Wizard

MothDad's page

35 posts (63 including aliases). No reviews. No lists. No wishlists. 3 aliases.



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Male LG Human Champion 1| HP 20/20| AC: 17 (19 w/ Shield)| Fort: +7; Ref: +0; Will: +6 | Init: +4 | Per +4 | Stealth +0 |Intimidate +5 | Spd 25 ft. | Hero Points: 1 | Focus Points 1/1 | ◆ ↺ ◇ | Buffs:

A man in an apron with smiting tools is not so strange a sight, but Anri cannot help but notice the mask. As a native of Numeria he recognizes a servant of Brigh. Wondering what insights the priest may have, Anri approaches him and the half-orc. He hadn't planned on imposing himself upon the conversation, but as the elder priest finishes explaining the situation Anri cannot stop himself.

"I apologize for intruding, but I couldn't help but overhear about the rescue mission. I've come to this town for the explicit purpose of helping to uncover what has happened with the torch. I'd like to offer my blade to the cause."


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Totally get wanting to wait for more information before trying to build connections with the party.

Regarding "traditional" characters, I feel like that tends to be what I gravitate toward anyway; at least, for the most part. Even in the two Starfinder games I've played in the past my characters were an android and then a human. Many of my fantasy characters end up being humans too, albeit not all. I just like playing a "regular guy" who gets to experience the grand story. My current wizard in my IRL game was just an artist who happened to have been taught magic by his grandmother. Largely I designed the Champion's backstory based off what I read in the Iron Gods player's guide. The rogue character who I also have in pocket was just... a thief who decided to try and turn his life around and make his fortune adventuring rather than through petty larceny. I like my character's to feel as real as possible and for anything unique about them to stem from who they are and what they are doing rather than what they are.


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I've just learned of a place in the Felldales of Numeria known as Castle Urion which is the first stop of many crusaders on their way to Mendev. The castle has an order of knights dedicated to Iomedae, so it is likely with what I mentioned prior that Anri was taken in and trained by the knights there. There is also an active Pathfinder lodge which, depending on other backstories, could be a way he gets connected with others in the party as well.


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Ollie-Twist wrote:
I'd like to know if you have a favorite character you've seen someone else play in a game, either as a player or a GM? What made them so great, or so fun to play alongside/GM for?

For Length & Personal Loss:
I have a friend who consistently makes amazing characters, but there is one that stands out for all of us in the group and that is his elven wizard he played in the 5e game I ran for them. Game started at level 3 and went to 20 over the course of a year and a half, maybe two years IRL. I'm going to do my best to summarize this without going too in-depth. By the end of the game, only he and the NPC companion they picked up early on were the only original party members left but his story revolved heavily around two important story beats: living up to his grandmother's legacy, and saving his childhood best friend and love of his life.

His grandmother was a legendary hero who stopped helped to seal away a corrupt and maddened Solar angel bent on becoming the new god of death. The plot revolved heavily around these artifacts that all held pieces of the Solar's spirit. Before the start of the game, his wizard's home was attacked by an Orc warlord who had stolen his grandmother's circlet which hid one of these pieces of the Solar and laid a curse on his childhood friend. Part way through that game they discovered a piece of a lost piece of elven high magic that could cure any affliction but required the help of every member of the elven high shaman council to complete, one of which was the childhood friend's little sister.

Unfortunately, the spell was missing a piece and they tried it anyway. The friend was cured of this curse which had placed her in a coma and was slowly turning her into a plant, except it only cured her soul and caused her body to fade away as her soul and body were no longer the same. Now, an important piece of this is that before the game even started my friend and I had discussed what he wanted out of this plot thread, and he wanted it to be a bittersweet ending. So, he was able to save her, but in the end he still lost her. What I did not know until AFTER we played this out in-character was that this friend was inspired by a real-life friend that he lost to cancer. For him it was cathartic and helped him to process what had happened while also helping him feel that he honored his friend to the best of his ability. It was the first time I ever made a player actively cry.


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PossibleCabbage wrote:
I still want moth people.

Normally I don't play anything much beyond the core ancestries, but... Well, if my username is any clue I'd LOVE this!


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Archpaladin Zousha wrote:
Decently thick, I'd say. I'll respect any boundaries other players or the GM might have, obviously.

And

Archpaladin Zuosha wrote:
Yes. I try VERY hard to avoid crossing the boundaries or pushing the buttons of other players, and if I unwittingly do so, apologize and move on with no hard feelings. Most of my disappointments are about poor dice rolls anyway, which are no one's fault.

I think This is the most important thing. If, for whatever reason, real-world topics come up its important to be respectful of other players and their beliefs. It's okay to disagree, but if something starts to become contentious then just taking a step back and saying "Let's just move on from this and avoid bringing it up again in the future." Is perfectly valid and probably for the best. We are all here to enjoy the game and to take a step away from reality, so let's not drag reality into our fantasy game.

Lia Wynn wrote:
If your character was so jarred by a fight that they panicked to the extent that you describe, why would they be ok just six seconds later? Also, what narrative tools would you suggest for other characters to help yours overcome that?

To that first question, largely I feel like it would depend on the moment, right? For example, maybe an important NPC is killed and one of the players takes a round to process before flying into a rage (mechanically or otherwise) to get revenge. Or maybe they are simply caught off guard by something and it takes a moment to process. With situations where there may be many-rounds of inaction, I think you are correct with your question focusing on "narrative tools." And maybe this is also character and situation dependent, but perhaps a classic "Snap out of it, we need you now and you can process this trauma later." Would suffice.