Stats: 4d6 ⇒ (1, 3, 6, 5) = 15 = 14
Seems close to 20 point. But I will work with that.
Ok, I have 4 d20 rolls. Hook, Fortune and Glory, Body Armour, and Close Combat Weapons. Plus base money and stuff. Fortune and Glory: 1d20 ⇒ 7
Fortune and Glory - Strong Willed +1 Die type for Spirit, Begin with Strong Willed.
Edit, will do up the alias, and finalize tomorrow.
As promised.
stats:
STR 13 DEX 10 CON 12 INT 12 WIS 19 CHA 9 Init 0
Offence:
BAB 0 CMB 1 Speed 20 ft Space 5 Reach 5 Ranged
2 Hand Melee
1 Hand Melee
Defence:
AC 15 touch 10 flat-footed 15 HP and Saves:
hp 9 Fort 3 Reflex 0 Will 7 CMD 11 Skills:
Acrobatics -4 Appraise 5 Bluff -1 Climb -3 Diplomacy -1 Disguise -1 Escape Artist -4 Fly -4 Heal 8 Intimidate -1 Knowledge (engineering) 2 Knowledge (religion) 5 Perception 5 Ride -4 Sense Motive 4 Spellcraft 7 Stealth -4 Survival 4 Swim -3 Languages:
Dwarven Common Celestial Gear and Weapons:
Armour Scale Mail Shield
Weapons
Equipment
Money Campaign, and Racial 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. Dropout (APCT 15): You gain a +2 bonus on Spellcraft checks. Purity of Faith (ISG 222): You take +1 trait bonus on all Will saves* and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
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 weapons. Additionally you are proficient with the following weapons: Battleaxe; Longsword; Heavy Pick; Warhammer Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Longsword) Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day. 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. Domain Powers: You gain the following domain powers:
Battle Rage (Core 48): You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can use this ability 7 times a day.
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.
Going to do the rolls, and then see what I can come up with. Stats: 4d6 ⇒ (5, 6, 1, 1) = 13 = 12
Man, rough Stats, but I can work with that. I guess I can work up a Cleric of Iomendae Edit, I just noticed the 10 or under provision. So Rerolls
Once again, Julian, but this time tweaked to your specifications. Alias to come if selected. Basics:
Julian Sullistan LN Human Warpriest Senses: Low Light Vision STATISTICS:
STR 16 DEX 12 CON 12 INT 14 WIS 14 CHA 11 Offence:
BAB 0 CMB 2 Speed 20 ft Space 5 Reach 5 2 Handed Melee
1 Handed Melee
Ranged
Defence:
AC 16, Touch 10, Flat-Footed 16 CMD 12 Fort 3
Skills:
Acrobatics -5, Appraise 2, Bluff 0, Climb -3, Diplomacy 0, Disguise 5, Escape Artist -5, Fly -5, Handle Animal , Heal 2, Intimidate 0, Knowledge (engineering) , Knowledge (religion) 6, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 2, Swim -3, Use Magic Device 1 Feats:
Fast Learner (ARG 77): When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward. Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Languages:
Common Draconic Celestial Gear:
Armour: Scale Mail, Small Wooden Shield Weapons:
Adventuring Gear
Consumable Items:
None Money:
PP GP 71 SP CP Gems/Jewels Racial Traits:
Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision*. Campaign Traits:
Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.* When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes. You gain +1 trait bonus on saving throws against mind-affecting effects.
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are 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. Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12) Focus Weapon (Ex) (ACG 60): You gain Weapon Focus (Longbow) 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.
Blessings:
Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12) Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability. Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.
Spells Prepared:
Level 0 Detect Magic Read Magic Light Level 1
Fluff/Background: Julian was born in Old Kintargo of a merchant shipping family. While he was growing up, he went with his parents on a couple of cruises where he learned the use of the bow, both in defence of his ship, and for meat. Soon after he reached the age of 14, While he was left in the churches care, his parents ship went down with all hands leaving him an orphan. With nothing else to really live for, he continued the one thing that seemed to keep his spirits up, religion. For the next 4 years, he continued following the church of Iomadae, which was practiced under restrictions, and persecution. The followers some of whom taught him the use of the blade. When the crusade became active, he stopped openly practicing the churches doctrine, and was soon getting annoyed further and further by the government. When the proclomations, came down, he finally got fed up with the current leadership of the city, and soon found himself in the square in protest against the excesses of the current government.
Kintargo GM wrote:
I understand what you meant by restrictions, and can work with that. Will have him tweaked over to your specifications by tomorrow.
My submission.
Basics:
Julian Sullistan LN Human Warpriest Senses: Low Light Vision STATISTICS:
STR 15 DEX 10 CON 12 INT 14 WIS 14 CHA 10 Offence:
BAB 0 CMB 2 CMD 12 Speed 20 ft Space 5 Reach 5 2 Handed Melee
1 Handed Melee
Ranged
Defence:
AC 16, touch 10, flat-footed 16 Fort 3 Reflex 0 Will 4 hp 12 Skills:
Acrobatics -5, Appraise 2, Bluff 0, Climb -3, Diplomacy 0, Disguise 5, Escape Artist -5, Fly -5, Handle Animal , Heal 2, Intimidate 0, Knowledge (engineering) , Knowledge (religion) 6, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 2, Swim -3, Use Magic Device 1 Feats:
Toughness Point-Blank Shot Languages:
Common Draconic Celestial Gear:
Armour: Scale Mail, Small Wooden Shield Weapons:
Adventuring Gear
Consumable Items:
None Money:
PP GP 4 SP 5 CP Gems/Jewels Racial Traits:
Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision*. Campaign Traits:
Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.* When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes. You gain +1 trait bonus on saving throws against mind-affecting effects.
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are 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. Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12) 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.
Blessings:
Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12) Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability. Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.
Spells Prepared:
Level 0 Detect Magic Read Magic Light Level 1
Fluff/Background: Julian was born in Old Kintargo of a merchant shipping family. While he was growing up, he went with his parents on a couple of cruises where he learned the use of the bow. Soon after he reached the age of 14, his parents ship went down with all hands leaving him an orphan. With nothing else to really live for, he turned to the one thing that seemed to keep his parents spirits up, religion. For the next 4 years, he followed the church of Iomadae, which was practiced under restrictions, whom taught him the use of the blade. Soon after the crusade became active, he stopped openly practicing the churches doctrine, and soon after the proclomations, he started getting fed up with the current leadership of the city, and ended up in the square in protest.
As stated.
Julius Skreebeard
Stats:
STR 14 DEX 10 CON 14 INT 13 WIS 18 CHA 8 Defences:
AC 15 Touch 10 Flat-footed 15 CMD 12 hp 10 Saves:
Fort 5 Reflex 1 Will 7 Offences:
BAB 0 CMB 2 Space 5 Reach 5 Melee 2 Handed
Melee 1 Handed
Ranged
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. Languages:
Dwarven, Common, Undercommon, Varisian skills:
Without / With Shield Acrobatics -6/-6
Gear, Armour and Equipment:
Armour Scale Mail Light Wooden Shield Ranged Weapons and Ammunition
Gear
Backpack Containing
Sack 1 Containing
Sack 2 Containing
Adventurers Sash including Belt Pouch
Waterskin
Racial, Class, and Campaign Traits:
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. Campaign Traits Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Family Ties (APRR 4): You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. You begin play able to speak and read Varisian. 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. Class Traits 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 weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (Lawful, Good) Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Warhammer) Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day. 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. Domain Powers: You gain the following domain powers:
Weapon Traits
Reach Weapon: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe. Weapon Descriptions
Dagger
Background: Julius was born of a poor family in the 5 kings Mountains. During his childhood, he was inducted into the base training that all dwarves go through to give them the basics of being able to help themselves. After that basic training, he joined the church’s ranks, and continued his training. After about 10 years of being in the church, his brother asked him to come to help him at Sandpoint. After an arduous journey, he translated his work at the forge in Highhelm into a job at the local smiths as an apprentice. During this time, he put money aside, to reequip himself, and start to figure out the gear needed, to allow himself and his brother to relocate. During this time, he has learned more on the making of equipment, and productively worked on equipping himself with his own work. He was still gathering equipment, at the time of the yearly swallowtail festival
Background story will have to come later. But here is the crunch for my Warpriest. Mordiheim Stonereaper
Basics:
Dwarf Warpriest 1 LN medium humanoid Senses Darkvision (60) STR 16 DEX 12 CON 16 INT 13 WIS 16 CHA 8 Speed 20 ft Space 5 Reach 5 Defence:
AC 16, touch 11, flat-footed 15 hp 11 Perception +4 Fort 5 Reflex 1 Will 5 CMD 14 Offence:
BAB 0 CMB 3 Init +3 Ranged
2 Handed Melee
1 Handed Melee
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. Weapon Focus (Waraxe, dwarven) • Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.
Traits:
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. Adventuring Traits Exile (APG 331): You gain a +2 trait bonus on Initiative checks. Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.
Class Abilities and Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are 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. 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. Acid Strike (ACG 65): You can touch one weapon and enhance it with acidic potency for one minute. It emits acrid fumes that deal 1d4 acid damage with each strike. This damage doesn't stack with the corrosive weapon special ability. 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:
Acrobatics -3 Appraise 1 Bluff -1 Climb -1 Craft (Boyer / Fletcher) 5 Diplomacy -1 Disguise -1 Escape Artist -3 Fly -3 Heal 3 Intimidate -1 Knowledge (engineering) 5 Knowledge (religion) 5 Perception 4 Ride -3 Sense Motive 3 Spellcraft 5 Stealth -3 Survival 3 Swim -1 Use Magic Device 0 Languages:
Dwarven, Common, Undercommon Gear: Battleaxe, Dagger, Sling, Kit - Warpriest (Medium Creature)
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
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