Marcos Farabellus

Morgan Vestalis's page

40 posts. Alias of dwilhelmi.


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M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

"By all means, let's continue" Morgan responds to Aleister, gesturing on into the crowd. As they continue onward, he grins broadly when they bump into Brother Ionacu, who he met the previous night. "Something interesting going on, is there?" he asks, and then eagerly follows along to whatever commotion the second monk had spotted.

Just trying to speed things along to get everybody together, hope nobody objects.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Getting it from this:

Sebecloki wrote:
...taking particular toll on Sheriff Avertin, who increasingly took to drinking. Many believe that he even took to beating his wife and daughter, and that, in its own way, may have been the genesis of the Sandpoint Fire."


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M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6
Sebecloki wrote:
Aleister, Lissala's Chosen wrote:
Aleister bows respectfully at the proprietress "I have not tried much from Zyxyl, but I am will gladly partake of your family's sushi recipe. As I was just telling my companion here, I find one of the best experiences is in the sampling of other cultures cuisines."

Aiko assumes a slightly conspiratorial tone as she answers the monk,

"Well, it all came to a head"...

Morgan listens as Aiko begins her tale, at first simply politely as he glanced around occasionally at the crowd. However, as her tale spins on, he quickly becomes engrossed, rapidly giving her his full attention as the story finishes off in such a gruesome fashion. However, at story end, Morgan simply looks confused. "Bu' how does that link back to th' fire? Was it in retribution somehow? Somethin' to do with the Sheriff's family, ye said?"


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Morgan nods along with Aleister's thoughts on local cuisine. "Aye, agreed! Finding good local food is second only to finding good local mead! One of the best things about traveling."

When the proprietress propositions her wares, Morgan will also gladly reach out to try some of her sushi. "Always glad to try somethin' new."


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Rusty Dragon:
Morgan grasps Aleister's extended hand, giving it a firm shake. "Morgan. Well met. Sounds like the festival is kicking into high gear, we'd best make our way out there." and at that, the large man begins to make his way out of the inn and into the street. If Aleister follows, Morgan will match his pace.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Sorry for not replying before you left the building Ynja, been a long few days

The Rusty Dragon:

Morgan slowly gathers himself up from his seat, mournfully leaving behind his empty coffee mug, and walks across the room and up next to Aleister. "You've quite the way with th' ladies, would seem. Granted, that one is an odd one..." He gives the monk is best attempt at a friendly and sympathetic smile. "What was yer name again? Went a bit heavy on the drink last night, 's a bit foggy."


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Morgan growls from in bed as people keep banging and stomping their way down the hall, as if there was a fire. There wasn't, though, other than in his head. "Egrmph..." he mutters to himself, as he stirs and begins the process of trying to get up. Looking briefly at his weapon and armor, neatly stacked up and cared for despite his inebriated state last night, he considers whether or not to don it before breakfast. He considers leaving it in his room, but looking at his hammer he quickly decides against leaving it behind. New town, and he had no real idea what the locals were like. He hesitantly begins the process of re-donning his armor, and finishes by lovingly placing his hammer in it's place strapped to his back. The weight of it all makes him feel much more comfortable.

He then slowly makes his way out of his room and hobbles down to the common area, making a straight line for an empty spot at the counter. When he gets the attention of someone, he'll growl out "coffee, and food, whatever's warm..." As soon as the coffee is delivered, he lifts it to his lips, drinking despite the scalding hot temperature of it. He grimaces just a little, but then immediately goes for another drink. He finishes the first cup before the food arrives, and motions for a refill before tearing into the food. Starting to feel slightly more human with a full belly and a couple of cups of coffee down, he finally begins to take in the rest of the common room.

He notices the odd woman from the previous night, Ynga? Yana? Something like that. Too bloody early for names..., but she seems deeply involved in a conversation with another woman he doesn't recognize, so he'll simply nod if she notices him. Then there was the monk fellow, engaged with his own morning meal. He didn't immediately recognize anyone else, but he kept his eyes open while he nursed his third cup.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

I'm still here, purposefully waiting just a little before posting because a hard night of drinking would have had Morgan getting up later than everyone else!

As for the long japanese words, they threw me off too at first, but the comparison to final fantasy helped me mentally with that. That game had a bunch of weird crap I didn't understand, but was still all kinds of fun! Just making the mental shift that this is not the normal Pathfinder world, even though it seems like it at first, got me over the hump.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Ah, I see. Yeah, neither Morgan nor myself OOCly know anything about Cyrusian nor Lissala, and he wouldn't have recognized those names as being particularly special. As far as Morgan is concerned, he is a vanilla human of some mid-20-ish odd years who has some trippy dreams. He has yet to connect those dreams to anything Thassilonian related, and doesn't have a particular interest in that area.


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M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6
Sebecloki wrote:

Friends,

I really like the game we have going here -- you've all made some spectacularly creative characters and I'm really enjoying reading the posts.

I feel a slight need here as the GM to plea for some greater magnanimity between all parties so that this promising outset isn't derailed by personal difficulties.

I'm not singling anyone out or putting the blame on any one person, I just want to put forth an honest and heartfelt request that we all try to be peaceable and focus on having a good game together.

While I appreciate you not singling anyone out, I'll go ahead and single myself out - I went overboard with my snippy ooc response to Aleister in the gameplay thread. I apologize for that. I was in a bad mood for unrelated reasons that morning, and the comment about me ignoring a post just rubbed me the wrong way. Regardless, I was entirely too snarky in my response, and I should not have been. Sorry Aleister.

To top it off, I then mentally merged Aleister and Vincent in my head, and got things all sorts of confused. Sorry about that too.

I am also very much enjoying the game so far, and will endeavor to not allow my personal crap come through like that again. Sorry to all.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Aleister, there could be several reasons why someone does not respond to your post, beyond them simply ignoring you. For example, perhaps the person in question missed your post in the other action going on. Or perhaps, since you didn't ask any questions or leave any continuing hooks in your previous post, he was just letting things play out. Or perhaps he didn't respond right away and then forgot about it. Several possibilities exist, so one should not jump straight to "I'm being ignored".

Further, it is in fact not hard to RP when you are being "ignored". You can make a follow-up post, wherein you try to reengage the person with a question or further interaction of some kind (that is what is referred to as a "hook"). You could even RP the person supposedly ignoring you, if you wanted to go that route. If you wanted to keep the RP up, you have plenty of ways of doing that, all of them working better than "I'm being ignored, so I'll just go to bed". See, like this.

Morgan blinks in surprise as the monk just stands up and walks on up to his room without so much as a goodbye. He looks around the table briefly in surprise, before muttering "Guess he had too much to drink! Didn' even take his dice with him..." Shrugging, he goes to order another drink, but turns his head a little too fast, causing the whole bloody room to start spinning. "Ugg, maybe I had too much to drink too..." he grimaces, holding his head in his hand a little. "I think I'll head up too. Nice t' meet y'all." He slowly stands up from the table, wobbling a little, but slowly making his way to his room. He leaves the dice cup at the table for the monk or his brother to find.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

I find it fantastic for quick rules questions, and particularly for this sort of alternative-rules-heavy game I would imagine it would be a great resource for clarifying lots of things. It is also good just for regular OOC chatter, and I find helps groups to feel more cohesive. Can help keep games from stalling out, too. Overall, I find it really enhances the overall experience, particularly if you can get a lot of the people in the game on the server.

I will say that the link that Pai Song sent out is a little different than what I'm used to; I normally have a unique server for each game I'm in, and this invite link appears to be for a more generic Pathfinder server. Pai, is your thought to have a unique channel for this game on that server?


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

I am definitely interested in joining a discord server! I find them so very helpful.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Morgan chuckles at Aleister's objection, glancing quickly around the very noisy common room with a raised eyebrow. "Not sure this qualifies as anybody's notion of peace... what kind of monastery you from?"

Snatching up the dice cup again, he gives another throw.

Sevens: 1d10 + 1d8 + 1d6 + 1d4 ⇒ (4) + (1) + (4) + (1) = 10

"The dice are not with us tonight, it would seem. Passing through myself, looking for a bit o' adventure, or at least the odd guard job. The ol' hammer is lacking for things to hit." he says with a grin and a nod in the direction of the mammoth hammer strapped to his back. "Been all about, here and there, though I'm from Absalom originally. Heard good things about this festival tomorrow, thought I'd check it out."


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Morgan's head tilts to one side as the carnie lifts his voice, then shakes his head and shrugs. "Can't say I have, friend, can't say I have. Looks like the carnival was good to ya!" he says exuberantly, sizing up the large (though not as large as Morgan, by a couple of inches at least) man.

He waits expectantly as the dice roll, then groans in compassion to the unfortunate roll. "Aye, the luck wasn't with that one. Let's have a throw here..." he says, taking the dice cup. He gives it a shake, and tosses the dice onto the wooden tabletop.

Sevens: 1d10 + 1d8 + 1d6 + 1d4 ⇒ (1) + (3) + (1) + (2) = 7

"Heh, not great, but just lucky enough" he says with a grin. "Double or nothing?" he asks with raised eyebrows, leaving the offered coin sitting on the table.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Looking up at Vincent, and his challenge of dice, Morgan grins a huge and fierce grin. "Aye, lad, pull up a chair and I'll take yer challenge! Vincent, ye say? I'm Morgan Vestalis!" He kicks out a chair for the newcomer, and motions for another drink while he's at it. "Where are ye from, Vince?"


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

The way I read it, the RAW is that we could choose to take it at level 3 and still have the points stacked on the other side, but that the RAI is probably that if you take it *at character creation* you only get half points. Technically, as written you could even get more than 50pts for the other half, because your level 1 stats could be all 7s on the side you are paragon-ing, so that you would have an effective 58pts for the other three stats. Given the max of 18 on any given stat, you wouldn't even be able to spend all those points, as 7 7 7 18 18 18 is only 39pts. That would mean that anybody who takes one paragon feat, if ruled the RAW way, could get all 18s with just the one feat.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

When asked about himself, Morgan quickly warms to the topic. "Well, my name is Morgan Vestalis, son of the great adventurer Simion Vestalis. I set off some couple of years ago to follow in his footsteps and make a name of m'own. My hammer," he says, gesturing at the larger-than-normal Lucerne Hammer strapped to his back, "was apparently crafted sometime back in my family's history and passed, father to son, down to me. Other than adventuring, I can work a forge and like tinkerin' with all sorts o' weapons and armor. Most all o' my gear I made m'self. Now I just wander about, looking to catch a good story or make one of my own. Like this one time, there I was in Belize with thirty monkeys, a panda, and a pygmy elephant..." Morgan continues on with some extreme tale, stretching credulity, but entertaining to hear just the same.

He continues in that vein until Ameiko joins them and the discussion begins around the castle. Morgan rubs his jaw a little in thought, pondering his own memories of the place, and frowning deeper and deeper as each story rolled in. Finally he clears his throat and adds "I saw somethin' odd in that castle as well. It was a stout looking place, overlookin' my path inta town. What stood out, though, was how quiet it was. Unnatural quiet, not even any insect noise or any sign of life around it. Almost as if the place had sucked the life outta the land around it. Spooky, it was." He gives a quick shake of his head, and quickly finishes off the last of his mead before grinning. "Sounds like a prime place to check out! Can't say I've encountered any Thassilonian runes in my travels, that I know of anyhow. Would be interesting to see."

When the Brothers join the table, he greets them kindly enough, and waves an open hand at the remaining chairs. "The more the merrier! We were discussing the castle up on the way inta town, was where the runes were mentioned. You know much about Thassilonian lore?"


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Can't do a good post tonight, but will tomorrow. Wanted to get my memory roll in so I could work the results into my post.

Memories: 1d20 + 4 ⇒ (7) + 4 = 11


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Morgan is generally loud and friendly with each new arrival, though the arrival of Mishal does give him pause. You're a big one... He introduces himself to each, and continues to drink the night away. He gives hearty laughs at each one of Ynja's jokes, then clears his throat as she finishes. "Alright, I got one." he says, clearly warming to the task. "Two rangers are out hunting for food when they come across a big ol' well in the ground. Deep sucker, they couldn' even see the bottom of it. So, curious now, one of them grabs a little stone and tosses it in, then listens..." He pauses for a moment, then shakes his head. "Nothing. So the other one grabs an even bigger stone and chucks that one in, then listens..." he pauses again, then shrugs. "Nothing! Very puzzled now, they agree to go find something really big, something they'd be sure to hear. So they go off, and they find this big ol' cross-tie not too far away. Surely this will make a sound, one of 'im says. To big for either to lift alone, they each grab a side, and they lug this big ol' beast to the well and manage to chuck it in, and then they listen..."

After another pause, he looks up suddenly and says "but now they do hear something! Not a splash, not an impact, but of all things they hear the sound of a goat! Wailing at the top of it's little lungs, this goat comes charging up at the men from behind! They twirl around, ready to evade the mighty goat's horns, when the damned thing leaps right between them and hops into the well! The rangers were flummoxed, as you can imagine, they had never seen anything like that before! Well, a few minutes pass, and a farmer comes up to the two rangers. `I heard ya yellin'`, he says as he approaches the pair. `Ye seen my goat? Lookin' for him.` Still excited from everything that happened, one of 'em tells the farmer `Yeah we seen it, bloody thing ran right down that hill at us, then charged right between us and jumped in the damned well!` The farmer shakes his head and says `I don't understand it, couldn't have been my goat - I had tied that little bugger up to a big old cross-tie!`" He finishes his story with a flourish, and laughs and laughs, his massive shoulders bobbing up and down.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

The door to the Rusty Dragon swings open, and a very large and tan human walks into the building. He is a tall man, at least six and a half feet, and very wide in the shoulders. He wears fine, if somewhat mismatched armor, and has an absurdly large hammer strapped to his back, within easy grabbing distance. He walks across the room with a confident gait, and calmly approaches the bar. "Mead, lots of mead, if you please!"

As he awaits his drink, his sky blue eyes sweep the room, evaluating those present. He pauses for just a second on the unusual pair off to one side, blinks, but then continues in his sweep. An animal of some kind? Looks fierce. The girl's unusual too. Wonder who they are?

When the mead is delivered, he drops some money on the bar and says with a grin "Keep it coming!" He takes a long drink, easily quaffing half the mug in a single go. He finishes the first mug fairly quickly over the next several seconds, as he finishes taking in the scene. He places the empty mug down, and gives a sharp laugh as a new full mug appears before he can even lift his hand. "I like this place!" He grabs the new mug, and then walks over to the unusual pair.

"'ello there! M'name is Morgan Vestalis. Who might you be? Not meaning any offense, but the pair of you look more likely to have interestin' stories to tell than the lot of others around here."


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Also, just so everyone is aware, the Blacksmith class has the following ability which essentially acts as an all-day buff. Since we have two Blacksmiths in the party, each player will get to have two of the following buffs up every day. Each player can choose different buffs, and can change them each day.
.
.
.
Maintenance (Ex) Grant self + 5 allies one of the following bonuses each day:
. . Armor Maintenance Reduce ACP by 1, increase armor bonus by 1, clothing can be counted as armor for this
. . Clarifying Reinforcements +1 competence bonus to Will saves
. . Cobbling Ignore first square of difficult terrain each round
. . Fortifying Reinforcements +1 competence bonus to Fort saves
. . Heavy-Duty Reinforcement +3 to hardness and hit points of all weapons and armor, weapons can ignore 1 hardness vs sunder or objects
. . Pack Straps Treat Str as 2 higher for carrying capacity
. . Polish Deflect one ray attack per day
. . Quickening Reinforcements +1 competence bonus to Ref saves
. . Sharpen Weapons +2 to all damage rolls with manufactured weapons


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Yeah, 3 classes via the Gestalt HOP feat. My blacksmith levels may or may not keep up with other class levels, depending on how many mythic tiers we get.

I was thinking it might be helpful for everyone to give a tl;dr on their characters, just explaining what your top thing or three will be.

The tl;dr for Morgan is that he is essentially a hit-really-hard guy. Through various size-change shenanigans, he can get 6d6 damage die on his weapon, have a melee range of 30ft, and still keep up a decent defense at 20 Defense and DR 12/Armor when buffed. In addition, he can sunder really good, with an extra 2d6 dice to sunder and the ability to sunder natural armor or natural attacks. He can also craft all the things, and repair sundered magic items, and has a good knowledge spread. He is definitely very melee-oriented.

Class links, for reference, all from Spheres:
Incanter
Mageknight
Blacksmith


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Actually, the Vigor rules are:
*Wounds and vigor. Double vigor at 1st level. Otherwise take half as minimum if you roll under that amount.

So, if you don't roll it would be 20+5+5. Which, now that I type it out, does indeed match your 30, but for different reason that will matter as we level. You do have the option of rolling for vigor for levels 2 and 3, and you take the roll or half, whichever is higher.

That does remind me, though - I did not add the bonus HP from mythic to my Vigor, need to do that.


M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Hello everyone! Excited to get started.


Ready


Sure, not a problem at all. In the feats section of the character generation rules, he says:

*One feat per level as well as the bonus feat progression for the Fighter class (so the progression is as if you were a Fighter getting 1 feat per level plus your class feats. If you are a fighter, you get two bonus feats every time you'd have gotten one).
*Same progression applies to mythic feats.

That means, instead of the normal one mythic feat at tiers 1,3,5..., we instead get 1 per tier PLUS 1 extra as with the fighter progression (which is one feat at level 1, another at level 2, and then one at every even level after that). That means we get a total of 2 mythic feats at tier 1, we will get 2 more mythic feats at tier 2, 1 more at tier 3, 2 more at tier 4, and so on.

At character creation, you should have a total of 5 normal feats (2 at level 1, 2 at level 2, 1 at level 3), and 2 mythic feats. Obviously you may have more normal feats if you are a human or get extras from classes or whatever.


Edgar Lamoureux wrote:
Looking at Morgan's sheet, given our usage of the same class, gave me another question to ask. For the Gestalt HOP feat, do we count each individual level of both classes, or did we count Level 3 X//Y as 3 levels, giving a single level in that third class?

It does not double up, so with just the Gestalt feat you would only have a single level of the third class. If you also take the Mythic version of the Gestalt feat, you get to add your mythic tier to the number of levels you get, to a max of your HD. So for us, that would be a total of level 2 in our third class. Then, in addition to that, I took the feat Mythic Paragon, which lets you add 2 to all calculations based on your tier, which would mean that the Gestalt provided class would be (half our level)+1+2, or 4, but it is capped at 3.

So, if you take Gestalt, Mythic Gestalt, and Mythic Paragon, your Gestalt-provided class will keep up with your other classes until we hit level 7 even without a Mythic Tier increase, and should generally keep up the whole way assuming we get fairly regularly-ish tier increases.


I went ahead and created a character spreadsheet for tracking submissions. I filled in some of it based on what I could find in the thread, but ran out of time before I got all the details in. Please take a look and fill in your info if you can!

Character Spreadsheet


Edgar Lamoureux wrote:
Assuming that Blacksmith is good to go, and Unarmored Training both works as per armor with Armor as DR (granting 3+1/3 BAB DR basically) as well as working with Armor Maintenance from Blacksmith, I think I'm leaning towards either a Cestus + Gauntlet Shield sunder-er, with a sub-focus on the Shield Sphere for some burst-y defense, or something quite similar, but with a Tower shield, which is honestly 100% better, just less interesting, in my opinion. As for second class, i'm thinking Rajah, potentially with the Batal Archetype, to provide a little bit of support to the team, a little extra durability and sustainability through DR and Healing from maneuvers. That, or one of the other Akashic classes, probably Guru, if not Rajah.

I would not think Unarmored Training would work with Armor Maintenance, as there is no actual armor to maintain. I would think Unarmored Training would apply to DR, but am not positive on that (and am not the GM soas to make such decisions!). The interesting question for me, as I built a blacksmith as well, is would Armor Maintenance be able to stack, if granted from two different blacksmiths?


River of Sticks wrote:
Morgan Vestalis wrote:
I also took the Mythic Paragon feat, which lets me add 2 to my tier for all calculations based on tier. So instead of 1.5+1, it is 1.5+3, maxed at HD, so level 3.
Blink. Blink blink. So you did! I missed that, and that's brilliant. I am shamelessly taking that combo and keeping it in mind!

By all means, take away! Mythic Paragon ended up being a ton more useful than I originally thought when looking at it. Was pleasantly surprised that it applied to bonus HP too! And at tier 1, it often increases bonuses / durations by 200%. Excellent feat.


I also took the Mythic Paragon feat, which lets me add 2 to my tier for all calculations based on tier. So instead of 1.5+1, it is 1.5+3, maxed at HD, so level 3.


OK, I've updated Morgan here to account for pre-game crafting. Also changed one side of the Mythic build from Marshal to Genius. I think he should be completely good to go now.


Sorry if this was already asked somewhere, lots to keep track of - how do we handle the bonus hit points from our mythic tiers in the wounds & vigor system? Do those get added to wound points or vigor?

Rolling for levels 2/3 vigor:
1d10 ⇒ 2 - take half, so 5
1d10 ⇒ 8


@GM - sorry for repost, but was worried it got lost at the bottom of the previous page. Are you OK with pre-game crafting of starting equipment?


Alright, I've updated Morgan here with an appearance description and a 10-minute background. I've also updated his crunch quite a bit, in particular by taking the Gestalt feat, both normal and mythic versions, so I could add all the class features of a level 3 Blacksmith. I think that'll add a lot of fun options.

One question I've come up with - are you OK with pre-game crafting? With the blacksmith class, I have a ton of crafting options, wondering if I can make use of them for my starting gear.


Here is dwilhelmi's character, Morgan Vestalis, a martial mageknight resizer / incanter. To be honest, I really took to the theory crafter challenge of this recruitment, and enjoyed it thoroughly :D.

I started with a question - how big can I get a single melee attack to be? First I went with a third party feat Lighten Weapon that lets me wield a Large sized Lucerne Hammer for 3d6 damage die at a -2 to-hit penalty. Then, from the Resizer ability, I can grow to Large size, changing it to 4d6 damage die. Finally, I use the Light sphere Encompassing Light ability to have the reach/damage die of an additional size higher, for 6d6 damage die at a 30ft reach. On top of that, the adamantine hammer is also my magical focus, which I can enhance for free with the enhancement sphere, giving it a +2 enhancement bonus and flaming, for a grand total of 7d6+14 damage. 3 times per round. Hitting at least two people, if not everyone, in my 30ft range due to Mythic Cleave.

I do have a general light/fire theme to him - the dude is glowing with a bright light when fighting, can fire light-based ranged destructive blasts, and has a flaming weapon. I figure I can very easily tie that into a reincarnated hero, a warrior of light, that sort of thing. However, I wanted to get the crunch out there for review first, as I had to learn several new rulesets for this and I wanted to make sure I didn't miss anything. Let me know if you see any issues with the build.


OK, fully updated crunch and backstory. Hopefully got it updated in time! Here is the info, though it is also in my profile:

Crunch:

Morgan Vestalis
Male Idyllkin aasimar telekineticist 6/paladin (chosen one) 6/gestalt 6
LG Medium outsider (native) humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +10
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield)
hp 96+12 (18NL) (6d10+48)
Fort +15, Ref +11, Will +11; +2 vs. death
Defensive Abilities fortification 15%, resolve 2/day; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 3/day (DC 17, 3d6+1), kinetic blast, smite evil 2/day (+4 attack and AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 5th; concentration +9)
. . 1st—divine favor (2)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—blade rush, bowling infusion, kinetic blade, kinetic whip, pushing infusion
. . Blasts—telekinetic blast (+14 3d6+9)
. . Utility—basic telekinesis, kinetic healer, self telekinesis, telekinetic haul
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 20, Int 11, Wis 12, Cha 18
Base Atk +6; CMB +10; CMD 22
Feats Fey Foundling, Power Attack, Weapon Focus (kineticist blast)
Traits blessed touch, magical knack
Skills Acrobatics -5 (-9 to jump), Diplomacy +13, Handle Animal +15, Intimidate +13, Knowledge (nobility) +9, Perception +10, Sense Motive +10, Survival +3; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common
SQ burn (2 points/round, max 8), divine guidance, domain influence, elemental bastion, elemental blade, elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, lay on hands 7/day (3d6+1), lay on paws, mercies (sickened, staggered), share will
Combat Gear wand of cure light wounds; Other Gear mwk full plate, mwk heavy steel shield, ring of feather falling, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), wooden holy symbol of Sarenrae, 175 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Bowling Infusion Blast also trips foes.
Burn 2/round (6 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Healing Domain Influence (Sp) Familiar can use Rebuke Death once per day
Elemental Bastion (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +2/+4 (Max +2, +2 STR, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Telekinetic Blast (Sp) Level 3; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Kinetic Whip Form a kinetic blade with reach.
Lay on Hands (3d6+1 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 3d6+1 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +11) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (2/day) (Ex) Your resolve can remove effects or reroll saves.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.

--------------------

Alexander
Thrush (Pathfinder RPG Ultimate Magic)
LG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 48 (1d8-2)
Fort +3, Ref +7, Will +7
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +6; CMB +4; CMD 9
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Diplomacy +4, Fly +12, Handle Animal +4, Intimidate +4, Perception +14, Sense Motive +11
Languages Common
SQ domain influence, improved evasion, share will
--------------------
Special Abilities
--------------------
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Healing, 1/day) (Sp, Su) Familiar can use Rebuke Death once per day
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Background:

Morgan was raised as an orphan. For what felt like the longest time, he had no idea who his parents were or what happened to him before he was found at the age of six, curled up and cold in the street. He still has no memory of that time, but he knows a bit more about it now, thanks to Alexander.

The tiny bird showed up one day, when he had just come of age, standing above an old, battered looking wand. The bird had an oddly captivating gaze, and just stared at him for a minute, as if taking his measure. Then it began to speak. It told him that Morgan came from a long line of defenders, people who upheld the ideals of Sarenrae and dedicated their lives to living out her principles in the heat of battle. Many generations ago, one of his ancestors was one of the group that destroyed the Temple of Orcus and disappeared in the chase after the wizard Zelkor. Throughout the generations, those with the angelic blood that runs in his veins continued to fight for Sarenrae. Some tried to unravel the secrets of the well, and discovered what happened to their ancient ancestor. Others simply fought for Sarenrae in other ways. Time and time again, though, those of his blood risk all in this service.

His mother was one of these, a paladin of Sarenrae who was a fierce warrior and a merciful healer. The old wand had belonged to her. The wand could provide healing, but in the right hands it can be so much more - it can be a great and varied weapon. If Morgan was willing, the bird said it could train him, show him how to access the same abilities that his mother had, and fulfill his destiny as a chosen one of Sarenrae. The evil from the Well was rising, and his service was needed.

Naturally, upon hearing all of this, Morgan assumed he had lost his mind. One too many drinks last night, clearly - he had told Oscar that they were going too far, but he insisted on continuing their celebrations. You only come of age once, he said. Calls for more ale, he said. Now he was hallucinating a bird talking to him. As the days passed, though, and the bird didn't go away, he came hesitantly to the decision that he had not in fact gone crazy. If this bird really had known his mother, and this wand really was an artifact of hers, it was more than he had ever hoped he would learn.

So he began training with the bird, who taught him how to access his abilities, both as a paladin and a telekineticist. The wand he carried with him everywhere, always recharging it rather than getting a new one, and through the wand he could manifest a mighty blade formed out of pure aether.

He began adventuring, wanting to expand his abilities before risking the dangers of the Well. He wanted to discover what was down there, and what had befallen all those who tried their luck there, but Alexander assured him that he wasn't ready. So he went about, helping those in need, giving his healing touch wherever it was needed, and learning everything he could from his avian friend.

Now the evil was gathering. He had heard the rumors, heard of the problems at the Well, and had been making his way there. Alexander still cautioned against it, said that there was still time to prepare, but Morgan was done waiting. It was time to fulfill his calling, and venture down into the Well. He would join up with whatever allies he could find, but one way or another he was going. It was his destiny.

About the Build:

Going for a very tanky build, someone able to bring a lot of staying power to the field, as well as pack a pretty solid punch. As a telekineticist kinetic knight, he needs to form a kinetic blade out of an object held in the hand, so I thought it was a neat idea thematically to use the wand as that object - essentially, the wand becomes the hilt of the aether blade that he forms when he attacks. Even though technically he can form a kinetic blade out of any hand held object, in-character he will believe that there is something about the wand itself that allows him to form his blade. He could potentially discover down the road that the wand itself doesn't matter to his blade, but at least at first he has no idea. My hope is to simply reuse the same physical stick every time I run out of charges and have to buy a "new" wand; if that isn't acceptable, I can always tweak the story a little bit to take that part out.

Appearance and Personality:

Morgan is a large and strong man, lots of muscles, and a fair number of scars. He has clearly seen a lot of battle before. Yet despite that, there is a kindness and an understanding in his eyes. He is a conciliator at heart, always trying to resolve issues diplomatically, but certainly not against a good battle if the need arises. He had a rough childhood, and that has led him to have a somewhat cynical personality, but he actively chooses to try to overcome that natural tendency and act in a way more fitting to his position as a champion of Sarenrae.


Working on adapting this character to the current build rules - he is a kinetic knight/paladin. Will post again when he is fully updated.


Whew - made it! Had a hard time pulling it together, but I think I'm pretty happy with the build now. Everything should be here, let me know if you have any questions.

Crunch:

Morgan Vestalis
Male aasimar telekineticist 4/paladin (chosen one) 4/gestalt 4
LG Medium outsider (native) humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +7
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 shield)
hp 57 (4d10+24)
Fort +13, Ref +10, Will +9; +2 vs. death
Defensive Abilities resolve 1/day; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 3/day (DC 16, 2d6+1), kinetic blast, smite evil 2/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 3rd; concentration +7)
. . 1st—divine favor
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—blade rush, kinetic blade, pushing infusion
. . Blasts—telekinetic blast (2d6+7)
. . Utility—basic telekinesis, kinetic healer, telekinetic haul
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 18, Int 8, Wis 10, Cha 18
Base Atk +4; CMB +7; CMD 18
Feats Fey Foundling[ISWG], Weapon Focus (kineticist blast)
Traits blessed touch, magical knack
Skills Acrobatics -4 (-8 to jump), Diplomacy +11, Handle Animal +13, Intimidate +11, Knowledge (nobility) +6, Perception +7, Survival +2; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Common
SQ burn (1 point/round, max 7), divine guidance, domain influence, elemental bastion, elemental blade, elemental overflow +1, gather power, lay on hands 6/day (2d6+1), lay on paws, mercy (sickened), share will
Combat Gear wand of cure light wounds; Other Gear mwk full plate, mwk light steel shield, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), wooden holy symbol of Albia, 386 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Healing Domain Influence (Sp) Familiar can use Rebuke Death once per day
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Telekinetic Blast (Sp) Level 2; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Lay on Hands (2d6+1 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6+1 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Pushing Infusion (CMB +8) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

--------------------

Alexander
Thrush (Pathfinder RPG Ultimate Magic)
LG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 26 (1d8-2)
Fort +2, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +3 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +4; CMB +2; CMD 7
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Diplomacy +2, Fly +12, Handle Animal +2, Intimidate +2, Perception +12
Languages Common
SQ domain influence, improved evasion, share will
--------------------
Special Abilities
--------------------
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Healing, 1/day) (Sp, Su) Familiar can use Rebuke Death once per day
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Background:

Morgan was raised in the town of Spindle as an orphan. For what felt like the longest time, he had no idea who his parents were or what happened to him before he was found at the age of six, curled up and cold in the street. He still has no memory of that time, but he knows a bit more about it now, thanks to Alexander.

The tiny bird showed up one day, when he had just come of age, standing above an old, battered looking wand. The bird had an oddly captivating gaze, and just stared at him for a minute, as if taking his measure. Then it began to speak. It told him that Morgan came from a long line of defenders, people who upheld the ideals of Albia and dedicated their lives to living out her principles in the heat of battle. The wand had once belonged to his mother, who was a fierce warrior and merciful healer. The wand could provide healing, but in the right hands it can be so much more - it can be a great and varied weapon. If Morgan was willing, the bird said it could train him, show him how to access the same abilities that his mother had, and fulfill his destiny as a chosen one of Albia.

Naturally, upon hearing all of this, Morgan assumed he had lost his mind. One too many drinks last night, clearly - he had told Oscar that they were going too far, but he insisted on continuing their celebrations. You only come of age once, he said. Calls for more ale, he said. Now he was hallucenating a bird talking to him. As the days passed, though, and the bird didn't go away, he came hesitantly to the decision that he had not in fact gone crazy. If this bird really had known his mother, and this wand really was an artifact of hers, it was more than he had ever hoped he would learn.

So he began talking to the bird, who confided that his name was Alexander. He began to learn about his heritage, about how distant angelic blood ran in his veins, and that given enough time he could begin to access latent abilities greater than he could ever have dreamed.

About the Build:

Going for a very tanky build, someone able to bring a lot of staying power to the field, as well as pack a pretty solid punch. As a telekineticist kinetic knight, he needs to form a kinetic blade out of an object held in the hand, so I thought it was a neat idea thematically to use the wand as that object - essentially, the wand becomes the hilt of the aether blade that he forms when he attacks. Even though technically he can form a kinetic blade out of any hand held object, in-character he will believe that there is something about the wand itself that allows him to form his blade. He could potentially discover down the road that the wand itself doesn't matter to his blade, but at least at first he has no idea.

Appearance and Personality:

Morgan is a large and strong man, lots of muscles, and a fair number of scars. He has clearly seen a lot of battle before. Yet despite that, there is a kindness and an understanding in his eyes. He is a conciliator at heart, always trying to resolve issues diplomatically, but certainly not against a good battle if the need arises. He had a rough childhood, and that has led him to have a somewhat cynical personality, but he actively chooses to try to overcome that natural tendancy and act in a way more fitting to his position as a champion of Albia.