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Here's my character.

Stats

Spoiler:
Lily Le

CG female human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 13
INT 17
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Sensitive Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial,

Special abilities:

Phrenic Amplifications

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline
Rapport:

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

Emotional Push (Su)

You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.

Personality:

Spoiler:
A Tian woman originally from Quain of two noblepeople. Her previous personality was kind, compassionate and full of curiosity of the world she eventually left. Yet that is all she remembers, and her personality changed as a result. Now, she is brash, fearless and unyielding yet shares the same passion to help others. Yet now she holds a fear over what exactly happened to her the past few years.

Appearance

Spoiler:
A Tian woman originally from Quain of two noblepeople. Her previous personality was kind, compassionate and full of curiosity of the world she eventually left. Yet that is all she remembers, and her personality changed as a result. Now, she is brash, fearless and unyielding yet shares the same passion to help others. Yet now she holds a fear over what exactly happened to her the past few years.


Dotting for interest with a LG Tian monk.


Here is my character Paulier Ovicus

Stats

Spoiler:

Paulier Ovicus
Male human magus/rogue 1
CN Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +7, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +2 (1d8+2 19-20/×2)
Ranged shortbow +3 (1d8+3 x3)
--------------------
Spells
--------------------
Lvl 0 (DC 13): Acid Splash, Light, Flare
Lvl 1 (DC 14): Burning Hands, Bull's Strength

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 15

FEATS
Eschew Materials, Lightning Reflexes

TRAITS
Ironfang Survivor: +2 AC against goblinoids Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll twice and use the better result.

Reckless: +1 in Acrobatic checks; Acrobatics is always a class skill.

Skills: Acrobatics +8 , Bluff +6, Climb +6, Diplomacy +6, Disable Device +8 Intimidate +4, Knowledge (arcana/local) +6, Perception +4 Stealth +4

Languages Common, Goblin, Hallit

cutlass, shortbow, 10 bolts, studded leather
--------------------
Special Abilities
--------------------
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapons.

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Background

Spoiler:
Paul was born in raised in Phaendar along with a younger brother who has recently moved off to a location in Numeria. He has a rather estranged relationship with his parents who think of him as a slacker. While shown to be just as intelligent as his wizard brother, he was more interested in fulfilling his more martial needs.

He got his wish when he entered the Forest Marshalls along with a number of other people. It was there that he made a lot of friends. Unfortunately, one particular battle with Molthune's Ironfang Legion caused him to quit. While he remains his happy-go-lucky self, there were signs that the battle left him scarred emotionally.

Paul has no really goals other than to live the life the way he wants, matching the free spirit of the nation of Nirmathas. Any effort he dishes out is out of necessity. What he fears the most is being forced on the spot to lead when no one else would as he had to do with the Forest Marshalls. While he has little ill-will towards hobgoblins, he does hold a slight fear of them.

When stressed, his time and true strategy is laugh at the face of danger while spouting jokes. Yet this is a ruse in order to get in his opponents' head as he devises a plan to gain an advantage.


Stats:

Lily Le

CG female human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 13
INT 17
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Sensitive Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial,

Special abilities:

Phrenic Amplifications

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline
Rapport:

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

Emotional Push (Su)

You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.

Personality:

A Tian woman originally from Quain of two noblepeople. Her previous personality was kind, compassionate and full of curiosity of the world she eventually left. Yet that is all she remembers, and her personality changed as a result. Now, she is brash, fearless and unyielding yet shares the same passion to help others. Yet now she holds a fear over what exactly happened to her the past few years.


I'm dotting interest in making a human Magus/Rogue build.


SOLDIER-1st wrote:

I'm less talking about fitting the theme, and more about ease of justification. Strange Aeons has a built-in plausible way for someone from Earth to wind up on Golarion.

Reign of Winter would be interesting, but I just can't really think of an easy way to insert such a character.

I had an idea whereas the portal causing a drop in temperatures created a vortex that mixed that of Earth to Golarion. People can transition to the later once they get the Black Rider's powers. The villains there could be transported to Earth by mistake.

You could even increase the stakes saying both worlds will end in an internal winter if it isn't stopped.

Skull & Shackles has people pressganged, so all you would need is an anomaly that transports the PCs to Port Peril.


Lily Le

CG female human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 13
INT 17
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Sensitive Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial,

Special abilities:

Spoiler:

Phrenic Amplifications

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline
Rapport:

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

Emotional Push (Su)

You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.

Appearance

Spoiler:
She is a short woman of Tian descent and 5'3" tall. with short hair extending to her chin, brown eyes and a round face. She is starting with a traditional qipao dress.

Personality

Spoiler:
Before her amnesia, she was a friendly, sweet woman who strives to help others before her abduction and subsequent brainwashing. Once she lost all of her memories, she has maintained her need to help others, but has become much more brash and outspoken, especially against her foes. She embraces her new slate in life... all while secretly fearing what she might have done in her previous one.

I have RPed in a couple APs in other online circles, but this would be my first one in a PbP setting.


Dotting for interest in this one for a Psychic character.


Best of luck for those chosen, as well as those who may be voted in. As for me, I promise to get my profile in the same day to get ready.


Alignment

Spoiler:
Lily is decidedly Chaotic Good, though this isn't her original personality. In her old life, she was bubbly and sweet until she was taken away. During her dark time, she maintained that personality, but with the glee of torturing and killing people it could be due to brainwashing, but that would be up to you.

When she got her memory wiped, she went back to her original personality, but only the hedonism and the need to help others. Otherwise, she's much more brash. It's much like a toned down version of Jane from Doom Patrol.

Over time, she would mellow down to an extend and would be more interested in stopping whoever caused this, even though the past will be painful to her.


Brigittia Pera 
Female human fighter (Two Handed Fighter) 3 
NG Medium humanoid (Human) 
Init +5 
-------------------- 
Defense 
-------------------- 
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) 
hp 24 (3d10+2) 
Fort +5, Ref +2, Will +4; 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee Great sword +6 (2d6+3/19-20x2) 
Ranged longbow +4 (1d8/x3) 
--------------------

Statistics 
-------------------- 
Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 10 
Base Atk +3; CMB +6 (+8 sunder); CMD 17 
--------------------

FEATS 
Iron Will, Weapon Focus (great sword), Power Attack, Improved Initiative, Toughness

TRAITS 
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Skills: Appraise +7, Climb +5, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +7, Survival +7

Languages: Common, Varisian

greatsword, longbow, 5 arrows, chain mail

And I work at Central American Time.


Good luck you guys.


Lily Le

CG female Tian-Shu psychic 1

Stats

hp:8 (1d4 +toughness +favored class)

STR 7
DEX 10
CON 10
INT 16
WIS 8
CHA 12 +2

Melee: Quarterstaff (1d6-2)
Ranged: Light crossbow (1d8/19x20)

Skills: Appraise +8, Bluff +5, Diplomacy +8, Intimidate +7, Sense Motive +4, Perception +4, Knowledge (arcana) +7 Knowledge (history) +7

Traits: Sensitive Mind, Honeyed Tongue, Deft Dodger

Feats: Toughness, Persuasive

Fluff: Lily is a slender woman of average height, short hair and what appears to be clothing outside her homeland of Quain. She is unsure what her old personality was, but she does have a fearless attitude in the face of danger, despite her size. She may come off as ditzy and intense, but she's highly sociable and likes to make friends with others. The only thing she truly fears is whatever she may have done in the past. To her, she's all about using the clean slate for a new lease on life and enjoy it to the fullest.

Memories:

1. Attending a church of the Monkey King Sun Wukong

2. One of many(?) visits to New Oppara. Perhaps this is how she learned Common?

3. Waking up satisfied in bed with a man and woman by her side

4. Trying etiquette in her homeland of Quain... and hating it.

5. Performing mental torture on a hapless victim. This is what has been bothering her the most.

About Me: Granted, this would be my first RP on this site, but I have experience with taking APs in Pathfinder online. I also hate seeing a game die and will do my best to see to it till the end. I also love roleplaying with my characters, giving them personality as I write them and doing interactions with NPCs.

Hard limits: No rape or any outward signs of racism or homophobia.


Brigittia Pera
Female human fighter (Two Handed Fighter) 3
NG Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 13 (3d10+2)
Fort +5, Ref +2, Will +4;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Great sword +6 (2d6+3/19-20x2)
Ranged longbow +4 (1d8/x3)
--------------------

Statistics
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +6 (+8 sunder); CMD 17
--------------------

FEATS
Iron Will, Weapon Focus (great sword), Dodge, Improved Initiative, Toughness

TRAITS
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves

Skills: Appraise +7, Climb +4, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +7, Survival +7

Languages: Common, Varisian

greatsword, longbow, 5 arrows, chain mail

Backstory:

Spoiler:
Brigittia has been in Sandpoint ever since she was born. The daughter of a guardswoman and a logger, she had always hoped to follow in her mother's footsteps as a protector of Sandpoint. An eager girl at her young age, she often hung out with other guardspeople if only to observe what they do.

When she came of age, she began to explore the outskirts of town to see what was out there. It was in one particular adventure when she ran afoul with goblins. Before she was overwhelmed, the goblins laid dead in a flurry of arrows, courtesy of Shalelu. After a stern talking down by the elf, she was taken back home and received the same tongue-lashing from her parents. Yet the lesson stuck with her. If she was going be a decent fighter, she would have to keep a more level head. As such, she learned how to better survey the land beyond, while learning the art of the blade from her mother as well as her friends.

Appearance and Personality:

Spoiler:
A solidly built woman, she stands at 5 and a half feet tall with brown, wavy hair that she keeps short at her shoulder, though she occasionally keeps it shorter. She rather picks clothing that suits the nature of her environment, whether it's armor for combat, pants and shirts when in town or a dress for special occasions.

Brigittia is comfortable whether it's getting her hands dirty or getting dressed in parties, though she prefers the hustle of combat above all else. She is friendly to others and likes to socialize, though she does have a competitive streak. When confident, she can be brash and even arrogant, but strives to keep that in check. Above all else is her love of Sandpoint in general from the buildings to the people. She would do whatever it takes to keep it safe and gives little quarter to those who threaten it. She sees Shalelu as an idol of sorts and hopes to find the chance to meet her once more.


Here's my character.

Melissa Silanus 
Female human barbarian 
NG Medium humanoid (Human) 
Init +3 
-------------------- 
Defense 
-------------------- 
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) 
hp 13 (1d12+1) 
Fort +4, Ref +1, Will +1; 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee great axe +4 (1d12+4/x3) 
Ranged longbow +1 (1d8/x3) 
--------------------

Statistics 
-------------------- 
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 
Base Atk +5; CMB +5; CMD 16 
--------------------

FEATS 
Power Attack, Improved Initiative

TRAITS 
Local Ties: Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Skills: Climb +4, Handle Animal +4, Intimidate +5, Perception +5, Survival +5

Languages: Common

greataxe, longbow, 5 arrows, scale mail

-------------------- 
Special Abilities 
-------------------- 
Rage 6/round, +4 STR & CON, +2 HP, +1 Will Saves, -2 AC, fast movement

Role:
 

Spoiler:
My character will be a typical damage dealer, dealing damaged with her axe while taking damage so the others won't have too. I will likely get Improved Sunder and Improved Critical to improve damage. As for rage powers, I will get Surprising Accuracy to increase my chances of hits as well as Powerful Blow for extra damage. Basically improving her damage and chances of hitting.

Background:

Spoiler:
A child of the River Kingdom through and through, Melissa experienced first hand the lawlessness that the area can bring. Born in result of a tryst between bandits, her mother only reluctantly did enough to raise her up. In the very least, she grew up to be a hardy woman.

She was used as the woman to scare victims into giving thieves their money. On the occasion that anyone tried to fight back, she would match their fury 10-fold with her greataxe, an item she has carried since the age of 13.

Yet through all of this, she learned to appreciate the land more than her brethren. Her opportunity came when her crew bit off more than they could with a patrol. With most of her crew decimated, she took a chance and ran off. It was there where she found honest work as a lumberjack. It was a passion that she loved far more than pinching pockets.

Her redemption was awarded when she was chosen from Brevoy as help to clear the land. Melissa accepted the help, thinking it would be a new lease on life by settling in a new community.

Appearance:

Spoiler:
Melissa is rather short for what you would think would wield such a massive greataxe at 5 and a half feet. She keeps her straight, brown hair short and wears clothing that is comfy for her in the wilderness. Still, her stocky build and impressive tone of her muscles reveal her true strength.

Personality:

Spoiler:
Melissa is far less boisterous than her past self, though she still enjoys a good drink and party. She is more willing to abide with authority than most barbarians, though she bucks the trend when she feels the law is restrictive. She has a soft side with other thieves and tries to redeem them, but leaves no quarter for those who refuse her offer of help.


I'm interested, I'll bring up a character soon.


I've got a human barbarian that will be whipped up later on.


Crap, I thought we were starting from the beginning.

I hereby withdraw my application.


Didn't notice it before, but I would like to change my other trait to Silent Hunter.


Introducing my barbarian.

Melissa Silanus
Female human barbarian
NG Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d12+1)
Fort +4, Ref +1, Will +1;
--------------------
Offense
--------------------
Speed 30 ft.
Melee great axe +4 (1d12+4/x3)
Ranged longbow +1 (1d8/x3)
--------------------

Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 16
--------------------

FEATS
Power Attack, Improved Initiative

TRAITS
Local Ties: Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Skills: Climb +4, Handle Animal +4, Intimidate +5, Perception +5, Survival +5

Languages: Common

greataxe, longbow, 5 arrows, scale mail

--------------------
Special Abilities
--------------------
Rage 6/round, +4 STR & CON, +2 HP, +1 Will Saves, -2 AC, fast movement

Role:
My character will be a typical damage dealer, dealing damaged with her axe while taking damage so the others won't have too. I will likely get Improved Sunder and Improved Critical to improve damage. As for rage powers, I will get Surprising Accuracy to increase my chances of hits as well as Powerful Blow for extra damage. Basically improving her damage and chances of hitting.

Background:

Spoiler:
A child of the River Kingdom through and through, Melissa experienced first hand the lawlessness that the area can bring. Born in result of a tryst between bandits, her mother only reluctantly did enough to raise her up. In the very least, she grew up to be a hardy woman.

She was used as the woman to scare victims into giving thieves their money. On the occasion that anyone tried to fight back, she would match their fury 10-fold with her greataxe, an item she has carried since the age of 13.

Yet through all of this, she learned to appreciate the land more than her brethren. Her opportunity came when her crew bit off more than they could with a patrol. With most of her crew decimated, she took a chance and ran off. It was there where she found honest work as a lumberjack. It was a passion that she loved far more than pinching pockets.

Her redemption was awarded when she was chosen from Brevoy as help to clear the land. Melissa accepted the help, thinking it would be a new lease on life by settling in a new community.

Appearance:

Spoiler:
Melissa is rather short for what you would think would wield such a massive greataxe at 5 and a half feet. She keeps her straight, brown hair short and wears clothing that is comfy for her in the wilderness. Still, her stocky build and impressive tone of her muscles reveal her true strength.

Personality:
[spoiler]Melissa is far less boisterous than her past self, though she still enjoys a good drink and party. She is more willing to abide with authority than most barbarians, though she bucks the trend when she feels the law is restrictive. She has a soft side with other thieves and tries to redeem them, but leaves no quarter for those who refuse her offer of help.


I've got an idea to do a human alchemist for the campaign.

Rebekah Albinus
Female human alchemist 1
LN Medium humanoid (Human)
Init +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +4 (1d6+1 ×2)
Ranged bomb +4 (1d6+2 x2)
--------------------

Statistics
--------------------
Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

FEATS
Brew Potion, Improved Initiative, Point Blank Shot, Throw Anything

TRAITS
Local Ties: Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Martial Manuscript:You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.

Skills: Craft (alchemy) +6, Disable Device +6, Knowledge (arcana) +4, Knowledge (engineering) +7, Perception +4, Stealth +4, Survival +4

Languages: Common, Hallit

sickle, studded leather
--------------------
Formulae
--------------------
1st level: True Strike, Shield
--------------------
Special Abilities
--------------------
Mutagen

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Role:
My character will focus on throwing bombs and buffs to her accuracy and ability scores. from afar while being comfortable with close combat if needed. Her mutagen will be based on Strength as a result. Will get Greater and Grand Mutagen along the way.

Background:

Spoiler:
One wouldn't notice by her appearance, but Rebekah was once the daughter of noble parents in distant Taldor. It was a life that she enjoyed, but one that didn't last long. When she was coming of age, her blonde hair gained a streak of pink. While it was initially a simple matter of hiding it away, her hair and skin gradually changed color to where her entire body changed into a mess of a person.

Unable to hid from such a scandal, her parents placed her in exile, placing her in Numeria. She is given enough money to live comfortably, but that is all the love she received. Wallowing in self-hate, she was met by a man named Khonnir Blaine. The wizard claimed he had a way to help her out. Desperate for any help, she accepted. Through some alchemy, she managed to suppress the worst of her afflictions. The one thing that remains is a streak of pink hair that runs down to the end.

With his guidance, she became rather skilled in the art of alchemy. It was a partnership that continued for a number of years... up until his disappearance. She now hopes to find adventurers willing to felt save her mentor, even if she will have to go out herself to do so.

Appearance:

Spoiler:
She is a woman of average height and build with blonde, shoulder length hair and blue eyes. Her most distinct part is a pink streak of hair that runs down next to her right eye. She has long since decided to keep it out in the open, though she occasionally cuts it short.

Personality:

Spoiler:
Somewhat containing some of her old personality back in Taldor, she maintains a dry wit and a slightly haughty nature. Yet her perils have taught her to drive back such urges when necessary. Is difficult to open up, but when she does she remains loyal to her friends. This is most evident with Khonnir himself whom she has an admiration for but would deny such feelings in public.


Paul Okapi
Male human magus 1
CN Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +2 (1d8+2 19-20/×2)
Ranged shortbow +3 (1d8+3 x3)
--------------------
Spells
--------------------
Lvl 0 (DC 13): Acid Splash, Light, Flare
Lvl 1 (DC 14): Burning Hands, Bull's Strength

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

FEATS
Eschew Materials, Lightning Reflexes

TRAITS
Ironfang Survivor: +2 AC against goblinoids Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll twice and use the better result.

Reckless: +1 in Acrobatic checks; Acrobatics is always a class skill.

Skills: Acrobatics +8 , Bluff +1, Intimidate +4, Knowledge (arcana) +6, Perception +1 Stealth +4

Languages Common, Goblin, Hallit

cutlass, shortbow, 10 bolts, studded leather
--------------------
Special Abilities
--------------------
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapons.

Role: Mostly a melee/ranged magic type, comfortable with attacking up close and flinging spells/arrows from afar. Magic will be focused on ranged spells and buffs to self and/or others.

Background:

Spoiler:
Born to two strict parents, they hoped that he would continue their legacy as capable arcanists. While he did comply, he started a long ling of a rebel streak by adding some physical prowess to his abilities. Alas, his parents died of disease during a plague of his coming of age, but he and his younger brother made the most of things on their own terms, his brother moved to Numeria while he himself enlisted in the sparsely organized militia. It was there that he made an abundance of friends.

That happiness was short-lived in an ambush by the Ironfang Legion. He was part of a very few list of people who survived, but none of his friends did. Some say that moment changed him forever, causing him to never truly strive for his full potential. To Paul, this was prefered; he would rather embrace hedonism to keep himself happy. He has since settled in town to make the most of his life.

Appearance

Spoiler:
Paul is of average height and build with light brown skin and short hair. His most distinct feature are the freckles on his face. He prefers comfortable and rugged clothing as would one who has lived in a sparse community.

Personality:

Spoiler:

Loves a good drink as well as crack jokes even in the heat of battle. Despite his intelligence, he prefers to feign ignorance, leaving foes in a false sense of confidence against him and a disregard against him as a slacker. He most certainly associates with Calistria, though he hardly embraces the revenge part of the religion, even considering his past. That is the one thing that can bring down his mood, so he deflects from talking about his previous service as much as possible.


I'm down with that as well.


I would like to submit as a human fire kineticist.


I would like to change my character's feat from Two Weapon Fighting to Eschew Materials.

Anyways, best of luck to all who submitted.


I'm changing Two-Weapon Fighting to Eschew Materials. In the meantime, here's more information about him.

Role: Mostly a melee/ranged magic type, comfortable with attacking up close and flinging spells/arrows from afar. Magic will be focused on ranged spells and buffs to self and/or others.

Background:

Spoiler:
Born to two strict parents, they hoped that he would continue their legacy as capable arcanists. While he did comply, he started a long ling of a rebel streak by adding some physical prowess to his abilities. Alas, his parents died of disease during a plague of his coming of age, but he and his younger brother made the most of things on their own terms, his brother moved to Numeria while he himself enlisted in the sparsely organized militia. It was there that he made an abundance of friends.

That happiness was short-lived in an ambush by the Ironfang Legion. He was part of a very few list of people who survived, but none of his friends did. Some say that moment changed him forever, causing him to never truly strive for his full potential. To Paul, this was prefered; he would rather embrace hedonism to keep himself happy. He has since settled in town to make the most of his life.

Appearance

Spoiler:
Paul is of average height and build with light brown skin and short hair. His most distinct feature are the freckles on his face. He prefers comfortable and rugged clothing as would one who has lived in a sparse community.

Personality:

Spoiler:
Loves a good drink as well as crack jokes even in the heat of battle. Despite his intelligence, he prefers to feign ignorance, leaving foes in a false sense of confidence against him and a disregard against him as a slacker. He most certainly associates with Calistria, though he hardly embraces the revenge part of the religion, even considering his past. That is the one thing that can bring down his mood, so he deflects from talking about his previous service as much as possible.


I will have to drop out of this one.


Paul Okapi
Male human magus 1
CN Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +2 (1d8+2 19-20/×2)
Ranged shortbow +3 (1d8+3 x3)
--------------------
Spells
--------------------
Lvl 0 (DC 13): Acid Splash, Light, Flare
Lvl 1 (DC 14): Burning Hands, Bull's Strength

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

FEATS
Two-Weapon Fighting, Lightning Reflexes

TRAITS
Ironfang Survivor: +2 AC against goblinoids Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll twice and use the better result.

Reckless: +1 in Acrobatic checks; Acrobatics is always a class skill.

Skills: Acrobatics +8 , Bluff +1, Intimidate +4, Knowledge (arcana) +6, Perception +1 Stealth +4

Languages Common, Goblin, Hallit

cutlass, shortbow, 10 bolts, studded leather
--------------------
Special Abilities
--------------------
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon


Booking for a cutlass and shield wielding human magus. I'll have the stats and backstory up soon.


4d6 ⇒ (3, 1, 6, 3) = 13
4d6 ⇒ (2, 4, 4, 3) = 13
4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (4, 5, 4, 6) = 19
4d6 ⇒ (2, 2, 6, 2) = 12

12, 11, 15, 17, 15, 10 Not bad. I'll get to work.


Dotting here. I would like to try a melee Dhamphir Occultist.


Will there be any APs involving geniekin in the near future?


1. I'm wondering what was the reasoning for converting the age for Tieflings/aasamirs to regular folks and whether you want to either change it or keep it the same in 2e

2. Dhamphir seem to have a regular age rate, but when it comes to determining starting ages, it goes as if the race has the same age range as a gnome. What would the standard age range be for them?


Can you make a list of the last seven runelords in order of having the most lovers, if any? Sorshen's obviously number one, but I'm more curious with the other runelords.


I checked Zeralisce's stats and... yeesh. I've never seen a humanoid with a 6 in Wisdom. I wonder what that's like?


How would you say Alaznist should act personality wise? What I mean is what kind of philosophy she follows, what particularly poses her off and if there's anything she actually likes doing.


Even with Alaznist I found her strength score of 20 to be suspect. Was that the intended score?


I've hardly seen Legacy of Fire in high regard. Any opinion on that AP?


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Lurker here.

If I may, I would like for you to continue with her point of view. I found them pretty entertaining.


Is there going to be any Giantslayer references in Tyrant's Grasp, such as possible returning NPC's?


Flynn Greywalker wrote:

I agree or a revamp of Legacy of Fire or Serpent's Skull.

BMovieMonster wrote:

What will the next Adventure Path hardcover be?

I'm hoping for Kingmaker, considering some of the books are now being sold for $64 online.

I think Legacy of Fire would be a good way to put more details for the geniekin.


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What race without racial HD is the sexiest in your opinion?

And which one is the least sexiest?


It would be cool if the PC started off as a reincarnated version of another race as a trait.


Also, have you ever considered reworking the psychic warrior class als the occult classes?


I heard that intermarriage among the undine is common. How common are intermarriages with undine in which at least one of them is a non-undine?


If Legacy of Fire were to get an anniversary edition, one of the things I hope the people at Pathfinder do is to incorporate geniekin into the region. Haleen is an excellent way to start. Her stats fit nicely into a Dervish of Dawn style and her personality fit that of a typical Ifrit.

Her stats on her own would give her 18 Dex, but a pitiful 6 WIS. I switched the points distribution from CHA to WIS to compensate, giving her the same stats as her updated form. CR wise, there's only one issue with her. As an ifrit, she won't get an extra feat at 1st level. Bumping her up to 5th level to match Pathfinder standards cover her feats, but she would still need Dervish Dance to use a scimitar. With that, I got rid of Weapon Specialization to compensate.

Lastly, I gave her Desert Mirage as she won't put Fire Affinity to use as a fighter.

Haleen CR 4

XP 800

Female ifrit fighter (Dervish of Dawn) 5

CN Medium outsider (native)

Init +4; Senses: darkvision 60ft.; Perception -1

DEFENSES

AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 shield)
hp 38 (4d10+12)

Fort +6, Ref +5, Will +0 (+1 vs. fear)

Resist: fire 5

OFFENSE

Speed 30 ft.

Melee +1 rapier +10 (1d6+4/19–20)

Spell-Like Abilities: (CL 3rd; concentration +5)
1/day— burning hands

STATISTICS

Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10

Base Atk +4; CMB +5; CMD 20

Feats Combat Expertise, Dervish Dancer, Dodge, Mobility, Weapon Finesse, Weapon Focus (rapier)

Skills: Acrobatics +8, Intimidate +7, Perform (dance) +4, Stealth +4 (+6 in desert regions)

SQ: Desert mirage

Languages Common, Ignan, Gnoll, Kelish

SQ armor training +1, bravery +1

Gear chain shirt, +1 buckler, +1 scimitar, battle market key, 320 gp


This is regarding Vadoma Gall, the additional NPC for Mummy's Mask in A Song of Silver. It says that she uses Charm Monster even though it is not in her spell list and is one of her opposition schools. Was she going to have a wand for that? Also, which part of Legacy of Fire was she at?


I have a couple of issues regarding Vadoma Gall in the additional NPC section. It says in her tactics that she casts Charm Monster even though it's not on her spell list and is part of her opposition school. Also, I saw someone mention she was in Legacy of Fire, but I can't seem to confirm that.


I see that memsmerists can cast disguise and alter self. But adjustable polymorph was not in the spell list. Was this intentional or a glaring omission?


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While I think Strange Aeons is one of the better Adventure Paths for Pathfinder, there was one thing I was annoyed with. While most guides are rather detailed with important NPCs, the backstory of Winter was never revealed other than being chosen for her mission. With that said, I thought of how such a story would go and has written it as such:

Like most changelings, Winter never knew what her father looked like other than the fact that he was likely Cheliaxian with black hair. Either way, she suspects that he did not survive the encounter with the hag that gave birth to her. Eager to make sure the future child would turn to her in "the call", the hag placed her in a notorious tavern which she would resent living in. Yet fate would have other plans. A Pharasman priestess oversaw the event and came by to observe the baby as soon as the owner left. Recognizing it as a changeling, she sought to change the baby's fate for the better by sending the child to the Maiden's Choir.
Upon learning of her past, Winter found it fitting that the goddess of fate offered her a different path and duitibly studied the teachings of her goddess, earning herself commendable marks. And yet couldn't help but overhear whispers of her colleagues about the chance of becoming a hag. It didn't help that hers words have a somewhat mesmerizing effect on those attracted to her. Distraught at the accusations, she begun to hide her nails in gloves in order to draw attention away from her.
When she reached 14 years of age, she started hearing whispers, calling her to leave Caliphas. As if on cue, Mother Thestia came by her dorm, stating that she would not stop Winter from going, leaving Winter behind to decide her own fate. Winter seriously considered, but ultimately decided that she could do far more by staying in the church than becoming yet another hag minion. Winter locked herself in for days, spending her time meditating until the voices finally stopped. It was at that time that Winter had decided that Pharasma intends of her to use her gifts to help the church. As it turns out, her voice had a reassuring tone, perfect for reassuring frightened citizens as well as interrogations.
Winter is of average height and slender figure. Her red and green eyes are often the only visible indicator of her race. She has a tendency to wear black to match her hair. She hardly ever takes off her gloves except for dire situations as she does not want others to fear her.

In combat Winter strives to preserve her spells as much as possible, staying back to heal others when they are low at health, only buffing when there is a great need for it. If in combat, she brings out her dagger, only bringing out her gloves at the last minute. She casts sanctuary and flees if reduced to 7 hps, but if survivors are threatened or when she is better acquainted with the PCs she fights to the death.

I hope you like the back story. I would love to see what other backstories you have for the character.

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