![]() ![]()
![]() Who do I email for the submission templates? Uchuujin wrote:
I do use Grammarly, but it’s mainly for business style writing, so don’t let it push you toward bland language with its selections for wording. It is great or punctuation though, especially for quotes, which can be very confusing. ![]()
![]() Asher appears above deck A dark-haired man of medium build, wearing earth tones and well-worn boots comes up on deck. He scans the small groups of colonists and approaches a section of gunwale near some of them. within earshot of Crispin, Mauro, and Bey He is within earshot but has not engaged the group. He is instead listening to their conversation as he scans the horizon, looking first back, and then forward, straining to look for land. ![]()
![]() Cribbing off pad300's format for Asher: Background:
Cinnis Regillenus was born a citizen of Taldor, and like many Taldans, fell victim to state propaganda crafted to the state aim of imperial expansionism. He was well-schooled in the civic arts but excelled in his military curriculum. He was especially adept as a forward naval scout, trained to deploy from low profile longboats on enemy coasts to explore the geography of their shorelines to look for invasion landing zones and routes to vital resources and strategic locations. It was on one of these scouting missions that brought Cinnis to Andoran. At first, his Taldan animosity for all other nations hardened his heart against these strangers, but over the weeks of his infiltration, he witnessed something that he had never seen before. he saw a people bound together by mutual respect and a desire to live free. Coming back to Taldor, he was struck by the stifling militarism that had been the guiding light of his life, and the longer he stayed, the further he drifted into daydreams of living a quiet life among people not interested in subjugating others. Finally, on a mission to discover a method of invading the Isle of Absalom, Cinis defected, and changing his name to the common tongue translation of his name, Asher, he made a life for himself as a coastal and marine guide, using his honed talents to explore and help the collection of knowledge. It was on one of these excursions that he heard of the second expedition to Talmandor's Bounty and offered his services as an explorer and protector in the colony. He wished only to bring his new life to new shores, and to be far away should his homeland ever spark war with Andoran or Absalom itself, forcing him to cross swords with his ex-countrymen.
Motivation:
Asher has joined the expedition and colony as a means of getting even further away from Taldor, and to be a scout and protector of its citizens. He has strong survival, geography, and scouting skills, and in his off-time plans to teach other colonists the way of the bow and sword, as well as be the resident bowyer. Weakness:
Asher is deathly afraid of being outed as a Taldan, so speaks little to hide his accent. He attempts to occasionally hide it with a fake one but has very little talent in linguistics. Appearance:
Asher is a fairly young man (29), with olive skin, dark brown hair cut short, and a beard kept to long stubble. He is of medium height and build, but is obviously in excellent health. His eyes are sharp and observant. He tends to dress in earth tones carries a longbow, with a longsword on his back. Demeanour:
Asher seems silent and grim, but when pressed can break out in broad smiles and deep laughs. He tends to speak little, and when pressed to do so, seems to mumble a bit. But when in the outdoors and surf, he exhibits confident movements of one well acquainted in his environs. Mechanics:
Asher
[spoiler=Class Abilities:] Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Equipment:
In process Future Mechanical Development: Asher will develop as a switch hitter, with fairly well-rounded capabilities at range and in melee. ![]()
![]() GM Ventiine wrote:
Don’t get me wrong. It’s not a matter of min-maxing, The issue archery has with underwater combat is huge unless I cheesed it a lot. I wanted a ranged combatant to contribute from a distance while keeping an eye on the casters in the back, With a ranger , I can still do so, but once in the water, Asher can stow the bow and rely on melee. He would not be as good at either compared to a single style combatant, but would still be more than capable. Plus, a good tracker and survival specialist in the wilds, both above land and under the sea of an uncharted island has some great flavor. ![]()
![]() So, after doing some more research on aquatic combat, I realized a super-specialist with a longbow is almost the worst possible build for this AP. It takes some very specific enchantments to make a bow work underwater, and I don’t want to be begging our DM for special favors or our archanist for crafting. Instead, I will re-cast Asher as a Human Ranger, built as a switch hitter, with the Tidal Hunter archetype. He will primarily take feats for archery, but will also have good enough skill with melee to contribute underwater. As a Tidal Hunter, he will act as a resource and security scout for the colony, exploring the waters along the shores and the interior of the island. His backstory will remain the same though. He is a Molthuni defector, who was disenchanted with the militarism of his aggressive homeland. He had been an expeditionary marine that had been groomed as a forward scout for upcoming invasions, but left to join the freedom lovfing people of Andoran. He saw the expedition to set up the new colony as a means of using his skills to both make a living, and to do so in a constructive manner. He is gruff and abrasive to many, but that belies a mirthful spirit and a love of his new life. ![]()
![]() Thanks. That's all I needed to know. I am still mulling over the two builds for Warpriest, and a possible Inquisitor instead. Warpriests are pretty badass, but the Arsenal Chaplain is dependent on specific equipment (Gloves of Dueling), which will be hard to come by on a remote island. The alternate build is a little less equipment-dependent but is still very thin on skills. On the other hand, an Inquisitor is more self-contained, and Bane is very versatile. I would also have more skills available to fill out party capabilities, and there are Archetypes that would both boost combat and healing. Decisions... decisions. ![]()
![]() GM Ventiine wrote:
Yep. I need to get that profile filled out, but in the meantime, can you let me know if Molthuni Arsenal Chaplains qualify for Advanced Weapon Training using feat access with the bonus fighter feats? They do not for PFS, but if they do not for your purposes, I'll need to respec to a base warpriest of Sheylyn, and I'll need to re-work the back story a bit. ![]()
![]() I would like to submit Asher, a human Warpriest, who will be built as an archer. Asher is a veteran of the Molthuni armed forces, who became enamored of the freedom loving people of Andoran. He sees the expedition of the Peregrine as a means of removing himself from the strife of Molthune’s expansionism where he may need to take up arms against his old comrades. He is a dour looking man, but in reality, he is a jovial sort, taking on the persona of a happy warrior in battle. He will provide ranged support for front liners and will protect the squishy casters in the back, as well as be a secondary healer and remover of conditions. ![]()
![]() I'll dot in. Planning on Tar'iq, a Human LE Inquisitor of Asmodeus, played as an archer. I am trying to decide if he'll have the Sanctified Slayer archetype. Tar'iq is a zealous supporter of house Thrune, though mindful of his own privileges. From time to time he has been known to do extra-curricular investigations of those above him in the organizational chart. ![]()
![]() 1. Character Concept: Asher, a Human Warpriest of Vildeis, built as an archer. He seems grim from a distance, but is jovial and has a love of mechanics. He'll play as primary damage dealer, but will be able to back up a full Divine caster as a backup healer, condition remover and buffer, as well as stabilize downed players from a distance. 2. What campaign trait youd take from The players Guide Players Guide for Giant Slayer: Orpaned by Giants 3. Why youre in Trunau..tie it to your campaign trait: Was a wandering agent of Vildeis, righting wrongs and protecting the weak, and found an opportunity to settle in a place always in danger 4. What job do you have in Trunau? Asher is an engineer by trade, and had traveled with his father, inspecting mills, and lost him during an attack ina remote outpost in Taldor. He now looks after the mills, water pumps, and the mechanisms of the Smithy. 5. Have you played it before? I had attempted to run it PbP in Google Plus years ago, but never got past the first half of Book 1. I can easily play in character. 6. What makes you tick as a player? Why do you role play? It's been a hobby for almost 40 years, and I love to explore various aspects of my personality through characters in different worlds and environments. Part of it is exploring things I could never do myself. I also have a love of roleplay as a collaborative creative activity. 7. Complete this introduction of your player that will be used in your first post. It's been a long few years since Asher first settled into Trunau. When he first met the town, it had been after several long, lonely years on the road. His duties had never let his dwell long in any one place. There was always another evil that needed quelling further afield. But as he accompanied the ragtag caravan members he had helped rescue from an Orc and Ogre raid, he saw that these people lived on the razor edge of danger, but made it a home nonetheless. He felt kinship with these people of the knife, as his own Mistress was a patroness of daggers herself as the weapon on justice. Asher was running around, Hope Knife resting against his skin, under his jerkin, always providing comfort as he ran through his mental checklist, making sure that the mill was ready for the incoming harvest and supplemental grain shipments. The town was busy preparing for the coming Hopeknife ceremony,and he had to do his part for that as well. He liked the games that would be put on, and looked forward to once again contending at the archery lanes with the best of the Chief Defender's squad. There was even a Black Arrow among them. ![]()
![]() JasonX wrote:
Thanks for that. It works out anyway, since I did not take PB Shot and took Focused Shot instead. I will post the final version tonight, with added notes and the final stats and build. ![]()
![]() Same question with me. Since Point Blank Shot is eliminated by EitR, it reduces my feat count. Can I add a bonus feat to make up for that? I'll pick something aside from Rapid shot so it won't come into play prematurely. I'll probably add Focused Shot (add Int damage to a Standard Action). I also added a campaign trait that fits in with the back story. ![]()
![]() Will try to update Asher a bit more later. My goal for his role is to develop him as a back rank damage dealer who can do buffs for the front liners, do emergency healing, ranged stabilization, and condition removal during fights, and use wands for after combat healing. So fun to play in a fight, and not a healbot, but capable of healing and support when needed. ![]()
![]() Asher starting wealth 5d6 ⇒ (5, 5, 2, 4, 5) = 21 x 10 =210 And now he's complete Asher
Str 17, Dex 19, Con 16, Int 16, Wis 15, Cha 15
--------------------
Ranged longbow +5 (1d8/×3) blunted arrows (1d4/x3) Special blessings 3/day (War: war mind)
Spells Prepared - Can convert to heal on the fly
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Languages Common, Draconic, Giant, Orc Other Gear leather armor, arrows (40), blunt arrows[APG] (20), composite longbow, punching dagger, spiked gauntlet, backpack, bedroll, belt pouch, belt pouch, flint and steel, holy text (Vildeis)[UE], soap, spell component pouch, trail rations (2), waterskin, wooden holy symbol of Vildeis, Special Abilities
![]()
![]() If there's room, I'd like to play a ranged Human Warpriest of Vildeis I had played for a bit in organized play. He's hard hitting, and has some healing. Took the 25 points for now until I can learn the dice tag. Str 14
Composite Longbow as the preferred weapon. Asher is somewhat jovial despite his devotion to his grim patron. He has a sharp glint in his eye and a talent for mechanical things due to his work in mills growing up. He also has a deadeye with his bow, his preferred weapon in his crusadfe against evil. A crusade he began when his village was overrun and razed by a band of goblinoids with a hill giant leading them. Test Roll: Random Characteristic: 4d6 ⇒ (4, 5, 2, 4) = 15 Actual Rolls:
Will revise with the rolls above. |