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![]() Kirill's scowl deepens the further the group continues inward, until they reach this juncture and he finds himself unnerved by the strange illustrations, enough that he starts inching away from them, like maybe if he moves slowly, subtly enough away from them the rest of the group won't notice his discomfort. "Yeah, why not. Runes drawn in blood and bugs all over the wall, sounds great. That's probably exactly where we need to go." It'd be just his luck, wouldn't it. He nods at Anri's mention of cults, crossing his arms. "Cult sounds right, just goin' off what we've seen, but don't rule out some kind of compulsion. I know some of the people missing, and this doesn't seem like them," he pauses, considering, and shrugs. "If it turns out they're in on it and want to be getting up to this creepy bug whatever-it-is, then we just gotta beat some sense into them, too." ![]()
![]() Gonna just go with the Kineticist for now, if DM wants me to throw in the android as well then I can, but I wanted to get a post up today at least. In most other situations, Kirill might be feeling his companions' anxiety, staring down the mouth of this cave and the probable danger within. He's just a smith, able to defend himself if he needs to but hardly an accomplished warrior, and the idea of facing down a wizard intent on keeping him out feels too absurd to consider. But, the rain has been bearing down on him for two days, and it has begun to soak through even his best attempts to protect himself from it, and he's tired of this mud, and this travel, and there's kidnapped people who can't afford for him to dally at the entrance here. He scrubs a hand over his face, trying to wipe away the water his hood failed to protect him from, and grunts, noncommittal, at Anri's question, following them into the entryway and out of the inclement weather. He drops his hood once inside, shaking himself not unlike a dog to rid himself of the water. "Trying to avoid attention's good," he starts, adjusting his pack on his back, "But it's too many of us to try and be unseen, and splitting the group's just asking for trouble. We're just gonna have to take care of threats quick when we find them, right?" ![]()
![]() I've got two character ideas I'm kind of tooling with at the moment. Neither of them are super fleshed out yet, but I figure it's worth getting feedback om them anyways, see if either concept is really jumping out at anyone. They're both using one of the player's guide campaign traits as a jumping-off point. Using the "Against the Technic League" trait: An escaped Technic League android, new to the world outside their designated duties but determined to share their newfound freedom with as many slaves and other androids still held captive as possible. I like the idea of them starting the campaign with a serial number/code in place of a name and without much of a personal sense of identity, with a personal goal of building one over the course of the game. For class, I like the 'science vs nature' juxtaposition of making this character a druid, but I'm struggling to think of the how and why for that set of abilities, so I think most likely they would wind up either a magus or a wizard that had been studying whatever Technic League scraps they could get their hands on in secret. This character could definitely run the risk of feeling a bit on the "edgy" or overly dark side of things, but I'd want to focus much more on their joy in experiencing new things for the first time and their excitement to bring that joy to other people than on any desire for vengeance they might feel. If anyone else in the party has dealings with the League, maybe they met in the process of this character's escape and have stuck together, or might have been pointed towards each other by a third party. Using the "Skymetal Smith" trait: A human metal kineticist, native to Torch, who has finished his apprenticeship at one of the many blacksmiths in town and started out on his own just in time for the fires to go out on Torch Hill. He's much more interested in being able to get back to his forge and his work than he is in being any kind of fancy adventurer or hero or anything, but someone has to solve this, and he's definitely not interested in sitting around and waiting for someone else to do it. I don't say that to mean that he'll actually object to continuing on in the campaign once that issue is resolved, at worst he might grumble a little, but that sense of "someone has to do it, and I sure am here" will carry him a long way. A pretty straightforward, salt-of-the-earth kind of guy without much patience for subtleties, subterfuge, or nuance. I'm fuzzy on the details of what caused/awakened his kineticist abilities, I think some kind of traumatic accident in the forge early on in his apprenticeship that he might not have survived if not for his gate opening. If he has any conflicting kind of feelings about that, they've got to be buried somewhere pretty deep, because if anything, gaining these powers have made him more attached to the forge than he was before his accident. If the campaign doesn't have more set-up for how the group is getting together and deciding to investigate the fires, maybe he put out word that he wanted people to come investigate with him? ![]()
![]() Gonna throw another long post behind a spoiler, but I did go through to answer the other players' questions, too! I skipped a few that I didn't have good answers for or didn't seem like I was able to answer, but I've hit most of them. Player Questions: Sir Longears wrote: How thick is your skin and if you are overly sensitive about real life matters. To be perfectly honest, this depends a little bit. Yeah, we all come from different places and backgrounds and political beliefs and you're right in that this doesn't need to stand in the way of playing a game together and having fun. But, "overly sensitive" isn't exactly an objective metric, and if someone says something that seems hurtful, I am going to want to push back on that. In a respectful way, of course, and with the goal of reaching a mutual understanding, but still pushing back. I also agree that, for the most part, real-world political topics don't really have a place at the table, but what counts as "political" is also kind of up for debate. There are people who think my existence as a transgender person is inherently political, and would think that my characters almost all falling under the LGBT+ umbrella is bringing unnecessary politics to the table. Given Paizo's history of including lore and characters that also fall under this umbrella, I'd hope that this being fine goes without saying and doesn't qualify for this conversation, but I've been blindsided enough times on this topic that I don't want to leave it unsaid.(It's also worth noting because the mention of exploring darker topics in-character and having characters say things that would be harmful out of character came up elsewhere in the conversation around this question, that's a completely different case. We aren't our characters, and sometimes they say things that we don't believe and would never say ourselves. If something ever comes up IC that makes me uncomfortable OOC I'll bring it up, but IC statements alone will never effect my opinion of the other players negatively.) Seth86 wrote: @Players : Will you be making characters that help tell the story and not work against it to further own personal agenda on how the story ‘should’ be told? I try not to some into games with preconceived notions about how things 'should' go, beyond maybe a vague idea of what I'd like my own character's narrative arc to accomplish. Supreveio wrote: Are you okay with with characters "wasting turns" or otherwise performing unoptimally due to character backstory? As in, a low-level character spending their first turn in combat panicking because they're not used to fighting yet. Yes, absolutely. Self-inflicted "flaws" like that are a fun time, I might say to be careful about 'wasting turns' during extremely challenging situations, but for the most part yeah, I love that. scranford wrote: Is your involvement with the game to develop a character to star, or to be a part of a team interacting with not only themselves, but the setting and success of the group? Absolutely the group. I've played with some people who really wanted their PC to be the Main Character, and it was just the worst experience. Ideally, everyone can get their moments where they get to have the spotlight for a bit, but I want to uplift the group for their moments as much as I want to get them myself. psionichamster wrote: What can we do together to make this play experience more enjoyable for you and I? For me, I think one of the big things is talking casually OOC. I like to get to know the other players, but I think keeping discussions happening outside of the game as well as in is big for maintaining momentum and excitement, as well as all the usual planning. MothDad wrote: Do you approach a game with a character idea in mind no matter what, or do you tailor your character to the campaign premise? A little of column A, but mostly column B. I like making characters, so I do have a small collection of ones that don't have active games or settings that I'll leaf through and see if one of them might fit in with a given game, but I'll always tailor them for the premise. If none of them do, then I'll make something up from scratch! Ira Kroll wrote: Will you control your disappointments with other players, and continue playing without rancor? Like I said somewhere up above, if something comes up that upsets me OOC, I'll always make an attempt to bring it up and try to get it resolved in an OOC conversation, but I don't want to let something like that ever bleed into the game. On the reverse side of that, if my character is ever upset with anyone else's, that in no way reflects how I feel out of character. Almonihah wrote: how can we encourage each other to interact not just with the plot but with each other's characters? I think this format of recruitment will help go a ways towards that, if we're building our characters together as well, since that'll give us a little time to talk about what kind of interactions we're excited about and what kind of characters we'd like to RP off of. Otherwise, I think the best one person can do to encourage that behavior is model it. If one character is always starting interactions and being interested in the other party members, I think it's easier for other people who might be hesitant to do that to join in. ![]()
![]() I've been thinking about answers for these over the last few days, but I finally got enough time to organize them all in one place today. I'll go through and answer other player questions in a bit. Interview Questions:
1) What draws you to role-playing games in general? How long have you been playing RP type games?
I love the collaborative storytelling aspect of it - I love making characters and pride myself to a degree on my character writing, but I find it kind of difficult and tedious to make a full plot and map out a story on my own, but as soon as I've got other people involved helping to shape it, it becomes so much easier and more fun. Adding in the game mechanics aspect of it takes it to a different level, too, both from the unpredictability of the dice, and the almost puzzle element of trying to build what I want out of the existing game mechanics. I've been playing TTRPGs in some form or another for almost 25 years, starting with a significantly pared-down and simplified AD&D with my family when I was a kid. I played some 3/3.5 later on in high school, but always kind of struggled with understanding the rules until things finally clicked for me with 4e in 2008. I started playing Pathfinder in 2013, and my group has stuck with that since then. 2) Why do you want to join a long-term PBP game that may take several years to complete? Don't you have better things to do?
3) Who is your favorite fictional character? Why? (Doesn't have to be fantasy gaming related at all)
4) How many PBP games are you playing now? How many do you apply to in a year?
5) What is the best game you ever played? Why? (Can be any kind of game, not just TTRPG etc).
6) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?
7) How can I make a good decision about PCs without seeing a crunch and full background? Do you think this is an effective method of finding story-telling partners?
8) What one question would you ask me, or other players to determine if they were a good fit with you?
To answer my own question, one of the most recent characters added to my real-time pf1e game is an elven Samurai named Arsa, a retired general and war hero that has taken up adventuring after retiring and realizing that she doesn't really know how to be a civillian. She loves katanas and bugs and romance novels and hates having to speak out loud. She also has a character quirk that I enjoy so much I've wanted to put it on every character I make, which is keeping an in-depth character journal. Arsa logs her perspective on everything that happens to her, but she also keeps notes on how often the other party members smile, laugh, frown, cry, or swear, and the player doesn't share the journal with us, but we do check in sometimes to see what our stats are. From an OOC perspective, too, this player joined very late into a VERY long-running game with a lot of history, and they knew that they weren't going to have a lot of plot ties right off the bat, and would probably spend a lot of time needing to be caught up on the things that were happening. They were immediately ready to put in work to still be engaged and find ways for their character to be invested in what was happening, and it's led to this player always being one of the most active voices when it comes time to make plans. They really showed up with this socially awkward little shut-in and immediately became completely integral to the party dynamic, it's great. As for Iron Gods vs Strength of Thousands, those were both the options I voted for, so I really can't pick a preference between one or the other. They both sound really fun, I'd be just as happy with either. ![]()
![]() I've now had two RotRL games fall apart on me in recent memory, so I'm very tempted here. One of those characters almost fits these build rules as-is, if the variant tiefling heritages were on the table, but without them I'll have to rethink her build and where I want it to go a bit. The other one was written for 2e and would need to be rebuilt from the ground up. Either way I'll for sure be keeping an eye on the thread, see if there's any roles that particularly need filling that I can tweak one of them into. ![]()
![]() Ollie-Twist wrote:
Realized I forgot to include timezone - I'm also in EST, but I work early mornings so my schedule winds up skewing a few hours earlier than most people's. ![]()
![]() Okay, I've finished up my character for my submission: Gilde Marbleheart, Stonelord Paladin of Torag. I'll make an alias if accepted, and if you'd much prefer a statblock over the myth-weavers sheet, I will happily put that together. She's still got 2300gp to figure out what to do with, but everything else is finished. Background:
There isn't much that Gilde remembers before the giant attack that orphaned her. Somewhere, vaguely, she remembers a family, but it's only in snippets, fragments of an experience or a feeling, never vivid enough for so much as a clear face. She's been told, at least, by the paladins who found her in the wreckage and took her back to Janderhoff to raise, that the settlement was small, barely more than an outpost, without much records kept to show who she was or who her family might have been. All they know is that her survival was a miracle, a gift from Torag himself, and Gilde has never seen any reason to doubt that.
She remembers the attack well enough. Too young to know what was happening, she still knew danger when she saw it, and knew what the sounds of pitched combat outside her family's home meant. She might not have known what the danger was or where it was coming from or why, but her parents each reached for what they had for weapons and told her to find somewhere to hide, and she knew better than to argue or disagree. Their house was small, without many places for a young dwarf to tuck herself away, but she was able to find something, a small stone chest, not containing much and only barely small enough to fit herself inside. She remembers finding the stone comforting, pressed in on her on all sides more like an embrace than a coffin, and she remembers hearing what she's sure was a voice, instructing her to keep still, and keep hidden, and stay brave, and that it would ensure she could be protected. It was hours before the response from Janderhoff reached that little outpost, and by that point the attack was well and truly over. That small house had collapsed, rubble and debris hiding the stone chest, but as they sifted through the wreckage, a paladin of Torag found the girl's hiding place. They explained she would be safe, that they would take her with them. And so, back to Janderhoff they went, for Gilde to be raised in the temple.
Eventually, she came to understand the voice she'd heard that day, hiding in the chest, as Torag, and she found, strangely, that while the voice in the stone has never happened since, she still had some strange connection with the stone and metal surrounding her. Its presence comforted her, and she understood its structure easily. She hadn't heard the voice in the stone again, but she didn't need to, for how easily it still seemed to tell her what it would need. She's been gone from Janderhoff for some time now, as much to see the world as it is to make real use of her abilities. She's been hearing, in bits and pieces at first and then in awed rumor, about growing trouble in the mountains, about giant attacks and a gathering army, and the deeds of a group, all setting out to hold back the threat. Gilde's not sure, entirely, how she came to the decision to seek them out. Almost as if one didn't need to be made, as soon as she'd heard the details, she was preparing to leave. Description: Gilde is, as most dwarves are, short and stocky, solidly-built and with broad, squareish features. She stands at exactly 4 feet in height, and wears her thick hair long and in a series of braids, somewhat simple by a dwarf's standards but still precise and decorated here and there with golden beads. At one point, Gilde was clearly formed entirely in shades of brown, a warm tan tone to her skin and a rich, deep, coffee-brown to her hair and eyes, but as her strength and connection to the stone that saved her life grows, all the warm tones of living flesh seem to be leaving her. Instead, covering about two-thirds of her body and half of her face in irregular, slowly-growing patches is alabaster marble, polished as much as her armor is, and shot through with veins of deeper grey. Here and there, the grey is accented gold, though it's hard to tell whether that's occurred naturally or if it's purposeful embellishment. One eye has been fully claimed by marble, though it moves in its socket and seems to see as clearly as her still-organic eye - and, really, none of her odd stone skin seems to hinder her ability or movement at all - with the same gold embellishment around the eyelashes and iris, as well as filling in that pupil. Despite the gold embellishments and decorations, the beads in her hair and the small golden studs piercing both sides of her nose, Gilde dresses quite plainly otherwise, her armor and clothing sporting the usual high standards of dwarven craftsmanship, but minimally-decorated and practical.
(I've also got a quick sketch of her here!) ![]()
![]() I have a similar question about Stonelord Paladin, it sounds like sources are maybe a little more flexible at this point, but I'd still like to ask before I get too attached to a build idea. No is a perfectly fine answer, that'll just put me back to a point of having to decide between paladin and fighter. ![]()
![]() Okay, coming in kind of close to the wire, but I've got my submission complete! Valentino Jhaltero, at your service! In the form of a Myth-Weavers sheet, I prefer to work in that format and move it into a statblock later. There's still a little finalizing needed for equipment, but otherwise it's complete. Similarly, I'll make an alias if he's selected. 20 Questions:
1. What is your character’s name?
Valentino Jhaltero, there's most likely am ostentatious and unnecessary number of middle names between one and the other, but those are the two that are important. He'll accept being called 'Val' by friends. 2. How old is your character? 25 years old. 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? At a first glance, the most notable thing about Valentino is the care put into his appearance. Almost every aspect of him, from his impeccably groomed and styled goatee, to the slight and very intentional curl to his hair, to his tailored clothes always on the cutting edge of fashion, this is clearly a man preoccupied with his own looks. He is the picture of Chelish nobility, all pale skin and raven hair and dark hazel-brown eyes, the only thing missing from the picture is the condescension. Instead, Val's expression is usually one of a smile, the look of someone always happy to be seeing whoever it is he's talking to. 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Valentino is very expressive, both in his face and in his movements, and has a remarkable skill for speaking a lot without ever really saying anything of real value. He gives the impression, to be frank, of being a little airheaded. A little scatterbrained, maybe. Thoughtless, even. Really, the man comes across as an idiot. An amiable one, though, as that first impression of being glad to see everyone he meets never really goes away, but still someone with more charm than sense. Still, he's easy to talk to, listens well, and will genuinely try to help as often as he can. 5. Where was your character born? Where were you raised? By who? Val was born and raised in Kintargo, though would spend time often enough at the estates of family friends and allies that he still considers himself fairly traveled, and was raised ostensibly by his parents, the heads of the Jhaltero house, but much of the actual rearing was handled by nannies and tutors. 6. Who are your parents? Are they alive? What do they do for a living? His parents are the leaders of the Jhaltero house, whose details the player is leaving ambiguous in case there's more information on them in the adventure path than is available on PathfinderWiki, but who maintain quarries south of Kintargo as a profession, and maintain an information network in the city itself. 7. Do you have any other family or friends? Of course, Valentino considers himself friends with just about everyone he meets! And, as a noble, just about every other noble is either some form of distant cousin or family friend. Really, you could call him a friend to the whole city! If you won't, he certainly will. The question of if any of those friends are particularly close to him - or, if you really want to get into it, if they know anything real about him at all - is a different matter, and not one that he's likely to let the conversation linger on. He had one, once, but it's been a while since they spoke, and he doesn't believe he's going to get to again. 8. What is your character’s marital status? Kids? Valentino has been at the age where it would be proper for a man of his status to be married, or at least in serious courtship, for some time now, but any attempts by his parents or peers to push him toward a partner seem to simply slip off. He insists that it isn't a lack of interest or willingness in the subject, of course, simply that he couldn't bear to disappoint his no doubt many admirers. It may just be that he enjoys having a bit of a reputation as a playboy. 9. What is your character’s alignment? Chaotic Neutral, on his way to Good. 10. What is your character’s moral code? Kind of a work in progress. Thus far, Valentino's decisions have seemed to be motivated primarily by hedonism, and while that doesn't really seem to be changing, the recent martial law in Kintargo is forcing him to realize the extent of the exploitative systems that he's been benefitting from, and he doesn't like what he's discovering. While he's always been kind of self-serving, he's starting to factor others into his decision-making - yes, he wants to be free to have fun and experience the joys of life to their fullest, but what's the point of that if the people around him have to suffer to make that happen? 11. Does your character have goals? Not publicly, as he seems to not even have interest in taking over his father's quarries, but Valentino is as involved in the family's information network as he can be, and his goals mostly involve expanding and better utilizing that. 12. Is your character religious? Not really, though he has a secret respect and admiration for Cayden Cailean. 13. What are your character’s personal beliefs? Valentino believes that everyone should have the right, opportunity, and means, to live their life to the fullest, in whatever way that looks to them, and he is slowly coming to the realization that this includes standing against the people who would deprive them of that right. 14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Valentino does seem to have an ego, sure, and the unshakeable idea that everything is going to work out in the end, one way or the other. He is also a complete and utter liar with a very particular persona, maintaining his reputation as a brainless but charming fop to allow him to gather information and subtly twist the cadence of rumors to his advantage. To this end, he keeps a detailed journal written in code. 15. Why does your character adventure? Why would you join the rebellion? He doesn't, currently! He's quite happy with all the modern amenities of noble life. Martial law has put a damper on his life on the whole, and it came with an unfortunate incident with the one friend he would have called himself actually close to. A forming rebellion gives him an opportunity to do something worthwhile with his resources and make life better for the people around him, all the while getting back at the people responsible for all this suffering? It's not a hard sell. 16. How does your character view his/her role as an adventurer? Most of his strengths come from talking, whether it's gathering information through mingling, convincing someone to his side, or telling bold-faced lies. He's trained as a fencer, and is skilled enough, but views it more as a sport than as being viable in combat. 17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Other than a beauty mark below his left eye, none. 18. How does your character get along with others? Wonderfully, for the most part, though there's certainly something about his cheery disposition that grates on some people. Even the ones who do like him, though, might find themselves walking away from an interaction realizing they've learned nothing of import about him at all. 19. Is there anything that your character hates? Cruelty in any capacity, and the abuse of authority. 20. Is there anything that your character fears? Valentino lives his life in such a way that he has amassed a truly impressive number of secrets. About the city of Kintargo and the people in it, sure, but more than anything about his own mind and personality, and very little scares him more than the idea of all that being uncovered. Background: Valentino Jhaltero has known a charmed life, full of nights at the opera, summers spent on sunny estates, as many parties as he could get invited to, for most of his 25 years of life. Sure, there was always the looming threat of taking his father's title and office one day, becoming the next Count Jhaltero and managing the family's quarries, but that had managed to stay a 'tomorrow problem' for most of his life, and if he had things his way, they'd stay that way for the rest of it. He did find a knack, over time, for the family's other major business in information gathering, finding it rather easy to pick out gossip from a crowd, or ask the right questions in the right way from the right people to get the information he needs. He developed the persona he enjoys to this day fairly young, realizing early on that people are much more willing to part with much more interesting information if they don't believe you to be smart enough to do anything with it.
This act, for the most part, has gone without questioning. Until, during one of his trips to the estate of a family friend, he was introduced to their daughter, a young woman, Liviana, about his own age, smart and cunning and so very, very observant - to the point that she saw straight through him. At first, this was terrifying to young Valentino, and he couldn't get far enough away from this clever girl who wanted to know more about him. But, she was persistent, and eventually convinced Val that she wasn't going to ruin whatever con it was he was running. Entirely not, she was interested in it. She wanted to join him. The two of them were all but inseperable from that point on, and their parents both began to speculate if this could be a favorable match, but both of them made it quite clear they were not interested in each other in that way. Still, inseperable, and when he wasn't spending his time at her family's estate, she was in Kintargo at his. Liviana was, to be perfectly honest, a bit better at their subterfuge than Valentino, with grander and ever more dangerous plans, which they disagreed on, and often. She had strong beliefs, ones that she couldn't understand his lax attitude towards, and she was rash in a way that he was sure was going to get them both in trouble. Eventually, this wedge drove them apart. Liviana was upset and angry with his attitude, Valentino was scared for her, upset that she would possibly endanger herself, and, after a few too-heated arguments between the two of them, Liv stormed off. That was the last time Valentino saw her. Whether she was caught immediately, or not until the city was put under martial law, he doesn't know. All he knows is that, no matter how hard he tried, he couldn't find her again after she cut ties. She'd always been so much better at their espionage game, and she knew all of his tricks, and not a one of them helped uncover her until one day, the city was under new leadership. Suddenly, there's Thrune agents at Valentino's door, asking about her. They told him that she'd been arrested, and that rumor tied the two of them together, asked if he knew anything about his friend's treasonous behavior. So, he lied. Valentino fell into his easy persona, and told them he knew nothing of the sort, and how could he, he's not seen her around his scene in ages! Honestly, almost forgotten the name entirely, can you believe? He spun them some story, told them he believed in house Thrune and their rightful authority, and of course, he'd report anything suspicious to them, but really, he can scarcely imagine anyone acting so brazenly against the law like this! He kept up this ingratiating lie until the agents seemed satisfied, and left, and Valentino took this as the wake-up call Liviana had been trying to give him for ages. ![]()
![]() I should be able to get my submission done by tomorrow or Tuesday, I've just stalled out on finishing the equipment for the crunch, and writing all the background and questions should be pretty quick from there. I've decided for sure on the Dandy archetype ranger, the heretic inquisitor idea was a little too close to a character I'm already playing off the forums. Might go for some swashbuckler or rogue levels later on, I'm not entirely sure, right now most of my plan is going with the Underhanded ranger fighting style to focus on dirty trick. ![]()
![]() For sure interested, I've really wanted to get a chance to play more 2e, but my last attempts have unfortunately fizzled out. For transparency's sake, I've read through some of the original Kingmaker pdfs and played through the first few acts of the CRPG, but those were both long enough ago that I don't remember much in detail. I'm also in EST, but I work early mornings so my schedule winds up a little weird most days. I've got a character made over here for a halfling witch originally made for Rise of the Runelords. It looks like witch is in the remastered player core, but wasn't in the original release, so I'm not sure if that counts for your purposes? I'm happy to rework her as a wizard or druid if not. ![]()
![]() I'm coming a bit late to the party, but if I can get a concept/sheet finalized by the time submissions close, I'd like to give that a shot.
How feasible would cavalier be for this ap? If a mount is more trouble than it's worth, that helps make that choice. ![]()
![]() Hmmm, this is potentially really interesting to me - on the one hand, your style and priorities as a DM seem right up my alley, you're allowing all my favorite races, and most of the additional systems/houserules are ones I really like playing with. But on the other hand, I'm also in the 2e RotRL campaign OSW mentioned having started recently. So I guess before I get too excited about character concepts, I know you've said some prior knowledge isn't disqualifying, but would that be? I'd like to think that two different groups, two different systems, and playing characters with different enough means of problem-solving would keep things fresh and without too much information bleed, but I totally get if you'd just rather not do it, or if the answer would be "sure, but distinct preference given to people not currently playing." ![]()
![]() Dotting for interest! Right now, I'm thinking of a rogue-type skill focused character, what's your thoughts on using unchained version of rogue? I really like the signature skill/rogue's edge skill unlocks and would love to play with them, but I totally understand if that's a no. Otherwise, I'm probably looking at a rogue, slayer, or investigator as a class, and the Chernasado Hopeful campaign trait. ![]()
![]() For sure interested, this AP has always seemed like it would be a lot of fun.
Editing to say I think I've narrowed down a character concept, just need to decide now if I want to make a witch or oracle, either way focused on support and getting some healing capability in there. Might just stat them up as both and see how I'm feeling about it after. ![]()
![]() I'm still working on the crunch for the character, but I've got enough fleshed out by now to get him submitted. Sorry in advance if the backstory's a bit long, I can get carried away with the writing sometimes. Player Name: Ollie
Backstory:
Jingyi Zan is a scoundrel - sardonic, perpetually tired and often drunk, and a fixture of Goka's seedier districts. He makes his living as a swindler, a conman, and an occasional pickpocket, but those who pay attention will notice a particular trend in the pockets he picks; those belonging to the cruel, the cocky, those who exploit the people around them. He may insist to anyone that will listen that he is as selfish as they come, but his actions reveal a man who can not help but to give aid to the needy around him.
Underneath all that, though often obscured, he is an artist and intellectual, passionate about his music and about gathering knowledge. Left to his own devices, by now he would likely be a renowned songwriter, performing in courts across Golarion. Unfortunately, fate rarely leaves people to their own devices. In Jingyi's case, his Tiefling heritage manifested, and his elven family turned him out into the cold without a second thought. The boy, gentle and meek as he was at the time, would likely not have lasted long on his own, had he not met Masako. Like him, Masako's unusual heritage had gotten her cast out from her family, but unlike him, this Aasimar girl was a strong-willed and capable fighter, willing to do anything it took in order to survive. Jingyi was enamored with her immediately, and before long, the two were inseparable. She taught him how to shoot a bow, how to steal and to hide. He taught her how to learn from her opponents and from their surroundings, how to leverage her knowledge to her advantage. It was no surprise to him when she announced that she had found her way onto a team for the Ruby Phoenix Tournament, and wanted to know if he would join her. He had no interest in making combat such a public display, but he would cheer her on from home, and promised that, when they met again, he would marry her. Imagine his surprise, then, when she never returned. Despite everything he thought of her, she never made it to the end of the tournament. She never even made it out, having been killed by an opponent barely halfway through the games. This was years ago, now. Long enough ago now that even the most ardent fans of the tournament have forgotten Masako's name, and long enough ago that the magic needed to pull her back from death would be beyond Jingyi's reach. But an artifact from that vault? He's spent the years since Masako's death preparing to finish what she started, and he is determined to see her again, whether that means finding the artifact to bring her back or dying himself. Like I said, I'm still working on the crunch for the character (all I have left is spell selections and equipment) but I've been working on him over here on Myth-Weavers if you'd like to give him a look over. I'm still pretty new to 2e, so I'm sure there's something I'm still messing up. ![]()
![]() All of these ideas sound really fun, I'm definitely interested, pretty much no matter what actually winds up getting chosen. My top three picks are:
But like I said, they all sound fun, so that was tough to narrow down! Looking forward to seeing how this goes. ![]()
![]() Name: Jules Fuentes Race/Class: "Elf" Occultist Profession: Student, working through their PhD in anthropology and teaching undergrad classes at their university. Background: Perpetually tired and overworked, Jules took to books as an escape from the loud and, to their mind, overbearing personalities of their parents and twin brother. They discovered an avid interest in ancient cultures and mythology, and that interest quickly turned into a passion that has driven them through the rest of their life. That same passion, though, has led them to discover hints, just pieces here and there, of occult lore and the existence of magic, and they've followed after that new lead with the same kind of zeal that they've followed their other academic interests - which is to say, at the expense of healthy sleeping habits and with the aid of a lot of caffeine. Why Bodega Bay? Jules is here for the festival, in part brought by their twin brother, insisting that they need to be social and do something fun out of their apartment for once, and in part for their studies, being interested in how rituals are brought into modern culture. Hope this is alright for an application, let me know if I've missed anything or if there's any questions you've got for me or anything. ![]()
![]() Hey hi, I know there's been a good bit of interest in this already, so I'm sorry to have to make your job of picking PCs harder, but I'm really excited about the premise of this AP and would love to be involved. About Me:
I'm Ollie, I'm a 29-year-old artist and cook, and I've been playing TTRPGs in one form or another since I was 8. I got into Pathfinder 1e about 8 years ago and have been playing almost exclusively that since, mostly over discord and roll20, but I've been really interested in trying out 2e. This would be my first time playing 2e, so it would inevitably be a little bit of a learning process, but I know enough going in to not be learning from scratch. I've also been in one campaign for that entire 8-year period and have a long history with written RP, so something long-running is definitely good for me. Character Submission: Character Name: Raashida
Ancestry & Heritage: Venomous Anadi Background: Sponsored by a Village Class: Alchemist, Chirurgeon. Short Character Biography: A sheltered and somewhat oblivious young woman, Raashida's village sponsored her to the Magaambya for two reasons: first, that she exhibited exemplary skill with the Alchemical arts and would soon need a more skilled mentor than they could provide, and second, that as skilled as she might be, her experiments were starting to become too elaborate and too hazardous for those around her. So, she left the familiar comforts of her home village for a world much bigger and stranger than the one she knew, and it has been... Interesting. While booksmart and endlessly hungry for new information, Raashida unfortunately never learned many key social skills, and has trouble with some of the nuances of a majority-human civilization. At least she's learned by now not to approach strangers as a giant spider. That's progress. |