Things are speeding up! I think that is a good sign.
@DMDM ufffff if guys knew how attractive real competence is there'd be a *lot* more of it. Cmdr Hooke sounds just fine :)
On underlings: yes, the Nexus NPC is from the rulebook and he'd be one of Sasha's underlings and her contact for the Nexus when she needs to get in touch with them. Bodie and Stuggs sound *great!* I think Sgt Ada Stuggs is exactly the type of working class middle aged woman that the ruperts who think they run the army look down on, which makes her very useful to Sasha. Instead of leverage though I think Sasha did something *nice* for Stuggs which gained her loyalty. Maybe Stuggs son was injured in an accdient - the sort of injury you never wake up from - and Sasha made sure he was put on a ventilator and is made comfortable somewhere? Stuggs goes to visit with him on her day off.
@Nightfiend/Deigon - I like it! Sasha can't get hold of the liqor from Deigon's homeland but she makes a real effort to get reaasonably close using artificial colours and flavours. Wooden barrels are in short supply on a starship :)
(the personal touch in action)
DM_DM wrote:
Playing Both Sides allows you to "consort with a dangerous faction". Pick one or two dangerous factions that you might consort with; you can either use a faction from the book or create one.
Lets' go with 3 for maximum excess, not doing anythign by halves.
The Nexus: Morgan Kinnard is one of her underlings. She's ok with what he gets up to and it gives her an "in" with a group of useful peple. She's told Morgan very nicely that if he gets caught and tries to dob her in then he and his lovely wife - it's their anniversiry soon, right? Why doesn't he take her soem of these, Hydroponics sent them over this morning and I know how much she lieks strawberries - will end up floating in the hard vacuum of space.
(the personal touch in action again)
Unity: they're opposed to the military so they can go places and get things that Sasha can't.
Intelligence: they need a name which I'll leave to you. Their NPC boss is proabaly the answer to Who thinks I’m a dangerous liability? I think the reson they haven't done anything is that Sasha really *did* pull out all the stops in the recent emergency and things would have gone much worse if she hadn't been there to help. There's also a bad and mutual case of UST - everyone can see it but neith of them is able to let their guard down enough to let the other one in close.
(the whole point of UST is for it to *stay* UST - as far as Im concerned nothing will happen here)
DM_DM wrote:
Quote:
Sasha is in logistics - if this is a miltary game she's the quartermaster, if she's a civilian then she's in charge of supply.
Right now it's three pilots and you, so...
OK, Sasha is military. She did basic training and then got somewhere comfy pdq. She has no real skill in fighting (Raw -1, Hard 0) so if this is a combat heavy game she will die quite fast. In terms of her rank, I think she's at least a Captain - there's no way you'd put a green LT in charge of importatn things!
Sasha Maran, Gemini Influencer +1 Smooth, -1 Raw, Playing Both Sides, Teh Personal Touch.
Sasha is in logistics - if this is a miltary game she's the quartermaster, if she's a civilian then she's in charge of supply. You need it, she finds it & gest it to where it's needed. Yes, she skims a bit off the top and OK, yes the sides and probably a bit off the bottom too but our days are numbered and she's going to live it up a little - the apocalypse doesn't need to be uncomofortable. Sure, her cigar smoke clogs the air filters - but the head of engineering's niece gets chocolate (REAL chocolaote) on her birthday without fail. And sure, the boffins in resarch might get annoyed that so much of their ethanol ends up being "diverted" to the bar Sasha runs (don't ask about her unlimited-stakes poker table, it's invitation only) - but when the lab containment failed, who was it that went 72 hours without sleep and called in every favour she had to maek sure they got all the hazmat suits, reactor shielding and iodine tablets they needed? That's right, and don't you forget it - because Sasha certainly hasn't.
I'm going to throw these questions out and see if anyone wants to chip in, no harm if not.
*Who suspects I’m up to something? What aroused their suspicions?
*Who owes me for something? What was it?
*Who needs me, warts and all? What recent indiscretion have they overlooked?
*Who thinks I’m a dangerous liability? Why haven’t they taken action yet?
(I'd prefer this one to be an NPC)
3) Answer at least two of the Relationship Questions at the end of your playbook. These are questions that tend to flesh out your PC and develop relationships.
I'm still thinking about who I want to play, but I just wanted to check somehting. In Apocalype World, the questions are there for you to ask and for the other players to answer - it helps create backstory and a sense that you're starting right in the middle of things. Like for the Gunlugger (Jayne), 1 question is "Which one of you once left me bleeding, and did nothing for me?" And you'd maybe expect the Battlebabe (Zoe) to answer that - and it gets really interesting when the Angel (Medic, Simon Tam) does instead, like *why* did the medic leave you bleeding?
Is it meant to be the same thing in this game? I cant tell from the rulebook.
As long as I'm allowed to immediately kill the Gaius Baltar expy I might be interested.
I've played in DMDM's games before - you might get to kill a Gaaius Balthar expy but there'll be sevral more you won't find. Plus, if I'm reading it right, the Scorpio playbook lets *you* be the traitor. Fun times for a devious DM.
I could be sold on this! It's got elements similar to band of blades, but with more of the fun stuff and less of the less-fun stuff (from my POV, anyway.
I like the Apocalypse Worlsd system, although normally you get at least one stat at +2 or even +3. Having jsut one at +1 and the rest at 0 or -1 seems like a *big* redesign. I'd be interested in seeing how it plays.
It's the smell that hits you first. The salt spray of the sea, of decaying seaweed. Water - real, imagined, hell who knows - laps around your feet as it rises out of the paveing stones, gathering itself together in a tidal wave that knocks you all down, leaving you breathless and spluttering, eyes stinging from salt water. Bone by bone, scale by scale and fin by fin the houses fall away from you, tubmling to pieces as the leviathan shrugs them away, hausling itself back together. Eyes - many eyes, too many to count - glare at you from squid-like sockets, darting this way and that as the beast shakes itself back into being. Several pairs of hinged jaws open vastly wide, as if to swallow you all.
Or it could just crush you beneath its vast bulk. So many options, so little time.
Wow, that is a *graet* description of the gaem! I'm definitely interested.
I've never played 40K but my borther was very into the toy soldiers - if I jsut shout "death to heretics and aliens" I'm prsumably going to do ok? XD
Atlas and I were in a game taht had a similar grimdark feel to this one, I might bring that character back. She's a military scout and sniper, and I played her as basically like a Russion in the scorched earth battle/retreat from WW2. Would a character like that fit in here?
Yes, the "flavour" you pick hugely influence the game as a whole: if you go smugglesrs, you're playing Firefly, if it's up against the Hegemonony you're moer Star Wars and if you pick the third option you're plaing bounty hunters and I don't have a refrence for that.
(I'm not dotitng in to join recruitment, btw, just to follow along - although if you end up a player short, I'd happily jump in!)
I missed the post about skills, I will think about those and add them later. As for a title, I agree with Phntm888 that "Adventures in Gladden Vale" or suchlike wokrs for me. Perhaps "Short-lived Aventures in Gladden Vale" would be more appropriate given that most of my characters onyl have 1 hitpoint!
Glad you liked it! As someone who's only ever played under the system that has a GM, it was a bit mind-blowing, but I'd love to try some "D&D improv" and see how it goes :)
I'm very happy for you to do the hard work of establishing the setting and rearrrange the backstories as you need to!
I'm interested! I like your ideas although I think a hight mortality rate means using a single alias and running each of your PCs from that alias. I especially like your idead of "rotating" GM stints and would be interested in taking it even fruther. Have you read this artilce? It talks about every player being a PC *and* every player being the DM, basically sharing the narration of what happens. It makes somet things like murder mysteries or puzzles more difficult but I gotta be honest, I don't remember the last time an AP covered a puzzle or mystery.
I also like doing away with Vancian magic. Why not have a system where you tell the group what you're trying to do (blast/battlefiedl control/utility (hide, fly, etc)) and make a Spellcraft roll and have one of the other players tell you what happened? The highr level you get, the more you can accomplish but you aren't having to worry about spell slots, 15-minute adventuring days or other things.
Anyway, character geneartion. how many will survive?
Alice is a foundling at the local temple. She is in religious training, but favours the sword over the sermon. She could end up as a cleric, but is more likely to end up as a paladin. She only has 1 hitpoint though so she'll probably end up a corpse.
Bea is smart, but clumsy: she had a difficult birth and her legs and arms dont alwasy do what she tells them to do. She was sickly as a kid, and spend most of her days indoors reading rather than playing with the other children. She lacks social skills but the local wizard has taken an interest in training her.
Dawn grew up as the oldedst daughter of the village mayor, horribly spoled but well-educated - and rich. Unfortunately she's never suffered more than a stubbed toe, and when the goblins riaeded she was one of the first to fall to their dog-slicers.
Side quest is best quest. I was thinking about a Dwaft Wanderer, originally from the Iron HIlls but now on this side of the Misty Mountains due to a curse of exile (her great-grandfather disgraced the family name for doing something I haven't decided yet). If you're tracking stolen dwarfven weapons that actually fits quite nicely!
I will come up with an alias and other stuff later today. I see you're at 7th level. What have you given out in terms of enchanted items or other treasure? And have you offered extra cultural virtues or woud I have to take that instead of my 4th level +2 stat bonus?
Atlas/Thorgrim indicated you have an opening for another player. I'm flattered to be thought of, thank you :)
I will get to reading what you have been up to, but it looks like a LOT of posts! What are you missing or could do with in terms of support? I played a Slayer in another Middle Earth game but I disocvered not only that they are a bit too good in combat, they aren't that much use out of it.
I like the fact that everthing I need for gaming is on a single website, so I'm goig to drop out. It looks like you already have some great applications (Hi Itzi! Hi Brainiac ^_^) and Im sure you'll have an amazing game :)
OMG I love this AP! It has alwasy been the one that got away from me, becuase my tabletop group died before we could do much with it. I'd love a chance to play it now.
I'm not going to lie, I'm currently in the middle of another recruitment so I will see what happens there before I get too much further with this one, but I'm definitly interested! Thank you for offering to run it, and I will think about possible Story Feats (they're great and they never see enought use, IMO).
EDIT: ok, that was slightly a lie as I'm definitely going to put a character together for this game regardless of what happens in the other recriutment. But it might be a day or 2 before this gets my full atetntion.
I'm interested. I think I'll hold on to Karina for now in case another Kingmaker game comes up, so I'm thinking an arcane type - wizard or arcanist, I can't quite decide. She's local and she enjoys the fact that the town is a bit of a moral cesspool: she's not evil, but she's amoral neutral at best. I like the Little Bird Told Me trait, and if I combine that with high Int and Knowledge: local (unless theres a Lore skill you'd recommend for that?), that would give me someone who has her ear to the ground, but isn't necessarily trusted.
Maybe that's one reason she's gone into the adventuring business? Things have got a bit hot for her recently, she's traded information she wans't supposed to have and now she needs some cash to get out of town. I've still got some thinking to do but I hopte that gives you some food for thought. Feel free to make comments and suggestions :)
I am interested! I've played a lot of Blades in the Dark in my tabletop group and really enjoyed it, but never played Band of Blades so it might take me a while to get used to the differences. I've read up on the playbooks so could put a character togehter fairly quickly.
What are you missing and/or in special need of?
EDIT - Nvm, I see you have a heavy, a sniper and a medic. I could put together a scout unless you think there's a need for something else?
Hi Decimus Observet, thanks for your comments. As a player I appreciate not having to track my status! (PbP is good, but keeping track of stuff is a lot more effort than at the tabletop, having to go in, click 'edit profile' and update and then click save. It means that character profiles are almost always out of date so you don't know who is at death's door and who is doing fine.) I will see if I can run the game and keep track of people's status at the same time. If it's too much work, I will put it back on you but then you will all have to keep your profiles up to date.
I have no issue with the slayer (I'm playing one!) and I don't think any of the classes are "broken". My main worry is if there's a combo out there I don't know about that coudl create balance issues.
I'm not sure about palying dwarves in this campaign, though. They arent' that well liked by Woodmen or Elves and I don't want to give too much away but there is a very good chance that the party will end up fighting against dwarves at some point (it makes a change from spiders). I really don't want to be the GM who says "no don't play that character, pick another" - but the theme and tone of this campaign aren't well suited to dwarves. Are you absolutely set on playing one? If so, we can make it work, although your character probably needs something to fight for rather than just something to fight against.
(The above goes for overly-talkative high elves with a love of Shakespear, too: not my preferred option but if you're set on it I will make it work (through gritted teeth))
I don't plan to run this right away - probably aim to start mid to late September - but it's worth discussing what we want out of this game before we start.
Firstly, I'm new to GMing so please make things reasonably easy for me. Don't pick powergame combos (if there are any) and please will you build characters tied to the setting so I don't' have to contrort like a pretzel to explain why someone from Minas Tirith has ended up with the Woodmen. I'm willing to accept characters from in and around the area so you don't all have to be Wood(wo)men, but the more of you there are, the more the party is tied into the setting.
As for the setting, you can expect it to be mainly based in the woods. The Evil woods. You will want to stay away from heavy armour and even if you don't put proficiency into Stealth, you will want some sort of Dex bonus. Trust me when I tlel you that there are some things out there you will NOT want to fight. Sneaking is a valid option, whatever Sam Gamgee might tell you.
I like the way our current ME campaign has house-ruled Inspiration into points, rather than binary yes/no. I've certainly used Inspiration more than I would otherwise and I think that's true for you as well. I'm therefore going to steal the idea unless you tell me that you hate it.
i'm also torn on how to track hit points, shadow points and other things. Would you do this yourselves, reliably? Or are you goint to want me to do it the way our current ME campaign does, where the GM tracks evertying?
I will put more thoughts here (and build a GM alias) as and when. You should also add your own comments and questions.
EDIT: one immediate thought is on posting rates. I work in a lab (at least I do until we go back into lockdown again) so there are some days I can't post. Other days, I will be able to post several times a day. I don't expect daily posting but if you can post reliably several times a week, that should be the requirement.
(I have adapted this from the intro to the campaign setting)
When Bilbo Baggins went There and Back Again, the worst he had to contend with at home was the Sackville-Bagginses stealing his spoons. Frodo went to Mordor and returned to find the Shire wounded, but he still left a place of comfort and safety to travel far into danger. In the Mirkwood Campaign, you do not have the same luxury. Danger is not over the Misty Mountains and far away – it is right outside your door. What is threatened by the growing Shadow are your homes and your way of life.
The Mirkwood Campaign is the telling of a long defeat for the Free People of the North. By the time of the War of the Ring, Mirkwood is again a place of horror. The Woodmen are barely mentioned and may be scattered or destroyed, Beorn and Radagast are gone and the Woodland Realm is isolated. The Shadow returns to the forest, and Dol Guldur is restored to become the starting point for large-scale attacks against Lórien and the Woodland Realm.
The Mirkwood Campaign places you in the middle of that coming war, alongside those who fight the shadow that threatens to engulf the forest and subjugate all those who live near and inside it. Can you change what has been written? Will you succeed in weakening the power in Dol Guldur and protecting the folks that live in the forest? Even if the forest is lost, can you save your own families and friends from slavery and death? Can you preserve the treasures kept by the Woodmen? Can you salvage something from the ruin? Your characters may not live to see the downfall of the Enemy, but they can give hope to the future.
The emphasis of the Mirkwood Campaign is on personal tragedy. The campaign works best if your characters have a stake in Mirkwood. Ideally, most of your characters will come from the Free Folk who live in or around the forest – either Wood(wo)men, Beornings, perhaps even a Silvan Elf. Over the course of the campaign, you will be offered the chance to invest in your communities, to establish and tend to Holdings, to make friends and allies, possibly even to become leaders in your communities, marry and have children.
Then, with a kin and a hearth to defend, it will be easy for me to threaten all they stand for.
My character is now complete, and I have posted Aisling’s character sheet below along with a more some more details to her description and background, such as why she refuses to cook eggs and the nature of her tattoo.
In terms of combat, Aisling’s role is about as subtle as she is: get up in people’s faces and use dual-wielding to cut them down, relying on her smite’s deflection bonus to AC and lay on hands to keep her in the fight.
Paladins have acquired something of a bad reputation, partly due to older rule systems and partly due to a history of gamers playing them as Lawful Stupid, so it’s probably worth saying that I’ve zero intention of playing Aisling that way. The G is more important than the L: being Lawful means that she tells the truth, keeps her word, and is able to put the collective good ahead of her own individual wants (OK, most of the time). She has no intention of forcing her views or beliefs on anyone else.
Character sheet:
Aisling Weylund
Paladin (Tortured Crusader) 5
LG Medium humanoid (human)
Init +2; Perception +11
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Defence
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 Enhancement, +2 Dex)
HP 44 (d10, +1 Con, +5 favored class)
Fort +6, Ref +4, Will +9
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Offence
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Speed 20 ft.
Melee +1 Sawtooth sabre +9 (d6+4) OR +7/+7 (d6+4/d6+2)
Ranged Composite Shortbow +7 (d6+3)
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Statistics
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Str 17, Dex 15, Con 12, Int 10, Wis 16, Cha 10
BAB +5; CMB +8; CMD 20
Languages: Common (Taldane); Abyssal; Celestial; Draconic; Elven; Goblin
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Feats
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Human Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Level 1 Intimidating Prowess: Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Level 3 Exotic Weapon Proficiency: Choose one type of exotic weapon, such as the spiked chain or whip (Sawtooth Sabre). You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Benefit: You make attack rolls with the weapon normally.
Level 5 Dual Enhancement: You can enhance two weapons, or both ends of a double weapon, with a single act.
Benefit: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon. All weapons affected must be in hand or otherwise wielded. Any enhancement bonus you add to one of your weapons gets added to both automatically, but weapon special abilities must be accounted for separately. For example, if you can enhance up to the equivalent of a +2 bonus, you could give both your weapons an additional +1 bonus and apply the keen special weapon ability to one of those weapons.
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Traits
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Influence (social): Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Hard to Kill (combat): Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Bitter (drawback): You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
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Adventuring Skills
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Total skill ranks: 5/level (4 Paladin, 1 Human) plus 2 BG/level
Heal +9 (3 ranks, +3 Wis, +3 class skill)
Intimidate +11 (4 ranks, +3 Str, +1 trait, +3 class skill)
Perception +11 (5 ranks, +3 Wis, +3 class skill)
Ride +6 (1 rank, +2 Dex, +3 class skill)
Sense Motive +11 (5 ranks, +3 Wis, +3 class skill)
Stealth +6 (1 rank, +2 Dex, +3 class skill)
Survival +7 (1 rank, +3 Wis, +3 class skill)
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Special Abilities
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Torment: A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands. This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. IIf the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
All is Darkness: Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite. This ability replaces detect evil and divine grace and alters smite evil.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Alone in the Dark: Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount. This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Second Chance (Su): At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level. When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands. This ability alters lay on hands and mercy.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
*Sickened
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list . A paladin must choose and prepare her spells in advance. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Aisling was born, she supposes, in Korvosa – or at least, that’s where the orphanage that took her in was located. She never knew her parents, and has never thought to try and find them. Her “family name” of Weylund is one she took herself, after being told that it was an old word meaning traveller in some language or other, she can’t remember which. (She decided at an early age that she was going to see the world.)
There are many horror stories to be told of orphanages, but Aisling was spared these. Instead, she was raised by Sarenites and her childhood was largely one of being cared for. Her own horrors didn’t start until she was called to the Dawnflower’s faith as a paladin. What should have been a routine patrol within the edges of the Worldwound turned into a pitched battle, and then a massacre. She doesn’t know to this day how she survived when warriors with more experience than her perished, or worse. But even though she survived fighting demons, she still picked up up scars of her own, visible and invisible (she can still remember the stench of the Dretch demons, and even now the smell of cooked eggs – however fresh – makes her recoil). Six months after that incident Aisling was deemed no longer combat-ready.
In truth, it was meant as a kindness but she saw it as a rejection. Stumbling away from the Mendevian Crusade, Aisling cast her bright-bladed scimitar and emblazoned shield into the nearest river. Watching them sink didn’t give her nearly the satisfaction she’d thought it would. In need of coin, she signed on as a caravan guard and it was here that she found that Sarenrae still had a hold on her life. Following a skirmish in Varisia, several members of the caravan were taken prisoner by goblins. The caravan-master wasn’t interested in pursuing them, but Aisling found she could not in good conscience leave them to the mercy of the greenskins. Leaving the caravan (and her job) behind, she tracked the goblins back to their camp and rescued the prisoners.
One of the survivors from the goblin raid offered to pay her to escort him and his family back to the River Kingdoms. The amount he offered was laughable, but the job was a worthy one and Aisling agreed. Word of her good deed spread, and Aisling has spent much of the last 5+ years criss-crossing the River Kingdoms and the Stolen Lands, doing what she can to help those who need her particular skills. Those she helps usually have little by which to pay her, often no more than a roof and a meal, but she isn’t in it for the money. More than one lord who has tried to recruit her has discovered that she is not a blade for hire. Somewhere along the way, she has acquired a few items of value, including a pair of sawtooth sabres, although she doesn’t say much about how. She has also gained a reputation, at least within the region, for being someone who is willing to fight for those in need, and to punish those who do evil. Her faith in Sarenrae means that mercy is theoretically an option, but these days she only tends to give one warning. Anyone who disregards it cannot expect another.
In the last month or so, dire rumours have reached her of a bandit who has taken refuge within the Stolen Lands, a bandit more vile than those who simply steal and rob. She is currently on her way to investigate this Dovan of Nisroch and – if what she has heard is true – to end his predations, even at the cost of her own life.
Appearance and Personality:
The first thing most people notice about Aisling is the long, black hair that frames her pale, angular features and sharply-defined cheekbones – the unmistakable marks of her Chelaxian heritage. The next thing most people notice is the travel-worn cloak, which gives her the appearance of a lone traveller, fallen on hard times. (A few more observant types would notice the holy symbol of Sarenrae tattooed on the back of her left hand, but only those who are truly in the know would recognise its stylistic form – a black-robed angel, wingtips drenched in blood – as indicating service in the Mendevian Crusades.) To a bandit, she looks like easy pickings, which is a mistake they only get to make once. Beneath the cloak, Aisling has the build of someone who has spent most of the last decade (on and off) fighting for her life. She carries an assorted range of weaponry, including a pair of sawtooth sabres (“I took ’em off someone who didn’t need ’em anymore” is her usual response when asked).
Having survived to her late twenties, Aisling is hard-bitten (and won’t hesitate to bite, if it comes to that), the sort of paladin who keeps a set of brass knuckles in some easy to reach pocket of her clothing. Chivalry and fair play don’t get you as far as they used to. She has gotten pretty cynical about most things, given that the horrors of the Worldwound have been followed by almost a decade of wandering the River Kingdoms and the Stolen Lands by herself and seeing people at their worst. But it would be a mistake to regard her as no more than a sell-sword, or as a ‘fallen paladin’ – her faith still shines brightly, in its own way. She has absolute faith in Sarenrae, and in the ultimate power of goodness to vanquish evil, although she has no illusions about the costs involved in the struggle.
If she has lost faith, it is in herself, and there are days when she no longer truly believes that she has the Dawnflower’s light within her. Which is nonsense, of course: Sarenrae is almost endlessly forgiving, but you have to be willing to accept that forgiveness. And to be willing to forgive yourself. Aisling isn’t quite there yet. The flippancy and sardonic humour she has adopted serve as a protective mechanism, keeping people at a safe distance.
Aisling enjoys good food when she can get it and is a keen cook when she has the time (just don’t ask her to prepare eggs). She is equally fond of drinking, especially liquor, and has made good progress in learning the art of distillation for herself. Dwarven whiskies, Andoren brandies, Galtan cognac, and Brevan vodkas are all appreciated and at any time her hip flask will have some sort of spiritual content within it. She is rarely drunk, because she needs to keep her wits about her, but a couple of sips to help her sleep, a couple when she wakes up, maybe a little wetting of the lips at other times. A girl needs something to keep the darkness at bay, after all. Aisling has faced the horrors of demons and the Abyss, and fears almost nothing living or dead or in-between, but that doesn’t stop her from having nightmares.
I have a character concept: Aisling Weylund (usually just called "Ash"). The character sheet is not yet completed but a backstory and description are listed below.
In terms of mechanics, Aisling is going to be a Paladin with the Tortured Crusader archetype. Her high Wis means she will be a decent Councilor if that slot is still open.
Unless DM Talomyr objects, I’m planning to give her Exotic Weapon Proficiency and have her use sawtooth sabres: a 25-point buy means I can do things like give her Dex 15 and take the Two-Weapon Fighting feat. It’s not exactly a power-gamer's optimal build (although she'll certainly fill the Tank role), but a paladin dual-wielding the weapons of the Red Mantis just strikes me as a fun build to play. It also fits with her being one of the good guys who might occasionaly be mistaken for a bad guy.
Her traits will probably be Indomitable Faith, Influence (to reflect her growing reputation within the River Kingdoms and Stolen Lands) and I’ll take the Bitter drawback to get one more trait, TBC.
Background:
Aisling was born, she supposes, in Korvosa – or at least, that’s where the orphanage that took her in was located. She never knew her parents, and has never thought to try and find them. There are many horror stories to be told of orphanages, but Aisling was spared these. Instead, she was raised by Sarenites and her childhood was largely one of being cared for. Her own horrors didn’t start until she was called to the Dawnflower’s faith as a paladin. What should have been a routine patrol within the edges of the Worldwound turned into a pitched battle, and then a massacre. She doesn’t know to this day how she survived when warriors with more experience than her perished, or worse. But even though she survived fighting demons, she still picked up up scars of her own, visible and invisible. Six months after that incident Aisling was deemed no longer combat-ready.
In truth, it was meant as a kindness but she saw it as a rejection. Stumbling away from the Mendevian Crusade, Aisling cast her bright-bladed scimitar and emblazoned shield into the nearest river. Watching them sink didn’t give her nearly the satisfaction she’d thought it would. In need of coin, she signed on as a caravan guard and it was here that she found that Sarenrae still had a hold on her life. Following a skirmish in Varisia, several members of the caravan were taken prisoner by goblins. The caravan-master wasn’t interested in pursuing them, but Aisling found she could not in good conscience leave them to the mercy of the greenskins. Leaving the caravan (and her job) behind, she tracked the goblins back to their camp and rescued the prisoners.
One of the survivors from the goblin raid offered to pay her to escort him and his family back to the River Kingdoms. The pay was laughable, but the job was a worthy one and Aisling agreed. Word of her good deed spread, and Aisling has spent much of the last 5+ years criss-crossing the River Kingdoms and the Stolen Lands, doing what she can to help those who need her particular skills. Those she helps usually have little by which to pay her, often no more than a roof and a meal, but she isn’t in it for the money. More than one lord who has tried to recruit her has discovered that she is not a blade for hire. Somewhere along the way, she has acquired a pair of sawtooth sabres, although she doesn’t say much about how. She has also gained a reputation, at least locally, for being someone who is willing to fight for those in need, and to punish those who do evil. Her faith in Sarenrae means that mercy is theoretically an option, but these days she only tends to give one warning. Anyone who disregards it cannot expect another.
In the last month or so, dire rumours have reached her of a bandit who has taken refuge within the Stolen Lands, a bandit more vile than those who simply steal and rob. She is currently on her way to investigate this Dovan of Nisroch and – if what she has heard is true – to end his predations, even at the cost of her own life.
Appearance and Personality:
The first thing most people notice about Aisling is the long, black hair that frames her pale, angular features and sharply-defined cheekbones – the unmistakable marks of her Chelaxian heritage. The next thing most people notice is the travel-worn cloak, which gives her the appearance of a lone traveller, fallen on hard times. To a bandit, she looks like easy pickings. Most bandits only get to make that mistake once. Beneath the cloak, Aisling has the build of someone who has spent most of the last decade (on and off) fighting for her life. She carries an assorted range of weaponry, including a pair of sawtooth sabres (“I took ’em off someone who didn’t need ’em anymore” is her usual response when asked).
Having survived to her late twenties, Aisling is hard-bitten (and won’t hesitate to bite, if it comes to that), the sort of paladin who keeps a set of brass knuckles in some easy to reach pocket of her clothing. Chivalry and fair play don’t get you as far as they used to. She has gotten pretty cynical about most things, given that the horrors of the Worldwound have been followed by almost a decade of wandering the River Kingdoms and the Stolen Lands by herself and seeing people at their worst. But it would be a mistake to regard her as no more than a sell-sword, or as a ‘fallen paladin’ – her faith still shines brightly, in its own way. She has absolute faith in Sarenrae, and in the ultimate power of goodness to vanquish evil, although she has no illusions about the costs involved in the struggle.
If she has lost faith, it is in herself, and there are days when she no longer truly believes that she has the Dawnflower’s light within her. Which is nonsense, of course: Sarenrae is almost endlessly forgiving, but you have to be willing to accept that forgiveness. And to be willing to forgive yourself. Aisling isn’t quite there yet. The flippancy and sardonic humour she has adopted serve as a protective mechanism.
Aisling is fond of drinking, especially liquor, and has made good progress in learning the art of distillation for herself. The Dwarven whiskies, Andoren brandies, Galtan cognac, and Brevan vodkas are all appreciated and at any time her hip flask will have some sort of spiritual content within it. She is rarely drunk, because she needs to keep her wits about her, but a couple of sips to help her sleep, a couple when she wakes up, maybe a little wetting of the lips at other times. A girl needs something to keep the darkness at bay, after all. Aisling has faced the horrors of demons and the Abyss, and fears almost nothing living or dead or in-between, but that doesn’t stop her from having nightmares.
In terms of tying in to existing characters, Aisling has been in the region for more than 5 years. It seems likely she might well know Kalaman (the fact he’s a tiefling wouldn’t faze her at all – she has faced actual demons, so she knows the difference). If Celebeth has travelled in the region, she might have encountered or heard of Aisling (I am taking the Influence trait to reflect the reputation she is building). I don’t think she would have encountered Tove or Garethane.
I am working on the full character sheet and will get it posted when I can.
Definitely interested! Do you want us to explain how our character ended up in the Stolen Lands, or would we work that bit of the backstory out if/when we are selected?
...Annalise Wykes, an Arcanist (occultist). Stats are in the linked alias (although I’m still working on gear). Background and Description are spoilered below for ease of reading. I also have a couple more questions. ...
From what I can tell the stat block looks good. For your backstory, how much of it are you hoping to have it integrated into the game and to what extent?
Fair question. Her backstory mostly works to explain the person she is now: trying to do good but with occasional lapses into darker magic (summoning Lemures, Dretches, Babaus and so on), which are intoxicating but inevitably leave her feeling remorseful afterwards. If you want to bring any of her past into the plot then I'll run with that (I've invented an NPC who might be a useful hook if you decide to go that way), but it also works just fine if it stays in the past and doesn't get integrated into the main game.
I have used three "unaffiliated" existing NPCs (Taidel, Lirosa and Rhyn) and invented another two NPCs. Their connections to Annelise are now in her profile.
Arcanists/wizards can summon any alignment. You can either create ties to existing NPCs or create new ones. If you are creating ties to existing NPCs that were created by one of the existing players please talk with them about it first.
Understood, thanks. Will review the spreadsheet and put some NPC links together tomorrow.
From what I heard, the old style adventures don't allow much in the way of breaks, which is hard on spellcasters.
Going to have to withdraw: I've been called into the lab this weekend so I won't have time to complete this character in the time available, but it looks like you have more than enough interest anyway.
All good but how about a humble knight? Same background but with less of a high title. You can still be lady or dame if you prefer. Title to lands etc still goes to brother. Still can mooch off titled friends, heck can still be slightly bored noble (though I'd like a bit more "commitment" to whatever cause/oath you'll later fall into... you have to be pretty committed to have that convert to power beyond that of a simple fighter...)
Humbler beginnings would help the tone. Disenfranchised knight would be good.
That's helpful, thanks. I will change the background. Olivia is definitely committed to her god (who is the patron god of the Empire) and that should come through in her personality, once I get her description sorted. What's unresolved right now is the form that commitment takes: whether it's to the cause of Light/Good per se (Oath of Devotion), to her country (oath of the Crown); or even possibly to the destruction of the enemy (oath of Conquest) - "We cannot allow the enemy to have a foothold. Whatever lurks on the Hill must be smashed, annihilated beyond hope of recovery. Only then can we build a lasting peace."
I'm pretty busy today but will get the character up tomorrow.
Could you let me know what you think of the following concept? It’s still quite broad-brush, and I’ve done some world/Empire building to flesh out the concept that obviously would need your seal of DM approval, but I hope it’s along the lines of what you’re looking for.
Background/concept:
Olivia Vontschorr, Human Paladin (oath yet to be determined)
Olivia has ended up at The Fort (which she can probably remember the real name of, if she racks her brains back to her endless history lessons) in the way that many rootless people wash up at the edges of the Empire. But she isn’t worried – she’s sure something will go her way. It usually does. She’s just at a bit of a loose end right now: her parents died unexpectedly earlier this year, and after burying them, her older brother (who inherited the title) made it clear that he didn’t expect her to hang around. There’s eight years difference between them so they’ve never been really close, but it still hurt. She has mooched off her noble friends in the Capital [to be named] for as long as she respectably can, before getting bored of the endless gossip and intrigue. So she has drifted through the realm until she arrived here.
Olivia (technically, her name is Olivirena, and if you want to be truly accurate her full name is Her Grace the Lady Olivirena, Margravine of Vontschorr (pronounced “Fanshaw”)) was born around twenty years ago to the Duke and Duchess of Vontschorr, which is a Duchy carved out of the primeval Forest [to be named] that forms part of the heartland of the Empire. Two of the Empire’s principal rivers run through it, and the trade taxes from that, together with the valuable hardwoods, make it a wealthy province. The Forest also unfortunately is host to almost every fugitive the Empire has to offer – and much worse besides: cultists of forbidden gods, monsters, cruel fey and other dark things. Growing up in Vontschorr means knowing how to fight, however high your birth may be: Olivia has trained with blade and bow from an early age. Encounters with things that lurk in the dark also make the populace cling more tightly to their religion and the hope that the Light will beat back the Dark. Olivia’s martial training was heavily supplemented by religious teaching and it was no surprise that she has followed her brother, her father and her grandmother in choosing to walk the path of the paladin.
So far, Olivia is about three parts slightly bored noble to about one part pious “this shall not stand” holy warrior. But she has never been truly tested and it remains to be seen whether there is true Empire-forged steel under the silk and sulks.
OK, it turns out I can’t get the Eldritch Scoundrel concept to work as I wanted it to. So I’m going full arcane instead, with Annalise Wykes, an Arcanist (occultist). Stats are in the linked alias (although I’m still working on gear). Background and Description are spoilered below for ease of reading. I also have a couple more questions.
Annelise’s basic concept is of someone who is desperately trying to hang on to whatever is left of her soul. My plan therefore is to have her summon mostly good creatures (celestial template) or neutral creatures (elementals) with her summoning ability, but occasionally have her draw on darker powers if the situation is desperate and summon whatever devil or demon can fix the problem. My understanding of RAW is that wizards, unlike clerics, can summon across the alignment spectrum – does that work with you?
Also, do you want us to create additional NPCs or instead build connections to the ones already in the game?
Rolling Vigour points:3d6 ⇒ (6, 1, 4) = 11
Background:
Annelise arrived in Phaendar just over five years ago, with nothing more than what she was carrying and the backward-looking glance of someone clearly running away from trouble. Once she had overcome the locals’ initial wariness of her obvious Nidalese origins, she has set about proving herself to be a useful and helpful member of the community, particularly in matters of healing. Annelise brings to the task a rigorous focus on what works and what doesn’t, in contrast to the somewhat haphazard “herbs and hope” approach of many folk-healers. Her methodical approach stems from the fact that she knows all too well what flesh and blood, bone and sinew, can endure – to her everlasting shame.
Annelise was born in Nidal and fled the country shortly before arriving in Phaendar, this much the townsfolk know. What they don’t know is that she worked for many years as an agent of the Umbral Court. Her skills in healing were put to a far darker use, and her magical talents likewise. She infiltrated several groups of Desna-worshippers in and around the capital of Pangolais – the “Whispered Song” they called themselves, but they didn’t do much singing after they were captured. (She doesn’t care to remember what she did, and has never spoken of it to anyone since.) What changed her was when a captured Desnan priest recognised her from one of the services she had attended in order to find their location. Annelise might have expected him to curse her, or spit at her, or offer some futile gesture of defiance. Instead, he did something far worse: he forgave her. It stung, like a burning memory that she couldn’t exorcise. She started visiting meetings of the Whispered Song, not (as she told herself) to denounce them, but to understand what they were about. Those who pretend to be something often find that they become it, without always meaning to – so it was with Annelise. She didn’t adopt the Desnan faith, but she did come to understand goodness – and evil. Not overnight, but gradually, over a period of several years
Eventually, she faced the test that all infiltrators, spies, and those who lead a double life finally run into: where do your loyalties truly lie? In her case, this test was whether she would give up these Desnans, these people she had come to know and in many cases like, to imprisonment and worse, or whether she would warn them and try and flee with them to safety and another life. She is still surprised by how easy that decision was.
And so, she arrived along with her fellow-travellers, at the borders of Nirmathas. Splitting up and going their separate ways to better evade pursuit and capture, her newfound friends told her of a small town she could break her journey at before travelling on further. She arrived in Phaendar just over five years ago, and has yet to travel on further.
Description:
Annelise is tall (standing just under six feet) and has the characteristic black hair/pale skin combo of most Nidalese. Unlike the stereotype however, she is not particularly quiet or withdrawn. Her time among the people of Phaendar, and Nirmathas more generally, has been good to her and she has learned a great deal about laughter and the enjoyments of life. An ale or two in the Taproot Inn, a meal with friends, the celebration of recovery for someone she has healed – the combination of these things over several years has marked a change in her, and her former masters would barely recognise the person she has become.
What does remain of her previous life is a fierce attachment to rigour, methodology, and preparation. Annelise appreciates many things about Nirmathi society, especially the way that its chaotic nature makes it easy to hide away there, but occasionally the lack of structure and order makes her want to scream.
She has also maintained her stealth skills, in the knowledge that she may be hunted down one day. When the hobgoblins arrived, she grabbed everything she had to hand and fled. She initially intended to run and not look back, but she has learned something of what a conscience is over the last few years, and she found she could not simply leave her fellow townsfolk behind. If by her life or death she can help them, she will. (Of course, first she has to find them.)
Annelise has done some truly horrendous things in service of the Umbral Court, and the loss of her shadow is among the least of her failings. (To those who notice its absence, she generally tries to laugh it off, saying that she has sent it on an errand and it will return soon.) The desire to turn away from that past is her primary focus in life, and she sees, or at least hopes, every person she heals in some way balances out those people to whom her ministrations were... less tender. However, like all of those who have tasted power, the desire and lure of it are present in her still. It is many years since she has had to draw on the well of dark magic she can access, but like with any addiction, the craving is always there. And when she does give in to that craving, it is capable of overwhelming her personality – albeit temporarily (so far), and the real Annelise always (so far) emerges once more, inevitably horrified at what she may have said or done under the influence.
But it has been many years since she has given in to those cravings, so really all should be well for the foreseeable future. Right?
Two more questions. One, how does Infernal Healing work with the Wounds/vigour system? And two, if we take an item crafting feat (Scribe Scroll, Brew Potion) can we use our starting gold to get scrolls/potions at the reduced price?
Infernal healing would heal 10 VP or 1 WP.
You can craft items with starting gold if you have the feats and can take 10 on the DC.
Thanks for the answers! Going to hold off a little bit longer to see what the original players decide to go with as a final decision; almost certainly looking at something arcane, though.
Two more questions. One, how does Infernal Healing work with the Wounds/vigour system? And two, if we take an item crafting feat (Scribe Scroll, Brew Potion) can we use our starting gold to get scrolls/potions at the reduced price?
Definitely interested in this! Would be good to know what the existing players intend to roll up as their new characters (eesh, that fight was a hell of a read!).
that said, would you allow the Eldritch Scoundrel archetype as being compatible with the Unchained Rogue? I can't see any issues with it but would be good to get your ruling for sure before I go down that path.
Second, am thinking of having a character who has been round the block a few times (she starts at 4th level after all) and has collected/acquired some interesting weaponry along the way. Would you allow her to start with Sawtooth sabres (assuming she takes the Exotic weapon proficiency feat)?
“No one ever became extremely wicked suddenly” – Juvenal
Submitting Annalise Wykes (“Liz” or “Lisa” to her friends), an Arcanist (occultist) who – if selected – will be exemplifying the above quote. Although she is LE from the very beginning, it’s currently more a reflection of her pragmatism and upbringing. As she progresses through the AP, it may start to manifest as something colder and crueller. And by the time she’s sacrificing people to bind devils to her will (if the game gets that far), she will have long since crossed the moral point of no return.
Stats, background and so on are in the profile. Answers to the questions are below.
Questions:
1. What is your character's connection to Longacre? Why is she here?
Annalise has learned the hard way that it’s not, sadly, what you know – it’s who. And she doesn’t know anyone, or at least, doesn’t know the right people. She’s in Longacre seeking employment and/or further training, having exhausted pretty much every other avenue. She’s aware of Longacre’s reputation as a backwater town full of failures and she’s feeling bitter about ending up here.
2. Who is one NPC your character thinks of as a friend or ally? (Can be made up and not from AP or official source material.)
Annalise is staying at the Arch and Lark (appearances matter) and has made the acquaintance of Fordaneil Cembers. The older woman is hard going, snobby and generally disdainful, but Annalise has been relentlessly polite and has offered her magical services in helping to cleaning the place up to the standards of the nobility (not that any nobles are going to drop in any time soon, she realises). Fordaneil Cembers has told Annalise that there’s a retired warmage in Longacre, by the name of Tealan Ruckleer. Annalise is hoping either that he’ll take her on as an apprentice to continue her training, or that he will be able to refer her to someone.
3. What is one goal for your PC other than the one provided in your campaign trait?
In the short term, find employment as a mage and/or someone to continue her training. In the longer term? It's quite a list. Magical supremacy. Take those smug bastards at the Egorian Academy down a peg or two. (Or nine. Nine is a suitable number.) Basically, to prove to herself (and everyone else) that she’s got what it takes to summon, control and bind devils to her will. And if she amasses wealth and power in the process, well, that’s a nice extra.
Hi all - just to let you know I got accepted into another game so I'm not going to go for this one. I'm still reasonably new to this forum and I don't want to take on too much all at once.
I would consider a bard to be a contender for the unspecified slot, not the arcane one.
Wednesday, January 22 will be the deadline for new submissions.
Thanks for the reply. I've got the concept of a bard well and truly stuck in my head now so that's the application I'll be going with. I'll get something written up in the next couple of days.