Took a bit longer since since I became interested in the witch and decided to go full-spellcaster (sorta). But here is my submission: Gehenna, a white-haired witch who has been under Lamm's thumb since childhood. Although she despises him, she doesn't yet have the power to do anything about it. Not using VMC, but will be testing out all the spellcasting rules instead. I haven't listed an esoteric components for the character yet, since I really need to reread that chapter again first, but it seems interesting.
Yeah, Lore seems to be useful only in the context of having background skills. It gives character not normally skilled with knowledge checks the opportunity to at least be knowledgeable about certain things which make sense for their background. As I see it, skill starved martials are the ones most likely to dip into Lore, thanks entirely to those background skill points. Sure it could be used for a lot of reasons, but that's what stood out most to me.
Here we go, all finished now. I'd like to thank Goldmyr for their consideration, and wish the best of luck to all the other applicants! Conall is an idea for a elven branched spear specialist, inspired by Celtic myth, who starts rogue, but eventually classes into brawler or fighter. Stat Block:
Conall Kelembrey-Stareye
Male human unchained rogue 1 (scout, rake) CG medium humanoid (human) Init +5; Senses Perception +4 Languages Common, Elven, Hallit, Sylvan DEFENSE
OFFENSIVE
STATISTICS
Note: greenspear gained through signature moves trait. Costs about 620gp, but if special materials not allowed, can be swapped out for something more mundane. I enjoy the idea for flavor purposes, but I am by no means married to it. Background:
An itinerant wanderer, down-and-out chariot racer, and luckless do-gooder who has found himself displaced by time, Conall Kelembrey-Stareye has a remarkably well-adjusted outlook on life in the face of great misfortune. A young man of Kellid ethnicity, Conall was born in the region once called Sarkoris, but now better known as the Worldwound. No mere descendant, Conall was born in the time period leading up the catastrophic opening of the tear in 4606. At the time of that world changing event, he was a youth in his mid-teens, used to racing through countrysides on the back of chariot, living carefree and in the moment as he pleased. Naturally, that all changed when the Abyssal hordes spilled forth into the land and all the Sarkorians who valued their lives were forced to flee. Conall's parents, members of a druidic order, attempted to escape through secret portals between planes, but when he traversed those strange eldritch gates, he was instantly separated from his family and lost within the alien plane known as the First World.
He was guided through that wondrous realm by an expectant entity, a woman in black known only as "the Teacher." She stated that his presence there was "too early," and with her help he eventually found his way back to Golarion, but when he did a disproportionate amount of time had passed since his departure. He soon discovered the fate of his homeland and feared that he was now truly alone. However, in a kind twist of fate, Conall was discovered and adopted a nomadic family of fey-worshiping elves who felt the tinge of the First World upon him. Combining their lessons with what he had learned from the Teacher, Conall became a capable individual, but his full potential was always locked away behind a sense of restlessness and unease. By the time he had reached his twenties, the young Sarkorian felt the need to strike out on his own, taking with him two of the distinct branched spears used by his adoptive family. In the years since, Conall has idly roamed the lands of Northern and Middle Avestan. Wherever possible, he ekes out a modest living as a chariot racer and gladiatorial athlete, but his pursuits have been short lived and met only with mixed success. When not engaging in sporting completions, Conall makes ends meet by selling his spear-arm as a bodyguard or adventurer for hire, his only rule being that he won't take any underhanded or malicious contracts. It is clear, even to himself, that he is stagnating when he should be thriving. Conall is lacking the spark, the impetus to action, which would allow him to meet his full potential. But such a thing is not easily found and so, until such an impetus arrives, he has continues to wander aimlessly, hoping to at least make some kind of positive difference wherever he goes in his pursuit of self-worth. Appearance:
With a height of 6 feet and 3 inches, and weighing in at about 155 pounds, Conall is about average for a Kellid man of his age. His skin is lightly tanned, but less so than most Kellids. He has longish black hair which is combed back in a rough fashion and his eyes are an ultramarine blue. Though not overly attractive compared to some, his hard-cut jawline and youthful angular features have attracted suitors from time-to-time. He has lean athletic build, which is suited for directing power efficiently, rather than in excess.
Conall's attire is fairly simple. He usually wears dark brown linen pants with black riding chaps and boots worn over them. On his chest he wears a range of green-to-blue shirts which he fits his brown leather armor over. He leaves his arms largely exposed and unhindered, preferring only forearm guards of teal painted-leather. He keeps a shortsword and dagger at his belt, along with his sling and stone bullets. He caries his two spears in linen shawls which he can sling over his shoulder, although the greenspear's case also has a lead lined cover for the head. The greenspear has a black, darkwood shaft and spearheads of deep green viridium. The secondary spearheads wrap around the shaft, spiraling up and around it before finally splaying outwards and terminating in thorn-like points. The regular branched spear is designed in the same way, but is made of ash and steel instead. Personality:
Affable, but distant, Conall is constantly on the move. When not preoccupied by earning his coin, Conall tends to act on his whims, always keeping an open mind to new experiences and cultures. Although he has yet to find his own place in the world, Conall finds joy vicariously by observing the lives of others on his travels. Although he has seen a great deal of ugliness and cruelty in those travels, on the whole he has come to believe that most people have good in them, even if they aren't good all the time. Because of this belief, he prefers to give strangers the benefit of the doubt, hoping that the trust he puts in them, will help them to trust in themselves and fundamentals of right and wrong. This sometimes leads to Conall being taken advantage of, or disappointed in some other fashion, but as long as the situation doesn't end in violence, he typically does not allow the experience to embitter him overmuch.
Conall finds it difficult to turn his back on a bad situation, but understands that saving everyone is not possible for a mere mortal. Furthermore, one good act in the present, may provoke a greater evil in the future. This principle is not used as an excuse for inaction, but as a reminder to always think through the potential the consequences of his actions, instead of acting thoughtlessly. That said, Conall has a weakness for tragic cases; situations wherein a person is a victim more of fate than the consequences of their own choices. In such situations, he is much more likely to act on emotion, rather than reason. Likewise, a threat against Conall's friends or loved ones also causes the Kellid warrior's composure to slip, bringing bloody thoughts and deeds to the surface. Although Conall prefers to avoid bloodshed, he does not hold back once violence becomes inevitable. He follows the warrior tradition of his forefathers, and does not give quarter once engaged in lethal combat. He has no moral qualms about battles to the death, so long as both parties are acting of their own will. He sees through such battles to their blood conclusion, both as a point of pride and as a sign of respect. Besides, Conall is not so certain of his own skills that he believes he can pull his punches in a serious battle and still survive himself. In his mind, once an enemy attacks him with the intent to kill, then that person has also accepted the possibility of their own death. If an informal battle ends with the assailant still living, Conall may what he can to preserve their life (or grant them a mercy killing to curtail a long painful death), but those who do perish are considered to have simply faced the consequences of their own decisions. Even with his life on the line though, Conall avoids making use of the greenspear. The toxic effects of the spear's blades are terrible to behold, and typically he would not want even his enemies to suffer so. Nevertheless, when Conall senses that a pivotal battle is upon him, he utilizes the greenspear without hesitation. It is a finely crafted weapon and and he would be a fool not to use it in battles where he feels that he may be outclassed. To minimize the negative effects of the greenspear, Conall always carries a vial or two of antiplague on his person. This is used for the circumstances wherein an opponent does not perish from their wounds, but has succumb to the weapon's toxic effects. Rarely he might use the concoction for his own benefit, but it's primary use is to aid others. Conall refuses this courtesy only to his most hated opponents; those with no apparent redeeming features, circumstances, or dignity. Conall regards all evil outsiders (whose lack of moral agency precludes empathy) as monsters to be destroyed, but he holds a special hatred in his heart for demons, due what their kind did to Sarkoris. Campaign Connection: After having lost a few too many more horse races than than he won at the Serpent's Run in Magnimar, Conall has once again found himself nearly broke and in need of a change. Hearing of a festival which is to take place in nearby Sandpoint, Conall joins a trade caravan as a guard so that he can check out the small frontier town for himself. Putting up his cherished greensspear as collateral, Conall arranges to receive his pay in advance so that he can settle his remaining debts with proprietor of the Serpent's Run, Jorston "Axetongue" Droaeb, before he leaves. Disheartened by his failure at the Serpent's Run, Conall is looking forward to taking some time for rest and relaxation before he decides where to go and what to do next.
Awesome! I've updated my character's appearance and will finish up with his personality and reason for being in Sandpoint as soon as I get the time tomorrow.
I am interested and working on a character named Conall built around the elven branched spear and inspired by Celtic myth. He'd start as an unchained rogue, but quickly transition into brawler or fighter. I've got most the crunch and background finished. Just need to work on appearance, personality, and campaign connection.
An idea for a vishkanya unchained sanctified rogue who venerates Apep and Wadjet in equal measures. Stat Block:
Verg Mora
Male vishkanya unchained rogue 1 (sanctified rogue) N Medium humanoid (vishkanya) Init +6; Senses low light vision; Perception +6; +1 to locate traps Languages Common, Vishkanya, Vudrani, Osirion DEFENSE
OFFENSIVE
STATISTICS (20 point buy)
Background:
Known as "that odd snake-man" by the denizens of Bargetown, a year of patient waiting is finally at its end for vishkanya rogue, Verg Mora. Verg is the son of vishkanya smugglers who made their living by ferrying contraband from Garund to Jalmeray, on behalf the more eccentric (or enterprising) nobility there. His parents would often talk about the splenders of Jalmeray, but as someone who had only ever seen the "Impossible Kingdom" from the deck of a barge, it held little interest for him. Instead, Verg did his best to learn his parent's trade and he had little hope of ever aspiring to be more than a smuggler himself.
For better or worse, Verg's fate was altered upon the arrest of his parents by the Osirion government for, naturally, the crime of smuggling. Only a youth at the time, Verg was seen as unrelated and turned loose onto the streets of Sothis. Abandoned, and left to his own devices, Verg was forced to augment the already shady teachings of his parents with a variety of other unscrupulous talents in order to survive. Fortunately for him, Verg was saved from a life of petty thievery when a traveling river cleric of of Wadjet who caught the boy attempting to make off with her magical feather token. Startled when she discovered that her would be thief possessed finely scaled skin and the burnish gold eyes of a snake, the cleric took it as a sign. She offered Verg a better life as her ward and he seized upon the opportunity immediately, if only to rob the cleric sometime later down the road. Much to Verg's surprise, he quickly came to respect the cleric and her deity, the snake-headed Wadjet. Verg found himself obsessed with learning more about the goddess whose features were reflected in his own. In so doing, he also learned of the other old gods of Osirion, taking particular interest in Apep, the Devourer of Dawn. Although the river cleric had cautioned Verg strongly against become too interested in Apep, the vishkanya youth quickly came to consider Apep and Wadjet as two sides of the same coin and venerated both equally as dualistic aspects of nature. Upon reaching adulthood, Verg struck out on his own, hungry for knowledge and artifacts tied to his chosen deities. He has explored several minor tombs across Osirion, but has yet to make a substantial find. When rumors arose that the necropolis at Wati would soon be declared open for exploration by the Ruby Prince, Verg ventured there immediately. A year too soon as it turned out, but at the onset of the campaign his patience has finally been rewarded as lotteries are opened for the opportunity to explore the necropolis of the Half-Dead city. Appearance and Personality: Verg stands at about medium height (5'8") and weights just a little over 140lbs, making him quite light. He has a very lean, but fit build, like that of an acrobat. His "skin" is about the same dark pigment as most Osirians, which would help him to blend in if not for the stripe of darker, black scales traveling down the length of his back, forearms, and legs. he has long black hair, which has been braided into three long dreadlocks each adorned with small golden ornaments at the end. As described above, his eyes are golden with slit pupils like those of a serpent, accentuating his already sharply defined facial features. Whilst in combat, Verg favors loose fitting studded leather armor. Outside of combat he dresses sparsely, as the men of Osirion often do.
Since his chosen deities sit at polar opposite sides of moral spectrum, Verg does his best to maintain a neutral, balanced outlook which encourages good, but accepts evil, seeing both as natural. Verg does not take issue with most illegal acts, and even still partakes in smuggling from time-to-time, but prefers to avoid violence whenever possible. The sight of papyrus marshes bring peace to his heart, while dark shapes underneath the water excite, and thrill him. This sensibility follows him into his everyday life. Though measured and introspective in most settings, the presence of danger, and the unknown potential it may hold, invigorates Verg and spurs him to action.
My concept for a one-armed aasimar inquisitor of Ragathiel come to Numeria in hopes the the strange technologies found there might once again make her whole. Stat Block:
Lucrezia Nim
Female aasimar (angelkin) inquisitor of Ragathiel 1 (sanctified slayer) LN Medium outsider (native) Init +3; Senses darkvision 60ft; Perception +7 Languages Common, Celestial, Hallit DEFENSE
OFFENSIVE
STATISTICS (20 point buy)
Background:
If one were to ask Lucrezia Nim where she was born, they would find the stern faced aasimar woman at a loss. All Lucrezia knows is that she was very young when she arrived in the Mendev port city of Egede by ship. Lucrezia had never met her father, if there even was one, and she did not know her mother long before the woman met with an untimely end. It was only through sheer happenstance, or some twist of fate, that the young girl was discovered by the two world-weary crusaders bearing the surname, Nim.
Lucrezia's silvery hair and luminescent eyes betrayed a heritage touched by the divine and the Nims praised the gods they worshiped for guiding them to the little aasimar girl. Over the next thirteen years Lucrezia lived with, learned from, and deeply loved her foster parents. Mendev was a nation of crusaders, and though mother and father Nim were well past their prime fighting days, they worked tirelessly to train Lucrezia, both physically and mentally, to one day serve in the ongoing crusade. Lucrezia took to her training with a combination of pride and delight. Though she frequently saw the effects of the war on the battered and sometimes broken spirits of crusaders sent to Egede from the front for recuperation, Lucrezia was not deterred. In response to their suffering, she came to admire the venerated the fighting men and women of Mendev all the more sincerely. It was this child's fantasy that preserved Lucrezia's soul, more than anything else, when she suffered the greatest betrayal possible. On her eighteenth birthday, the Nims finally revealed to Lucrezia the true reason for which they had been training her. Her destiny was not to become a proud crusader, a shining paladin to serve as a vessel for justice, but instead to become a vessel for evil itself. The Nim family were actually agents of the Abyss, won over to the its side decades ago when they still served on the front lines. While they had spun countless plots to destabilize and demoralize the crusaders of Mendev over the years, nothing was to compare to what they had planned for Lucrezia. Having honed the aasimar women into a formidable warrior they sought to use her body as a conduit for a terrible demonic power. Lucrezia was branded with the demon's foul marks and underwent a series of mortifying rituals which culminated in a demonic left hand, the first step of a greater transformation. Lucrezia's strength of will, and divine heritage, allowed her to resist the corruption for a time, but the Nims knew that the more virtuous the individual, the more transformative and tremendous the fall. When her soul finally reached the point of breaking in the face of daily humiliation and despair, Lucrezia heard a voice. The voice seared her brain and made her cry out in agony, but the words were not spoken with a guttural, demonic tongue, but instead boomed with clarion might and fathomless empathy. As she had suffered, one desire had come to outweigh all others in her heart: vengeance. A need for vengeance for wronging her so and for betraying the ideal upon which Mendev was supposed to have stood for. Without realizing it, Lucrezia's desire for vengeance had become a prayer, and it was the Empyreal Lord Ragathiel, General of Vengeance, who responded. He told Lucrezia that she need only "cut loose the corruption" to be saved. It was nighttime, but dawn would soon arrive. Before the breaking of first light, Lucrezia escaped her quarters (ironically, a feat made possible due to her demonic arm) and seized the bastard sword that her "father" had once used in the crusades. I need only cut loose the corruption, Lucrezia told herself over and over. The growing tension and madness of what she was about to do almost defeated her resolve, but in the end, the corruption was indeed cut loose. In that moment, Lucrezia Nim became a servant of Ragathiel. A holy flame cauterized the wound and the voice of the divine once again filled her mind, though this time the burning sensation had been subdued. It told Lucrezia that she had emerged victorious from one of the greatest battles of her life, and that it was now time to take her reward. Lucrezia's vengeance was more gratifying than all of her childhood fantasies combined. When the Nim estate lay smoldering behind her, she knew that she was finally home. Not long afterward, Lucrezia was located by other servants of Ragathiel and welcomed into their ranks. Although she had triumphed over the evil, the trauma of the event had left deep scars. Lucrezia no longer possessed the purity of mind required to be a paladin, but there were other roles suitable for one of her temperament. Mendev's cause was just, but too often the zealous fervor of its protectors lead to the suffering of innocents. Lucrezia was charged with seeking out and rendering true justice. The presence of demonic worshipers was a betrayal and, as an inquisitor of Ragathiel, Lucrezia was ordered to take vengeance against any and all such traitors. However, persecuting innocents by way of baseless accusation was also a grave sin. In order to promote the ideal of justice, Lucrezia hunted heretics of all stripes, regardless of whose side they claimed to be on. She has served faithfully in this capacity for several years at the beginning of the campaign. Campaign Connection:
Having recently been granted a temporary leave from her duties in Mendev, Lucrezia has set her sights on Numeria. Her primary objective is to investigate the curious technologies rumored to exist there, in hopes that they might somehow be able to restore her lost arm. Certain that her investigation will put her at odds with the infamous Technic League, Lucrezia knows that she will need strong allies at her side. Instead of heading directly for Starfall, and risking facing the League without support, Lucrezia has departed from Medev by boat with the intent of sailing down the Sellen River to the town of Torch. Since Torch is largely independent from the League, she is hopeful that it will serve as a suitable location to plan her next course of action. Personality and Appearance:
Lucrezia is an aasimar, the byproduct of mortal and divine intermingling. As a result, she possess a classical beautiful in the manner of most angels. This is most strongly expressed by her silver, shoulder length hair, and gemstone-like eyes which seem to exude a faint light all their own. She is tall by most measures, standing just below six feet.
She wears a black, silver lined long-coat, with steel plates riveted to the inside, similar to a brigandine. The coat comes equipped with a hood which she prefers to keep up at all times to better obscure her divine nature. The left sleeve either dangles uselessly, or is pinned to the shoulder to keep it from getting caught up in anything. Lucrezia has come to believe that Ragathiel is her true father and seeks to become a perfect instrument of vengeance at his disposal. She holds herself to a succinct, but strict, code of pragmatism and restraint. Her code is not one of ethics, but principles. Lucrezia does not wage holy war against the forces of evil to save others, but rather to act as agent of karmic destiny. A necessary and autonomous response facilitated by the gods when someone is wronged. Her actions may benefit the wronged and the suffering, but this is not their end goal. Doing any more than meeting out divine vengeance is considered above and beyond her code. If she does make the extra effort, it is likely for pragmatic reasons, rather than sentimental ones. That said, Lucrezia does find it heartening when another finds the internal strength to find salvation on their own terms. Lucrezia will always seek avoid senseless conflicts whenever possible (though she does not hesitate to defend herself from external threats). Although a powerful fury dwells deep within her heart, and she would relish the chance to lash out in vengeance against all the evils of this world without reserve, Lucrezia believes that the pursuit of just vengeance should be surgical in its application. She considers any actions of her own which cause others to suffer to be failures. This does not mean that Lucrezia desires to represses her anger. Instead she uses the strictures of her faith to forge her anger into a a weapon. One that will bring destruction to her enemies, rather than to herself. Lucrezia understands that she cannot administer justice in every circumstance in which it is called for, but she has vowed to remember each cause and, in time, see to them. Furthermore, she understands very well that the advantage is to be had in numbers, and she is used to working with others to achieve a common goal, even when her personal beliefs do not align with those of her companions. In the down periods between missions, Lucrezia's humanity frequently catches up with her, and she is prone to experiencing weariness in the face of her responsibilities and frustration at her handicap. She most often uses R&R time to teach herself how to overcome the most recent limitations she has encountered. Lucrezia has no contacts who posses miracles strong enough to restore her missing arm. Even if she did, Lucrezia has doubts about whether or not holy healing magics would respond to one previously tainted by demonic flesh. As a result of these doubts, Lucrezia's mind has often drifted to the neighboring nation of Numeria, and the stories of the impossible technology quarantined within it's borders. Party Role: While she is capable of using intimidation when necessary, Lucrezia is not likely to be the face of any party she joins. Unlike most aasimar, who possess an almost innate personal magnetism, Lucrezia can be somewhat harsh and difficult to relate with. She trusts no one at face value except those who are demonstrably in the service of a good aligned deity, and even those she keeps a wary eye on. Lucrezia knows better than most that that even the most upright can fall.
Where she fails in social graces, she makes up for with keen insight and solid tracking skills. Lucrezia has tirelessly honed her ability to scrutinize the intent of others ever since the day she was betrayed by her foster parents, and the fruits of her labor show in her cold, piercing gaze. In combat, Lucrezia is capable of serving as a front-line fighter, but she prefers to leave that task to heartier warriors whilst she studies her opponents, searching for the most effect means to strike them down. When placed at the front, she prefers to activate her strongest divine boons right away, hoping to end the conflict quickly. When allowed greater freedom to engage enemies, she rations her magical talents and relies more on her keen insight, studying her targets intently before moving in for the kill. |