Time to answer the questions.
1. What is your character’s name? Lily Le. Like the flowers.
2. How old is your character? 21 years
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? A Tian human woman of average height, slender physique and black, straight hair that extends to her shoulders. Likes to wear dresses, but settles for pants when adventuring.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She's highly friendly and it shows in most conversations. She's also excited about many things, including being in combat.
5. Where was your character born? Where were you raised? By who? In Almas, capital city of Andoran alongside her parents.
6. Who are your parents? Are they alive? What do they do for a living? Both are alive and well. They both work as herbalists at their homes. Their daughter... did not take up that profession well.
7. Do you have any other family or friends? She is an only child, but she made many friends back in her own home, just none that stand out.
8. What is your character’s marital status? Kids? Single with no kids
9. What is your character’s alignment? CG
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious? Not particularly, but she does take a liking to Sun Wukong, Kofusachi, Cayden Calien and Desna
13. What are your character’s personal beliefs? Bring happiness to others to those who need it, make sure to stand up for what you believe in and don't be afraid to chase your desires.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? She's generally an optimist with a bright personality. Gets excited whenever there's combat unless it gets bad where that may turn to anger.
15. Why does your character adventure? Why did your character accept the job? The job she currently took up is as a counselor so that she could help people adjust to the new world. As for herself, she was seeking a change of pace from the city life as well as a hint of danger to keep things exciting. That and helping others where she can.
16. How does your character view his/her role as an adventurer? She will provide damage-dealing spells as a caster as well as control with telekinesis and psychic spells to disrupt her opponents' tactics with either area control or debuffing spells.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? She has a slight underbite.
18. How does your character get along with others? Very well actually. She maintains some degree of friendly relationship if possible.
19. Is there anything that your character hates? People who seek to control and manipulate others draw her ire particularly. In generally, she would prefer people to make their own choices over others who may force it on them.
20. Is there anything that your character fears? Despite her unthusiasm, she gets spooked pretty easily.
She would likely love talking with Eamon Caranth. Erastil may not be her favorite deity, but she would happily argue faith with someone like him.
Luetin Calewick seems like the person that thinks he's slick with people. She may follow along at times, but she sees through the facade.
She may try to ask Lyra Heatherly to join in on surveying the island if only to experience the thrill of the island.
Most concerning may be with Ramona Avandth as she'd seek out to schedule times to talk to see how she's faring mentally while on the island. Everyone's free to counsel with her but it seems like Ramona will need it more than anyone else.
I'm bringing in a character I had from a previous recruitment page. Lily Le, female human sorcerer of the psychic bloodline who becomes the cheery therapist for the group.
CG female (Tian-Shu) human sorcerer (psychic bloodline) 1
0th- Detect Magic, Prestidigitation, guidance, light
Skills: Bluff +8, Diplomacy +8, Intimidate +8, Sense Motive +5, Knowledge (arcana) +7 Knowledge (history) +1, Spellcraft +4
Feats: Dodge, Skill Focus (Diplomacy)
Items:: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), flint and steel, ink, inkpen, ioun torch, journal, magnifying glass, mess kit, scroll box, silk rope (50 ft.), spell component pouch, trail rations (5 days), waterskin, 3 gp.
Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
I'll have the questions done at a later time.
Luis Loza wrote:
That looks like there's some empyreal lords getting some love as well as a couple new deities. Nice.
I would say it wouldn't hurt to put a profile if you want to. That will ultimately depend on the GM though.
Hey there, Cleric player here. Would your account be the character being played or would it be an entirely new character?
I'm fairly indecisive...I normally try to go off art, but I haven't found a paizo portrait I like yet to build a character from, hehe. So it'll probably be easier for me once more people have picked their characters.
The cool thing that since it's Absalom, you can go wild on backgrounds since virtually any kind of being will live there.
Alright, this is who I had in a previous entry.
Elisabela Piousa| Cleric 2 (Naderi)
NG | Medium | Human | Skilled Heritage | Humanoid
Languages Common, Elven, Orcish, Celestial
Skills Deception +6, Diplomacy +6 (+7 in learned guards and libraries), Lore: Absalom +5, Lore: Legal +5, Medicine +8, Occultism +5, Religion +6, Society +5
Str +0, Dex +1, Con +1, Int +1, Wis +4, Cha +1
Items Dagger, Backpack, Baton, Handcuffs (2) Healer's Tools, Torch, Shiny shiny badge
AC 15 Fort +5, Ref +5, Will +10
Speed 25 feet
Melee Dagger +5 Damage 1d4 (P)
Harmful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
1st: 2 + Soothe
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.
Elisabela had always had an fascination with tragedy. Not that her family had much of that in her; her parents were supported in every way one can. It just happened that those around her have been struck with misfortune. Kids she had known from school either died tragically or have had beloved friends and loved ones meet a similar fate. None of which was her fault, but her proximity was not lost on her. She even sought to solve certain mysteries associated with them, one of which did succeed in discovering the killer.
Once she came on her own, she sought like-minded company. She found that in the church of Naderi, a house fascinated with romances gone awry. Wanting more, she set herself up as a detective, seeking cases to crack as well as delve into the mystery. Eventually, the later work became her primary one and it even earned her a spot in Edgewatch.
Her eccentric nature and deadpan may put off some of her co-workers and her fascination of death and romance may raise some eyebrows. But beneath that dour personality is someone genuinely eager to solve cases.
For that, we could have something like a temporary alliance with the Four Horsemen.
I was surprised there wasn't much of the same delve into backstop from the other two hags since they seemed to be the more senior members of the cove. Did they ever go over why either of the other two were going through with their plans?
The Impossible Lands book should help out in fleshing put the area more as many of the areas mentioned get some writeup.
Torin Brimfisher wrote:
Randall has a roll20 map of the place. The link is in the Discussion page.
James Jacobs wrote:
That's true, huh. Is that volume going to have much of the same content as the 100th volume did?
Archpaladin Zousha wrote:
There was an AP project Jacobs was excited to reveal. Is that one after the Sky King's Tomb AP?
Can we expect an expanded edition of Gods and Magic? I understand if you guys needed more time to revamp the goblin gods, but there were others left out that I felt were glaring holes (the three main Vudran gods Vudravati, Obari and Embaral, main Protean Lord Ssila'meshnik, Main Psychopomp Usher Ceyanan, some rakasha imortals, asura rana and velstrac demagogues).
You're right. That was a mistake on my part.
To be fair, there is a profile on them with stats and everything in the Agents of Edgewatch AP. It would have been nice to have some notes in their presence in the area, though. Regardless, their absence doesn't hurt as much as Vudravati, Obari and Embaral, likely the big three for Vudra.
I can see Miogomo thinking he can solve crime in Absalom by taking over all aspects of it himself by offing or controlling all rivals before ending his operations. So a mix of The Punisher with The Kingpin except he's hiding his true intentions to all but his closest alles. Sort of the-ends-justify-the-means kind of person.
I believe it was either in his Beyond the Doomsday Door AP book or the Inner Sea Faiths companion guide.
That may have been it, though. I thought his different cults worked in the same way as Norgorber where it was possible it allowed different alignments to be clerics.
I know this is years old but I'm only just finding it. I have to say... it says A LOT that of the Azlanti's 20 gods only 6 of them are good, many of the neutrals have questionable domains, and the evil ones are all absolutely horrifying (and a few are currently demons).
Well, it wasn't as if the Thassilonian Empire was a nice place to live with all of their most powerful rulers being evil and all. And that doesn't even get into the ones the runelords themselves worshiped primarily (Sorshen and Nocticula, Alaznist and Yamasoth, Xanderghul and the Peacock Spirit).
Hmm... my guess is that the CE character would see cooperating with Geb (even temporarily) would help their own clout in order to do whatever they want in the future, especially when they earn the rank of a Blood Lord. CE beings may not like following orders, but some PCs can be smart enough to play along if only to take the heat off yourself for the time being and/or whatever group the PC is associated with. Remember that the demon lords of vampires and ghouls are also CE so they could work with Geb for the well-being of their people. For many of those cults, Geb may be the only place where they could be openly tolerated without getting kicked out. I would put it in the same level as a LG PC, uncommon but not impossible.
Flank enemies with attack, preferably those with no noticeable armor. Disarm those with weapons and trip those without/casters. Trip/Disarm as first hit, then continue to hit as they hopefully cause AoOs. Once crossbow is possible, use on more armored foes. Get Improved Feint in future to feint into sneak attacks.
Will eventually get a hand crossbow so he can strike and shoot with each hand. Will continue into the feint/trip/disarm feat tree in the future as well as improve in shooting. Main goal is to improve in disguises and Bluff/Diplomacy.
Here is the crunch for my character.
Male human (Tian-Shu) Master of Disguise rogue (unchained) 1
LN Medium humanoid (human)
AC 15, touch 15, flat-footed 13 (+3 Dex, +2 armor, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0;
Speed 30 ft.
Melee sword cane +3 (1d6/×2)
Reactionary:You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
You gain a +2 trait bonus on initiative checks.
Skills: +7 Acrobatics, +9 (12 in disguise) Bluff, +4 Climb, +7 Diplomacy, +7 Disable Device, +10 Disguise, +2 Knowledge (nobility), +4 (6) Linguistics, +4 Perception, +7 Perform (dance), +7 Sleight of Hand, +7 Stealth
Languages Common, Kellid
Items: leather, sword cane, noble's outfit
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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Hmm... here's how it went on the top of my mind.
Welp, after thinking about what to do, I think I'll be going to make yet another different profile. This time, I'll be going with Andrus Le, Tian-Shu Master of Disguise Unchained Rogue... who also likes to crossdress.
There are various nobles that have risen and fallen in the ranks throughout the millennia of Taldor's existence. The Le family is definitely one of the newer ones that have established themselves in history, but they have a rather unusual origin. Hailing from what was then the Lung Wa Empire, the Le family were known for some of the most extravagant parties in the region. While the nobles were no more interested in the well-being of the lesser classes than most other nobles in the area, they were at least more fair in their services and allowed anyone into their balls.
Such of the life of Andrus Le, an only child who was born into extravagance well into his adulthood. He was more than apt into the the lifestyle that was gifted into him from his parents. The doting did end up spoiling him to a point, taking the wealth that he had for granted.
That came to an end when the family ran into conflict with a young Maxillar Pythareus. A complication between the two he had yet to figure out what had the general to unveil a massive scandal; the two have come from a long line of crossdressers who first traveled to Taldor all those years ago and that the two have continued that practice to this day.
The scandal devastated their reputation and it wasn't long before both his parents lost their fortunes, and eventually their will to live. Forced to live in destitute in Oppara, Andrus had decided to find any way to get back into that lifestyle taken away from him. Using the skills he had learned from his parents, he poses as nobles who have conveniently been unable to attend their balls. It was a far cry from what he was used to, but he had been able to incur enough favors to make a decent living.
One day he came across a woman who saw through his latest disguise: Martella Lotheed. Instead of outing him on the spot she made an offer: help Princess Eutropia repeal a law so that she can become the next heir and she will personally restore his rank as a noble. The princess' reforms did not come across his mind, but the prospect of becoming a noble again interested him to no end. Andrus agreed to the terms for the time being as a mutual agreement. But perhaps he will learn to care for causes other than his own over time...
Andrus is a wiry, thin man of Tian-Shu origin with short black hair, the better to put on any wigs needed to complete the disguise. He has amassed a decent number of clothing as gifts from various patrons over the years, but he has a knack of wearing what is needed to attract attention without becoming too gaudy.
He is fully well-equipped into adopting the etiquette of Taldan society so as to fit in. When not under disguise he can be snarky and narcissistic but is well-aware enough to reign it in when needed.
I can bring up the crunch soon enough.