis is at your mercy. But his close family nearby bega for his life. Do you spare him? Or ia some other outcome more favorable? He pauses for a moment.
7. Without describing their job, name, or appearance tell me who you're character is. A solidly build traditionalist dwarf, that is both loyal, and stubborn to a fault.
If this is still open, I would like to throw together a warpriest. Got to figure out the deity and race. :) Should have something up by tomorrow. Question, I keep seeing it referenced, but don't know what it is.
My work computer blocks links, so if someone could please explain it
As promised Brandark Ironhame with background now. Brandark Ironhame
Stats:
STR 15 DEX 10 CON 14 INT 14 WIS 13 CHA 8 Offence:
BAB 1; CMB 3 Ranged Crossbow, light +1 (1d8 19-20/x2) 2 Handed Melee Urgosh, dwarven +3 (1d8+3 x3) 1 Handed Melee Dagger +3 (1d4+2 19-20/x2) Special Attacks (Double Weapon) Urgosh, dwarven -1 [-5] (1d8+2 [1d6+1] x3 [x3]) Defence:
AC 15, touch 10, flat-footed 15, CMD 13 hp 12 Fort 4, Reflex 2, Will 1 Skills:
Acrobatics -3, Appraise 2, Bluff -1, Climb 2, Craft (Arms and Armour) 6, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -4, Handle Animal 3, Heal 5, Intimidate -1, Knowledge (dungeoneering) 2, Knowledge (geography) 2, Knowledge (nature) 6, Perception 5, Ride -4, Sense Motive 1, Spellcraft 2, Stealth 0, Survival 5, Swim -2 Languages:
Dwarven, Common, Undercommon, Orc Gear and Weapons:
Scale Mail Dwarven Urgosh Light Crossbow Cold Iron Bolts (20) Dagger Ranger's Kit
Dwarf Traits:
Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Class Features:
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Favored Enemy (Ex) (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures: • Humanoid (orc): (+2) Track (Ex) (Core 64): You add +1 to Survival skill checks made to follow tracks. Wild Empathy (Ex) (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person). Your Wild Empathy Check is 1d20 + 0 Feats:
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Weapon Traits:
Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature. Double Weapon: You can use a double weapon to fight as if fighting with two weapons (with the normal attack penalties). Weapon Descriptions:
Light crossbow You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. Dagger You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body. background: Brandark was born in the Ironhame clan to a poorer family in the 5 Kings Mountains. As a young dwarf, his Father and Mother were killed in an incursion from the darklands under the 5 kings mountains. His closest family in the mountains could not take him in, so he was bundled up and sent via caravan to his uncle who had indicated that he would look out after the young dwarf and teach him everything that he would need to know. As the years went by, he was taught the basics of smithing both weapons and armour, along with dabbling In the art of creating bows.
To take breaks, he started taking time and going for walks around the town slowly venturing further and further afield.
Arnama struck a chord in the young dwarfs heart as they walked along, he was showing him the uses and some of the plants that were helpful and could be used for other purposes. Vowing to himself that he never would be stuck in the town like his Uncle, using the funds that he squirreled away from working with his uncle to buy the stock needed for his own stuff, and over the months created his own armour, and weapons, with some exceptions. He was looking forward to his coming of age ceremony and the chance to get out from under his uncles oppressive thumb.
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