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![]() I have a fighter in another game that I decided to dip trapper ranger in order to open up disable device. It made sense seeing, as the main door opener, he could simply inspect the door and then post that he would open it if it was free of traps. The alternative was to rotate a rogue in, which added a lot more down time as we waited for the conclusion of said inspection. Ultimately, it ended up being a time saver, so I decided to start with it from the get. A little lighter on feats from day one, but the trap breaker role is now filled, which means others can now feel free to expand their options without that concern. ![]()
![]() This is Trinity checking in. I will likely begin as a trapper ranger. That should fill the role of trap breaker. If someone else brings along a rogue, I will aid or play a second up position as trap breaker. Ultimately, I intend to branch out of ranger by second or third level and focus firmly as a 2-handed fighter. That will fill the role of a martial front liner who can trap break. Startin race will likely be a duel talented human, which will allow for a bit more diversity with starting skill points. From what I have heard so fare. We have an arcanist, druid, trapper ranger, and monk? We could use a face, depending on skill sets, and possibly a bit more healing. Carried over rolls.
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![]() Na, I have Sarah covered. She is Deigon's primary friend now, so he isn't going to let her get spaced. Your too valuable at this point. I also wanted to clarify that Deigon's call sign "Gunny" is an old-school running joke. A few of the jarheads changed his call sign to "Gunny" back in the day and the stooped thing stuck. He is actually a retired (CAG) Master Sargent. ![]()
![]() DM_DM wrote: Maybe the person who came up with that strategem is aboard the Fleet now? Were they honestly mistaken? Or maybe they were right, but just missing a crucial piece of information? Or... maybe they're a traitor? My originally vision was to have our current fleet commander, whoever that ends up being, be the one who over saw the mission that went wrong. That would be more than enough reason for Deigon to question the wisdom of commands orders from time to time. As fare as the content of the mission, I'll leave that in your hands. It was likely something similar to your description. A one-shot end of game move that failed miserably. Deigon ended up getting the shaft while the commander moved up the chain. Things being what they are, command probably tolerates Deigon because of his piloting skill. Sarah 'queen' B. wrote: I'm going to throw these questions out and see if anyone wants to chip in, no harm if not. If you’re up for it, I’ll take you up on #2 and #3. *Who owes me for something? Deigon Black. What was it? For quite a while, Deigon has been coming to you for top shelf liquor. He doesn’t seem to mind the type, so long as the quality is top of the line. Do to this elevated taste in liquor, he has racked up quite a debt. *Who needs me, warts and all? Degion spends a fair amount of time bending your ear while he drinks. Over time he has developed a small amount of trust in you and has divulged a bit more about himself, and his history, than he probably should have. Because of the amount of time he spends around your place, you suspect he doesn't have many friends. What recent indiscretion have they overlooked? You seem to have an endless supply of top shelf liquor when nobody else seems to be able to keep their hands on it. How you manage to do this has always been a big question that he simply doesn't ask. When the question comes up, he doesn’t seem to care enough to push the subject. I'll put this out there in case you are interested. I'm ok if you choose not to go with any, or all, of this. ![]()
![]() DM_DM wrote: 3) Answer at least two of the Relationship Questions at the end of your playbook. These are questions that tend to flesh out your PC and develop relationships. Based on this post, I assumed that the player answers these questions in order to add flavor to their background. If it was meant for another player to answer, that question could simply go indefinite without someone stepping up to the plate. I know it's an odd feeling to add someone else's character into your character's backstory. That said, I give a green light if someone decides to play off of Deigon's Q & A and would like to work him in. I'm completely ok with more flavor. ![]()
![]() Sorry for the delay in choosing a playbook. Because of the limit of one per. player, I wanted to see what everyone else wanted to play and then select from what was left. I love the fire fly reference and was actually considering something similar if no one chose it. Ultimately, I’m glade someone did. Without further adu, I would like to introduce Deigon Black. Deigon Black – (AKA: Gunny) Aries / +1 Raw -1 Smooth / (Retired) Pilot, Maverick, Explosive Decompression. Relationship Question #1: Who do I have a rivalry with? Commander ____________, our current Starfleet commander. How did we recently compete, and who came out on top? Back in the early days, Commander __________ was Deigon’s direct ranking officer. When humanity was at its tipping point, Deigon’s unit was placed on a one-way critical mission that literally defined humanity’s chance to overcome the enemy. Against his better judgment he followed orders, which resulted in the loss of his unit as well as a catastrophic failure for humanity. Although he had no say about the success or failure of the mission, Deigon became the fall guy for commands lack of judgment and eventually became the poster child for humanities current situation. Because of the overwhelming mental pressure of losing his entire unit and the endless browbeating of society, Diegon has since given up the fight and taken to the bottle during his mandatory military retirement. Relationship Question #2: Who wants to win my admiration? Because of Deigon’s reputation as an extremely skilled pilot, there are those who still consider him to be the best on the ship. Daring, fearless, and willing to take up a fight, these attributes have led Deigon down a path of legendary status among those who have manage to see through the establishment’s reputation destroying propaganda. How have I impressed them?: Throughout his military carrier, Diegon has had many, many, military success. That history alone has managed to withstand his current dilemma. In addition to his military successes, he has managed to secure Top Gun status four consecutive years in a row. Although those success where back when he was a much younger soul, this legend still lives on as one of the fleets few inspirational stories. ![]()
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![]() Originally I checked out this posting out of curiosity. I have never played this RPG before so I am unfamiliar with its game mechanics. Ultimately the game seems very intriguing to me. Because of that, I marked the thread and have been following along. Originally it looked like you guys had 5-6 players, so I simply decided to follow along and observe. That said, so fare it looks like 3 have checked in with one working on it. If you guys are looking for another player, at anytime, let me know. I will be keep tabs on the game either way. Keep in mind, I am completely fresh to the game, so I would require access to the game's base material or at least a way to acquire it. Game seems like it has a mech-warrior/battle-tech feel to it so the RP side of it, I should be ok. ![]()
![]() He has a light crossbow, but will be more focused as a frontline melee. That said, I went inquisitor do to the higher flexibility with skills. He is currently setting at a 20 AC buffed to 22 with shield of faith, if needed. I could have chosen a patron that allowed a better weapon without burning a feat, but Abadar was to good of a fit for the current plot. I couldn't pass it up. ![]()
![]() DeJoker wrote:
That's a 12.3 average after you drop one of the lowest 4 dice rolled. ![]()
![]() Dice Rolls Stat (1): 4d6 ⇒ (5, 4, 6, 3) = 18 / 15
Considering an Inquisitor (Sanctified Slayer) I dotted and deleted with the wrong profile. You are welcome to remove Alwin if you like. That won't be the profile I'll be using. ![]()
![]() Thanks again for the invite. I should be able to create a profile and hedder for Zuriel tonight assuming I don’t get hit with overtime at work. For the time being, here is a copy of the character for review. (note) that I will clean the character up a lot once the profile is complete. Crunch: Zuriel Nullion
Male elf unchained rogue 1 NG Medium humanoid (elf) Init +3; Senses low-light vision; Perception +6 Defense
Offense
Spell-Like Abilities (CL 1st; concentration +3)
Statistics
Feats Martial Weapon Proficiency (elven curve blade), Weapon Finesse Traits poverty-stricken, vagabond child (urban) Skills Acrobatics +7, Appraise +5, Bluff +6, Climb +5, Diplomacy +6, Disable Device +9, Perception +6, Sleight of Hand +7, Stealth +7, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception Languages Common, Elven, Gnome SQ trapfinding +1 Combat Gear caltrops, oil (2); Other Gear leather armor, elven curve blade, backpack, belt pouch, blanket, chalk, compass, flint and steel, parchment (2), sack (2), thieves' tools, trail rations (3), waterskin, 1 gp, 1 sp, 9 cp Special Abilities
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![]() I would like to submit Zuriel Nullion for consideration for the role of the rogue. Zuriel's (Crunch):
Zuriel Nullion Male elf unchained rogue 1 NG Medium humanoid (elf) Init +3; Senses low-light vision; Perception +6 Defense
Offense
Statistics
Feats Martial Weapon Proficiency (elven curve blade), Weapon Finesse
Skills Acrobatics +7, Appraise +5, Bluff +6, Climb +5, Diplomacy +6, Disable Device +9, Perception +6, Sleight of Hand +7, Stealth +7, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception Languages Common, Elven, Gnome
Combat Gear caltrops, oil (2); Other Gear leather armor, elven curve blade, backpack, belt pouch, blanket, chalk, compass, flint and steel, parchment (2), sack (2), thieves' tools, trail rations (3), waterskin, 1 gp, 1 sp, 9 cp Special Abilities
Background:
Zuriel was exiled from Kyonin at an early age for behavior that offended Elven principles. His antics throughout most of his youth had been dismissed as being the deviants of youth. As time progressed his behavior didn’t seem to adjust to the ideology that everyone thought would develop with age. With the city’s tolerances waning, Zuriel finally found himself in a scandal that would not be so easily dismissed. He once again found himself in front of the cities elders trying to explain why he wasn’t at fault for trying to swindle a local smith out of a valuable elven weapon. At first the elders seem to have sympathy for the misguided youth, but as the session wore on, the council finally concluded that everyone’s interest would best be served if Zuriel conducted his shenanigans somewhere else. In the end, he was ordered to leave Kyonin and not return for a total of one hundred years.
In the early days of his exile, Zuriel was hesitant to approach human cities in fear that he would stand out and be targeted. As time passed, through close observation, he realized that human cities embraced a wide variety of different races, cultures, and perspectives. This was a grand opportunity if ever he had seen one. From city to city he found the generosity of humans to be enduring and relentlessly gracious. Enough so that he had little trouble moving in and out of locations long enough to fill his pockets. Even during times that he thought his endeavors would land him in the stockade, he seemed to be able to simply explain his way out of it. In all, he determined that this new landscape of opportunity was virtually perfect. Over the course of his travels, Zuriel ran into a couple problems when attempting to move from one city to another. Simply put, on more than one occasion, he came across dangerous foes that stalked easy prey that frequented the trails between his destinations. He considered paying for passage, but that would create a paper trail that anyone could follow. After careful consideration he signed on with a caravan owned by a man named Silas Gibbs, who originally hired him as a forward scout. Over time the caravan leader began to see Zuriel’s unique nature and was in the process of training him for something special. The training was cut short the day the caravan entered the town of Belhaim when the local magistrate seized the caravan’s wagons and arrested Mr. Gibbs for smuggling. SMOGGLING! Who knew! What a missed opportunity…. Description / Personality / Motivations: Description: Zuriel is a long, dark haired elf that stands 5’ 8” tall. He weighs in at approximately 135 lbs. and is believed to be 124 years old. He wears a dark-ash colored leather armor and carries an elven curved blade strapped to his back. Aside from the weapon, he also carries around a travelers pack with a tightly wound blanket strapped to it. Personality: Zuriel is, if nothing else, an opportunist. He has spent most of his life capitalizing on any opportunity that presented itself. Unlike most his brethren, he tends to be non-judgmental and is easy to get along with. He is quick to jest and has little problem laughing at someone else’s misfortune. He genuinely believes that life should be enjoyed in the moment at all times. He doesn’t dwell on the past, nor does he plan for the future. He simply embraces the present for all that its worth. Motivations: Zuriel is strongly motivated by any opportunity to increase his personal possessions. He believes that a person’s worth is measured by society by the depth of their pockets. Weather its gold, gems, or the most valued magical item, he generally tries to not let any opportunity pass him by. ![]()
![]() OK, I would like to submit Diego Davino the Varisian Fighter. Diego Davino (Crunch):
Male human fighter 1 LN Medium humanoid (human) Init +3; Senses Perception +7 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) hp 16 (1d10+6) Fort +4, Ref +3, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee Dagger +4 (1d4+6/19-20) RangedDagger +4 (1d4+4/19-20) Melee Falchion +5 (2d4+9/18-20) Melee Sap +4 (1d6+6 nonlethal) --------------------
Feats Power Attack, Toughness, Weapon Focus (falchion)
Skills Acrobatics -1 (-5 to jump), Climb +4, Handle Animal +3, Perception +7, Profession (soldier) +6, Swim +4 Languages Common Gear Scale mail, dagger, falchion, sap, bedroll, blanket, flask, grappling hook, hemp rope (50 ft.), iron spike (4), masterwork backpack, silver holy symbol of Abadar (Free), trail rations (10), waterskin (4) Coin 19 gp, 7 sp, 7 cp Background: Diego and his mother, Talisa Davino, were both Varisian migrants from the city of Magnimar. The two of them settled in Sandpoint approximately twenty five years ago. After experiencing a hardship, due to an overwhelming lack of coin, Telisa accepted a waitress position with the Rusty Dragon where she scrapped by with meager means. Even with limited means she was able to provide the basics for her son Diego. Diego, who was mostly unsupervised, spent a healthy amount of time running the streets of Sandpoint. During his escapades he learned the hard way about the characters that tend to frequent the darker side of the city. Week after week, Diego found himself the victim of a bully or an opportunist who just couldn’t pass up the opportunity to take advantage of a wayward youth. With his mother working late hours and no father around he simply didn’t have any support structure to fall back on. This led him to become a bit reclusive and independent. One night, after a late shift, Talisa fell prey to a local predator. Her body was never found and to this day her disappearance is still under investigation. One of the city’s veteran watchmen, a Marcus Dulani, found Diego’s circumstances to be a bit precarious and decided to take him under his wing. Over a very short time Mr. Dulani became a surrogate father and mentor to the young man. While living with Mr. Dulani, Diego began a regiment of training that would later blossom into a formidable combat technique. After reaching adulthood Diego petitioned the city watch for admittance. With only a small nudge from his mentor, who is now retired, Diego was accepted and is now serving as a watchman.
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![]() This concept sounds interesting to me. I am considering a human fighter. A young man who grew up slightly poor. He spent the majority of his youth dodging the indiscretions of local bullies. Later he was takin under the wing by one of the town’s watch, who intern taught him to defend himself. As a young adult he pursued recruitment into the watch and is now serving his first tour of duty. ![]()
![]() Name: Saphera Moonglade
Starting Gold: 4d6 ⇒ (6, 3, 1, 1) = 11 X 10 = 110 gp ![]()
![]() SodiumTelluride wrote: I'm going to withdraw from this, I can't find any concepts I like. Have fun all! I think I got the names mixed up when I suggested the healer duet earlier. I said Fighting Chicken when in fact I actually was referring to your submission. If you are inclined to play a spirit whisperer / healer, I would be open to a brother sister combo. Having (2) characters that can channel positive energy would be an interesting offset to a somewhat squishy party. I have already included a background for Tammy, which we could build off of. Or the background could be revamped to something different. I would be open to any suggestions....just a thought anyway. ![]()
![]() (GM) I believe I have two optional submissions. Please take a look over these and let me know if anything is off or needs to be changed. Note: if either of these are selected I will clean up the character sheets when I input them into my character profile. If for some reason one of these builds will fill a gap better then the other, I am ok with playing either. Good luck to everyone on selection and best wishes to (GM) on the up coming surgery. First up is Tammy Morningstar and her spirit familiar Gretchen. Role: Healer Tammy Morningstar:
Tammy Morningstar
Female human wizard (spirit whisperer) 1 NG Medium humanoid (human) Init +2; Senses Perception +0 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (1d6+3) Fort +2, Ref +2, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee quarterstaff +0 (1d6) or . . quarterstaff -4 (1d6), quarterstaff -8 (1d6+0) Special Attacks channel positive energy 6/day (DC 13, 1d6) Wizard (Spirit Whisperer) Spells Prepared (CL 1st; concentration +4) . . 1st—color spray (DC 14), color spray (DC 14) . . 0 (at will)—detect magic, disrupt undead, light . . S spirit magic spell; Spirit Life -------------------- Statistics -------------------- Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 16 Base Atk +0; CMB +0; CMD 12 Feats Extra Channel, Scribe Scroll Traits dangerously curious, ease of faith Skills Acrobatics -1 (-5 to jump), Appraise +7, Diplomacy +8, Knowledge (arcana) +7, Knowledge (local) +7, Linguistics +7, Spellcraft +7, Use Magic Device +8 Languages Celestial, Common, Dwarven, Elven, Halfling Other Gear quarterstaff, bedroll, belt pouch, blanket, masterwork backpack, spell component pouch, trail rations (5), water skin (2), wizard starting spellbook, wooden holy symbol of Sarenrae, 32 gp, 9 sp -------------------- Special Abilities -------------------- Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach. Shaman/Wizard Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Gretchen:
Hedgehog NG Diminutive magical beast (animal) Init +3; Senses low-light vision; Perception +1 -------------------- Defense -------------------- AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size) hp 4 (1d8-2); fast healing 1 Fort +0, Ref +5, Will +3 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 20 ft. Space 1 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7 Base Atk +0; CMB -1; CMD 4 (8 vs. trip) Feats Athletic Tricks Attack, Come, Down, Fetch, Seek, Stay Skills Acrobatics +3 (-1 to jump), Appraise -1, Climb +5, Diplomacy -1, Linguistics -1, Spellcraft -1, Stealth +19, Swim +5, Use Magic Device -1 SQ attack, come, down, empathic link, fetch, seek, spiny defense, stay -------------------- Special Abilities -------------------- Attack [Trick] The animal will attack on command. Come [Trick] The animal will come to you on command. Down [Trick] The animal will break off combat on command. Empathic Link (Su) You have an empathic link with your master. Fast Healing 1 (Ex) Heal damage every round unless you are killed. Fetch [Trick] The animal will get a specific object. 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. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r Stay [Trick] The animal will stay where it is. Background:
Background: Tammy is a runaway orphan who managed to escape the confines of a poorly kept orphanage in Absalom. She managed to stow away in a shipping crate with the guidance of her newly found companion “Gretchen”. That crate was then added to a large commercial shipment headed to Almas. After arriving in Almas it was then redistributed, along with a sizable portion of the shipment, to Falcon’s Hollow. Young and unexperienced, Tammy is widely out of her element but curiosity has wrangled her out of her shipping crate and into the streets of Falcon’s Hollow. Tammy is a young 16 year old girl who has lead a somewhat sheltered life. The orphanage, which she spent most of her life, provided a refuge from the toils of the real world. Now she is faced with making her way with little life experience. Description: Tammy is small for her age at 5’2” tall and weighing only 110 lbs. She has blond shoulder length hair and green eyes. Her clothing is not much more than patched together rags. She does carry a fin looking backpack which was fashioned together from the contents of the other cargo containers she was shipped with. Fortunately for her, she also came across a satchel with a bit of coin in it. Motivations: Tammy truly enjoys helping others, exploring, experiencing anything exciting, and has a genuine desire to make the world a better place. Ultimately, her biggest wish is to find out who her parents were and what happened to them. Personality: Tammy is a true pacifist. She strongly believes killing is wrong in all circumstances. She will attempt to preserve life whenever possible. This includes all life, even the bad guys. She is caring to a fault and highly naive. She is an extreme optimist who sees the potential good in every person and situation. This has brought her to embrace the teachings of Sarenrae and the belief that there is redemption for every living thing on the planet.
_______________________________________________________________________ Next up is Alwin Okenheal Role: Caster Alwin Oakenheel:
Alwin Oakenheel Elf evoker (admixture) 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 8 (1d6+2) Fort +1, Ref +4, Will +2; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +0 (1d4/19-20) Ranged mwk composite longbow +5 (1d8/×3) Special Attacks intense spells (+1 damage) Evoker Spells Prepared (CL 1st; concentration +4) . . 1st—gravity bow, magic missile, shield . . 0 (at will)—detect magic, light, mage hand . . Opposition Schools Illusion, Necromancy -------------------- Statistics -------------------- Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10 Base Atk +0; CMB +0; CMD 14 Feats Point-Blank Shot, Scribe Scroll Traits eyes and ears of the city, vagabond child (urban) Skills Acrobatics +1 (-3 to jump), Disable Device +6, Escape Artist +2, Knowledge (history) +7, Knowledge (nobility) +7, Perception +7, Spellcraft +7 (+9 to identify magic item properties), Stealth +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Elven, Gnome, Sylvan SQ arcane bond (masterwork composite longbow), elven magic, versatile evocation Combat Gear caltrops; Other Gear arrows (40), dagger, dagger, mwk composite longbow, bedroll, belt pouch, blanket, chalk, elven trail rations[UE] (5), flask, grappling arrow[UE], masterwork backpack, silk rope (50 ft.), spell component pouch, thieves' tools, water skin (2), wizard starting spellbook, 3 gp, 3 sp, 6 cp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Bond (Masterwork composite longbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Elven Immunities – Sleep You are immune to magic sleep effects. Elven Magic +2 to Spellcraft checks to determine the properties of a magic item. Illusion You must spend 2 slots to cast spells from the Illusion school. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Background: Background: Alwin spent most of his younger years attempting to assimilate to the way of life in Kyonin. He even completed his ancestral arcane training there, which lead him to becoming a member of the city’s watch. During the day Alwin marched to the heartbeat of the city. By night he would pursue a darker desire. Even though the elven nation highly despises anyone who would covenant elven history for their own personal desires Alwin found himself unable to control his personal need to acquire such things. This eventually drove him to interact the darker side of the city’s inhabitants. On one such occasion he found himself in the middle of a highly questionable transaction to acquire a historic elven longbow. When that transaction went south, he found himself on the run. Pursued by a very powerful equities guild he was forced to not only leave the city but also move fare beyond the Five Kings Mountains. After months of travel he eventually ended up in Falcon’s Hallow with a less then comfortable coin purse, Alwin ultimately decided to explore Falcon’s Hollow for adventuring opportunities or a quick way to earn some coin. Description: Alwin is a dark haired light complexioned elf who is somewhat average in height at 5’4”. He is slender of build with a tone physique. He generally wears an explorer’s outfit and carries a unique looking elven bow. Aside from that he has a high quality backpack which has a large number of arrows tethered to it. Motivations: Alwin is on the lamb with few prospects. He is motivated by any opportunity to gain wealth, power, or elven antiquities. He has a bit of wanderlust and enjoys exploring and long walks on the beach. Personality: Alwin is an elf of elves. He will talk about his people with just about anyone and is quick to point out the advantages of elven longevity. Although he doesn’t truly believe that elves are superior to other races, he does find himself defending the notion from time to time. This has led to more than one deal going sour and has landed him in a fight or two. When faced with confrontation he generally clams up to avoid instigating things further.
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![]() Alphonso Wolf wrote: I am having a hard time with this lol. I think I best step out before my third attempt fails the source material yet again. Thanks alot. No doubt putting together a healing wizard is a bit difficult. I believe that is by design. Simply put, the divine/arcane combo would present a powerful game imbalance if not heavily limited. From what I can tell, in order to make anything that resembles a healer you have to sacrifice a lot of punch power for the overall benefit of the group. Group healer is not going to be a glamorous, damage dealing, spotlight character. It is primarily support for those who take on those roles. To complicate things more, we have the current limitations of material. All that said, I still believe it is possible to be an effective healer. (Maybe- “Shrug”) I have quickly considered the concept and I believe that “Fighting Chicken” has one of the more viable options. Because I haven’t seen a submission from him yet, I am going to put together a second Spirit Whisperer just in case he chooses not to take on the role. If he does, then I will submit an alternative wizard or consider a co-op healer duet. Say something like a brother sister combo of whispers. If the healer roll becomes filled, I’m working on an alternative Admixture / Elven archer wizard that will have some dexterity based skills along with a strong, hard hitting evocation option. If you are using hero labs, consider going into the setting and removing all the material options that the Gm didn’t list. You will need to leave inner sea Gods available in order to have a list of gods to select from, but all the other non-listed material can be removed by simply deselecting it. That will reduce selecting non allowed material during your build. After that, review the source listed under feats, spells, ability’s, etc once the build is complete. If you do that you should have a viable build. If after reconsidering the healer role you decide that you would enjoy a different option, feel free to change it. I know that healer/wizard, after looking at the build, feels a little bla… ![]()
![]() DM Trawets wrote:
Ok, lets see if I can get it done before Monday. Any particular role stand out as needing to be filled? ![]()
![]() GM Diaz wrote:
I'm going to laugh if Elaina has to listen to the wind for a week, or even better, mimic a chicken. I'll take the a-hole ranger trainer over the bat-crazy druid any day of the week. Kind of interesting that Arnama's background is not to fare off from what we have been disusing for the twins. ![]()
![]() NG and Erastil are both OK with me. I originally went CN in order to digest the tomfoolery that the two girls might cause in their quest to derail the logging community. That being said, I do believe that NG is a better choice. I will make the adjustment. I'm also OK with Tirel as the family name. As fare as background goes, I would focus more on the fact that the accident left them lost to the woods rather than have them wondering and getting lost. I can envision two children being overlooked by the community in a large accident that left many dead. Because of their age they would have needed help to survive. This could be where the mentor comes into play. This mentor could be a druid, a ranger, two separate people or simply one person with skills in both professions. I'm OK with all of the above. I'm also good with the wolf pack, seeing it helps to introduce your companion to the story. I would suggest adding that the parents where originally from the town that we are starting in. This will help to explain how two wayward children end up back in the town and are eventually invited to participate in the ceremony. ![]()
![]() GM Diaz wrote: This seems reasonable. As I've already said this idea intrigues me, I really want to see what kind of PCs you guys can come up with. I presume the builds will end up being more typical than not with what resources are available. Ultimately, I think this is a good thing seeing it seems like full pathfinder options now seem a little out of hand. It feels good dialing it back to the basics. That being said, just because the options are limited that doesn't mean that the flavor needs to be. At this point i'm envisioning basic druid / ranger builds with a fair amount of fluff for flavor. ![]()
![]() GM Diaz wrote:
I agree with virtually all of your post. So, based on what I am reading, we need to select a specific god in addition to the Green Faith in order to take advantage of the Divine focus portion of the Birthmark trait. The birthmark itself can only be the size of your hand. This makes sense to me as well. I had my doubts about the Green Faith being an option for Ranger spells. It does specifically mention Druid spells, so I thought that a ranger might be able to pull it off, but I am still unsure. In order to maintain the vision that I and Adam had for the characters, I propose the following. Both girls gave each other tribal black ink tattoos of a world tree, which included a Celtic knot work boarder that encircled their shoulders and descended down their arms. The tribal knot work blended with a naturally formed birthmark that both girls where born with on their wrist. Both birthmarks suspiciously resembled the holy symbol of __________. (To be chosen.) This should allow our vision of the characters to flourish, allow more detail with the world tree image, and still maintain a level reasonableness in the description of the birthmark. It also eliminates any question about the Green Faith’s ability to provide spells for the ranger. What do you think about this idea?
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