Finally finished my second character, Garrak Tharn A shield based brawler/fighter. Neither of them were what I set out to make, but I think they will be good fits for this game nevertheless. Any feedback on him or Rowan Jomassenon would be greatly appreciated. This seems like this will be an interesting setting and game and I liked your style with Kariel in Ghost1776's campaign, as short as it was.
Would you allow multiple submissions? I have a few ideas I'd like to flesh out. A gnomish (or tiefling) alchemist/arcanist who loves to experiment with magic. A elven swashbuckler/magus (or blade adept arcanist) seeking to master swordplay completely. Or rogue/urban ranger or rogue/flying blade former street rat.
4d6 ⇒ (1, 1, 4, 4) = 10 8
pt buy 7 4d6 ⇒ (2, 3, 6, 6) = 17 15
pt buy 16 4d6 ⇒ (2, 6, 3, 4) = 15 13
pt 10 4d6 ⇒ (4, 2, 6, 2) = 14 12
pt 28. finally. Though I am not quite sure where I am going to go with this yet. I'll be back. Could we get more information about the setting?
So I have an idea for a tiefling or a human alchemist gunsmith, but firearms are impossible to get at creation (even with the discount) unless you are a gunslinger. Could you bend the rules a little bit to allow the gunsmith thee feat grant a gun if you do not already get it via class? Or the level one greedier ability (proficiency in one martial weapon) be replaced with the gunslinger' Gunsmith feature? Alternatively, would you allow the normally gnome only experimental gunsmith archetype be used by anyone, given the nature of the setting?
Excellent! It seems like you will have a tough choice ahead of you. This won't help that, but here is my second submission, Golem Golem:
Golem, aka Arthur Stein, was born in New York, the son of Adam and Lara Stein, wealthy Jewish Americans. He grew up normally and was a pretty average kid. Good at school, ok at sports. But at his Bar Mitzvah, one of his gifts was a ornate and detailed stone statue of a man. A golem, his grandfather told him. Arthur didn't think much of it at the time, but as it was a present from his grandfather, he placed it carefully on a bookshelf in his room. Months passed. Things started to change. It started with small things. Rocks seemed to follow him home. His mother's crystal glasses flew off the shelf when he got mad. Occasionally, the ground would shake. When he started really to notice the patterns, he started experimenting, using the stone golem to help. He found that for some reason or another he could control stone, sand, crystals. Anything that has an underlying crystal structure to its parts. Fine enough to the point that he could move the arms and legs of the stone statue. The Professor eventually found him after one of his experiments gone awry. A 5 on the Richter Scale localized to one empty lot. Seeing the Professor's powers in action, it convinced him to go to the School for Gifted Youngsters, though on the condition that his parents just think that it is a normal private school for their gifted son. Arthur himself is cheerful and funny, though quite sarcastic. He's smart, but not terribly so, and through training, physically fit. In the years between his admittance and the present, he has grown to a respectable 5'10" with a mess of brown hair and black eyes behind glasses. He has aspirations of being a lawyer for civil rights.
Powers:
Arthur can control anything with a crystal structure, including sand, stone, and crystal. How fine he can control it is based on the regularity of that structure. Fine crystal or gems, he can shape with ease, but on the other end with sedimentary stones, all he can really do is chuck it around. As far as Professor X can tell, he causes the crystal structures to resonate and move around. This power doesn't work on metals, organic material, etc. Right now, he has a few good techniques up his sleeve. He can quickly amass stones to his body, forming armor, using it as protection, but also as a way to increase strength. He can throw stones at foes at a good speed. He can also use them as shields for himself and allies With sand, he can erode certain materials (sand blasting). He is working on flight, using a hunk of stone to lift him up, but he is still trying to work out the kinks. He is also not half bad at burrowing. Most recently, he has been able to give crystals enough energy to move a bit on their own, with out his focus. For now, it only lasts a few seconds, but he can make a crystal golem move a few feet with out concentration. Later, this may translate into making actual golems that can move on their own practically all the time, though it may need charging. If you'll allow a third submission, I also have an idea for a girl who is part plant.
Backstory:
Werewolf (Aka Michael Jager) was a pretty normal kid. Grew up in Ohio to John and Marlene Jager, owner of the local car shop and a housewife. Kind of a nerd, he excelled in school, rather than sports. Wore glasses and was pretty weak physically. As such, he was bullied a lot. Especially by a kid named Jared Plont. He would target him near everyday, from elementary school, all the way up to their freshman year in highschool. Swirlies, knocking him over for his lunch money, beatings afterschool, the works.
But when he was 14, things started to change. At first it seemed like normal puberty. He grew hungrier. Grew a little hairier. But then weird things started to happen. He started to be able to randomly smell things, things that were to far away to be smelled. Hear conversation from across the quad. And then the hunger really started to get to him. It seems that he had to eat all of the time. And it was often for meat. Scared, he hid it from his parents, and being a nerd, he started to do some research. He started with the library at school. Finding nothing, he started looking through the library at the University. He looked at any book about genetics he could find. He would write extensive notes about the progression of what was happening and what he could find. One night, while biking home after spending hours at the library, he was stopped, by none other than Jared Plont and his gang. They knocked him off his bike, taunting him. Jared started pushing him around the group, asking him about the bag, and upon the discovery that it was books, pushing him around some more. But when he started to rip his note book, Michael started to push back. Which promptly caused the gang to start seriously beating him. Angry and scared, Michael felt the adrenaline pumping. He started to change. His teeth grew longer, claws erupted from his fingers. Muscles broadened. Legs and arms lengthed. He saw nothing but red, then blacked out. When he came to, he was in bed, covered in blood and back to normal. Michael cleaned up, hoping that it was just a nightmare, some freakish dream. But then the police came knocking. They found his things with the bodies of Jared Plont and his gang. It seems that they were ripped apart by wild dogs or wolves. They didn't suspect poor Michael, but they asked him questions, trying to see if they saw anything that could help. But this was enough to attract the attention of Professor Xavier. The day after, he came knocking at the door, telling him of a place he could learn to control the beast inside him. He took the offer and for the past 3 years, he has been a fine student, learning a bit about how to control himself as a beast, though it has been an uphill battle. So yeah, he is a bit like Beast, but he has a rougher backstory and starts out with the beast form. And he has worse control over his bestial urges.
Powers:
Basically, he is a were creature. He has two forms. The normal, human form and the beast form. In human form, the only powers he has are some increased senses, mainly smell and hearing. He is intelligent and he is training under the Professor to be a scholar and expert on mutants. He is tall and filled out quite a bit in the 3 intervening years, but has a heavy dose of nerd to him. Brown hair and yellow eyes behind glasses. In the beast form, however, he has increased strength and agility, low levels of regeneration, claws and fangs. He appears much like the classic werewolf, hence the name. At first, this form was uncontrollable, but now Michael has some control. His intelligence decreases and still acts mostly on instinct, but he can now tell friend from foe, understand and take instructions, and even speak a little. But he occasionally will lose control. There seems to be some gradation with his form, corresponding to adrenaline levels. He becomes more beast like, becoming stronger and faster, the more scared or angry he is, and there is a threshold in which he loses control. (Mechanically, maybe based on damage?)
I'll probably think of another character later, but this would be my main submission.
Excellent. 1st character found, 5 more to go. Minimum, I'd like 4 with at least one of each mage, rogue, and fighter. If we get 6, I'd like them to be distributed evenly, but its not necessary. For specs, I am also going to allow the taking of one class skill associated with the spec. So a rogue that takes Ranger, they could take Nature or Survival. Templars could take Religion or Arcana. Champions could take nobility and so on.
Yes, it is still a part of Tevinter. And you can have your inquisitor. It works well to have it starting during this time. Since I am already playing fast and loose with the timeline, I don't have much of a problem including it. But I am going to say that at this point, there is no large organization, but a new discipline to combat mages. Some would know each other, but they do not cooperate on the large scale.
Vigor isn't modified by constitution. The houserules on spell and bonuses to constitution was to make those items not useless. I like this system because it deemphasizes con to survive and it makes early character able to survive a stiff wind. And it is a little more realistic. But if no one likes it, we can go vanilla. Same for the spell point system.
I have been also thinking about spells from DAO. Here are a few example conversions: Winters Grasp: 1st level primalist
Stone fist: 2nd level Primalist
Crushing Prison, 4th level spiritualist
Here are also the rules of Wounds and Vigor, a la me. The orginal rules can be found here. Mine are mildly modified. Your wounds score is twice your con score. Your Vigor is derived from you class. Mages get 6/level, Rogues get 8. Fighters get 10. Favored class bonus goes to Vigor. Attacks go through you Vigor first. Once you have no Vigor, you start taking wound damage. When you reach half your wounds, you are staggered and must make a DC 10 constitution check each round, or become unconscious. At this stage, each standard or move action incurs 1 wound. At zero wound, you die. Critical hits act as normal, but also do damage to wounds equal to their multiplier. Cure spells can either restore vigor, in which it operates as normal, or restore wounds, which only heals 1 wound pont per die. Resting for 8 hours restores all vigor and 1 wound point. I also have a houserule: for con mod times per day, you can rest for 15 minutes and recover 1/4 your vigor. The heal skill is now useful as you need it to treat wounds non magically. A DC 15 heal check made over 8 hours recovers wounds equal to 1 per hour, or 8, or double that if the check exceeds the DC by 10. Some feats are modified (see link). There is also a new feat, Vigorous, that increase vigor similar to how toughness increases wounds. Both can be taken. Constitution bonuses from items or spells still act as they did before, giving 1 vigor/modifier/level, but only permanent effects increase wounds. Edit: Another house rule of mine, bleed damage goes directly to wounds, but does not reoccur.
That table looks fine. Vancian Magic doesn't fit the DA setting, so to me, spell points are the way to go. You have a certain amount of points a day for spells you can spend, according to the tables here. Each spell level has a minimum mana needed to cast. For level 1 spell, its just one mana, but for 2, its 3, 3, its five and so on. A spell cast using x amount of mana is cast at x CL, regardless of actuall CL. The max CL for any spell is the character's CL, excepting blood magic. Bonus mana is derived from your wisdom stat (as it is pathfinder's will power). The DC for any spell is 10+SL+Cha, as cha is this Pathfinder's magic stat The minimum intelligence needed to cast a spell is equal to 10 + SL. Caster's will also want this for skills. So here is an example: Let's say Hawke was a level 5 mage. His mental stats are Int 14 Wis 16 and Cha 18. His mana is 19 from class plus 9 from high wisdom (see tables). His DC for his spells is 14+SL. Let's say he wants to cast Burning arc. The minimum mana needed for this spell is 3, as it is second level, giving it a CL of 3. Because he is a fifth level mage, he can pump more mana into the spell, the normal limit being 5. This would raise the effective CL to 5. He, however, does not need to do this - he can still cast the spell for less mana Now, let's say Hawke decided to dabble into blood magic. Under spell point rules, lets say the cost of using blood for a spell is double mana. Maybe with a feat or item, this could be decreased to 1.5 or zero. So casting a spell as a 5 CL spell would cost hawke 10 hp. I am also going to say that when using bloodmagic, not all of the cost of the spell need be in blood or mana, they can do both at the same time. Blood mages would also be able to expend blood to go beyond CL limits or add to DC. For CL, triple each each point of mana beyond the normal range. So if Hawke casts Burning arc as a 7th CL spell, it would cost 10(for his normal range) + 6 (for each point above his max) = 16 hp. DC can be increased by squaring the addition to the DC. During the fight, he expends 14 mana. This puts him at half mana, which means he is now fatigued. If he spends 7 more, he is exhausted. He must rest to regain his mana. Resting for an hour would give him back 1/3 his mana back. Another gains him the next 1/3. The last third takes 6 hours of rest.
Qunari are half orcs, statistically. Instead of toothy, they can get a gore attack. Players start in the Anderfels. Though in the Dragon age, these areas are hot and arid wastelands and steppes, in this time they are rich farming areas, with rolling hills and some forests. However in some areas, it is already starting to transform into desert.
Should a new thread be started? or should official recruitment go on this thread? Either way, use the rules above to create characters at level 1, with the added line: 2 traits can be taken, plus 1 with drawback. Specializations will be feats, not multiclass. One per customer unless they spend experience to earn extra specializations. Specs are here, as well as some spell guide lines. Feel free to create your own setting appropriate spec, like force mage, keeper, etc, to be approved. Ignore the other rules (sorry Dragon) except the rules on the stave and sepll lists (as guidelines). I will add a golem spec, but it is not available to 1st level players and will be dwarf only. Lets shoot for 6 players. Races are dwarf, elf, human, and qunari. In addition to what I said in the other post, fighters choose between armor and weapon training at 3,6, 8 and choose either armor or weapon mastery at 8
I read the wiki a bit. I could use it literally, or I could play it a little fast and loose, considering much of the in game information is suspect. Here's what I am thinking: Andraste is just rising to power now. There is much anti mage sentiment among humans. May blow up eventually. Players may start to hear the first chants. Their campaign against Tevinter would not be happening during the game though. Tevinter is having troubles due to the blight, losing many mages as the original darkspawn and are being attack from the Deep Roads Still a large empire, but very shaky. Many elves sleep, ready to give up on the world. Would have to convince them to wake and fight. No chantry circles, with the guarded mage and the righteous templars, but something similar to templars may be just beginning to rise. Not as chantry templars though. Circles can still be a thing, as groups of mages could still form them, with a similar organization to future Circles. Golems are new and will be playable later if your dwarf decides to become stone. At the start of the game, the blight would be in full swing. The Wardens themselves have only been around for a few years and are not well known. Right now they are nothing but a band of dwarves and humans that have been driven from thaig and villages running around fighting darkspawn. Players would be either Wardens or travelers and refugees that are attacked. The two groups would be thrust together in battle during the first scene or so. Possibly the refugees will be conscripted. This is playing fast and loose with the time line, but it makes it more interesting. The first blight spanned 200 years with many interesting world events. I kind of want to shorten it a bit. In this frame, the blight has been around for 50 years and it is up to the new Wardens to force these factions to fight together.
I didn't see it when I posted, sorry. Here would be my changes from yours/my revised rules
Some of this stuff may seem a little too powerful, but I tend to make my fights equally as powerful in comparison. I don't know exactly what exactly I would run, but I am open to ideas. My best one so far is to do one based around the first blight and make the players some of the first Grey Wardens, but pre blood ritual and Right of Conscription, fairly early on. I would be an epic like DAO, trying to convince others to join their cause, to band together, constructing Weisshaupt, battling darkspawn. If we get far enough, maybe even slay Dumat. My other idea is to something in between 2 and 3 in all the chaos of the conflict between mages and templars. I'd base the world off my own saves, so Hawke would be a mage who sided with mages, Alistair is king with Anora, Mages would have already been free in Ferelden etc.
I was actually thinking about this today, when I started a new file on DAO. I could DM this, but be warned that this would be my first time DMing a PbP, though not first time DMing (I have run my own little homebrew setting for 2 years now). The way I see it, we would play Epic 8, with the caveat that spells could also be known instead of a feat gained (Or rather mages can take the expanded arcana feat). Players could choose Fighter, Rogue, or Mage, just like the classic games and choose a package that reflects training in one specialization at level 2, with one more earned at level 6, but delayed in power. If it comes to that more specializations could be earned in place of 2 feats. I would work with players on these specializations, but it would work like a modified gestalt, with the specialty limited by which class is chosen, only with out the spells of the second class and possibly reduced or modified abilities. Generally speaking, you'd get the core mechanic of the class, but with adjustments of that core mechanic starts at a level higher than 1. The extent of how much of the second class you get will be determined later, but minimum you'd get weapon/armor prof and core mechanic. Modifying prestige classes would also work for some, depending on the power level. This is something that would need to be presented and discussed. Mages will have a limit in spells known, but 50% larger than the sorcerer table, but at a wizard like progression (2nd level spells at 3). Class skills are that of a wizard + heal. I'll also employ a spell point system tbd. Cure, Inflict, Resoration, Remove disease/curse, and other divine spells that could be mage spells but escape me at the moment would be added to the wizard spell list. Teleportation wouldn't be allowed, as this is part of the lore. Some spells will be specialization only. Mages would get a main school, modified from the existing schools (present to me and I will approve or make changes). They would get the object arcane bond, but can be applied to any object they use to focus on, rather than one they bond with. Regarding spells known, there will also be a rule on spell evolution. You cannot learn a new spell without a) knowing the last spell in the line. b) know a related spell of 1 lower level, or c) know a spell of the same level, same school Charisma will be the ability for DC's, wisdom for bonus mana, and Intelligence for minimum ability score needed to cast a spell. Yes there is a lot of MADness there, but it reflects the DAO system. This will be mitigated by a bonus ability point every even level. Staves will become a weapon that is a ranged touch that does 1d6 + Cha and crits on 20 x2 Arcane warrior would go with a modified magus, getting heavy armor and lower proficiencies and no failure in a certain mode that adds some part charisma or int to the to-hit, starting with light and max +1, but increasing to heavy and all bonus by 8th. 3/4 BAB when in that mode. Blood mage could be discussed, but it would be using hit points for mana + some access to some nice spells, like a hold person that does damage, dominate, etc. Spirit healer would be cleric, sans bab and armor proficiencies and access to the healing domain. Shapeshifter would get wild shape but that's all they get. Would only get 3/4s BAB while polymorphed. Force mage would get some bonus spells and some abilities we'd need to make up. Witches can be used as well. Rogues could choose bard, ranger, alchemist (sans mutagen and mutation related discoveries), slayer (for assassin), or swashbuckler(duelist). Fighters could choose barbarian, a modified paladin, bloodrager (reaver), cavalier (for champion). We would also use a few house rules I am partial to, the wounds and vigor system, an injury system that would reflect DAO's, and more skills at first level according to background (+3 ranks for everyone at first level only) Races would be Elves, Humans, and Dwarves, plus Tieflings (if you decide to play and abomination, with variants according to type) and possibly skinwalkers (as were creatues are a part of the lore). And if someone built a golem race from the race creation rules, I's certainly look at it. Builds would be 20 point buy
Sorry about that. I wrote the character at about 2 in the morning by that point. One question though, what do you mean by skill specialization? Do you mean the feat Skill Focus? Answered below: Specialization is a flat +2. Rowan Mikalson Spoiler:
Str:16 Dex 14 Con 14 Int 17 Wis 10 Cha 8 Race: Human (Ulfen), age 22 Traits:
Background: Scholar Feats:
Skills: 2(fighter)+2(lore warden)+2(free)+3+1 = 10 +1 for UMD and Arcana from Scholar Background. Specialization in UMD and Perception. Librarian and Craft from backstory.
HP: 14 (10 class +2 con +1 toughness +1 favored)
Attacks:
Languages: Common, Orc, Dwarf, Elven, Thassalonian, Draconic, Abyssal Equipment
Backstory:
Rowan was fascinated by the magic the Finder performed. To have such power at one's finger tips, it was simply amazing. For months after, Rowan tried to elicit some form of magic from himself, even the tiniest bit. Failing that, he went to the town's priest, a learned man, for advice and knowledge. He turned him onto some books he had collected on magic. Rowan tore through them, eating every word. He learned of sorcerers and wizards, of the different schools and types of magic, hoping that he could find some scrap that would allow him to unlock whatever power he may hold. His parents grew worried as this obsession took over him. To them, all this reading and learning was not normal. They pushed him to resume his training as a proper blacksmith. Rowan resisted at every turn, until one day Rowan decided to simply leave. Hearing stories of a Great Library and believing that some where in those halls was the answer to his plight, he set off with nothing but a spear and a few supplies. When he arrived there, he was first turned away. But he continued to try to gain entrance. Eventually, he drew the eye of a Lore Warden, one Patrick Galls, a protector of the knowledge of the library. He took him under his wing and taught him everything he knew. For the next few years, he trained as a fighter and scholar, learning from his mentor and the scholars that would visit the library from across the continent. eventually earning a degree in Arcanum. Now he [Insert plot hook here]. Appearance: Standing at 6'3", he wears his blonde hair long in a single braid down his back. He wears the robes of a scholar of the Great library, modified as to not to interfere with his movements. In the gap at the collar, however, you see the glimmer of a chain shirt. He wields a fauchard, a nasty looking polearm reminiscent of a scythe with its long curved blade. His blue eyes studies you as you examine him. Characterization and alignment: NG. Ultimately, he is most concerned with knowledge and using it to better people. He is most often seen pouring over books or studying magical artifacts. He tends to be obsessive, but can be torn away if the need is great. If he is busy, he tends to be short, almost rude, but he is considerably nicer when not distracted.
I imagine he needs similar changes
Spoiler:
Str 15 (+1 from Physical Enhancement) Dex 12 Con 16 Int 17 wis 12 (14 when shifted) Cha 5 Race Coldborn skinwalker Class Shapechanger Wizard, opposition schools Illusion and Enchantment Traits: Magical Knack Mastery of Form Background: Backwoods Scholar - Character was trained by a wizard in hiding in transformation magic and how to survive in the wilderness. Benefits- Wilderness Scholar K Nature and Survival (this is modified scholar feat. Insteand of Knowledges, it would be picked from Geo, Nature, Perception, Survival) and Extra Feature (skinwalker Feat. For non skinwalker, perhaps endurance or combat casting). Benefit two would be similar to the Scholar background, with specialization in a pair of skills + 1 free rank). Also explains why he is not Imperial Army. Arcane Focus Drawback: Loner HP 11
Feats:
Skills: 2+2+3 +1 for Profession (Guide) and Craft (leather). Specialization in Survival and Nature, with free ranks in those.
Main attacks are bite and claws from his racial ability change shape and natural attacks he gains from the Battle Shaper class Feature. Next level, he will have larger claws while raging. Equipment:
Backstory: Found by fey left in the wilderness to die, he was taken to the only human they knew, a wizard named Jaran Tharn, who had deserted the Imperial Army, fleeing into the forests to hide. During his childhood, he wandered the wilderness with his adoptive father and the 2 fey that found him, training in magic and evading those that might discover them. It was not until he was 13 years of age that he discovered that he was not completely human. One day,he woke up to hear a pair of bandits found their camp. His father was sleeping in another tent and the fey were no where to be found. The bandits started to rummage through their camp, stealing whatever useful things they could find. Eventually, they reached his father's tent. He heard them whispering to each other about how they were going to cut his fathers throat. Filled with fear, he underwent his first shift, growing a nasty bite, attacking those who would harm his father. He caught them by surprise, but they were two and he was but a boy. They stabbed him, but the noise was enough to wake his father, who blasted them with fire. For two long weeks, the boy was unconscious, his father all along fearing for both the boy's life and what he was. From that point on, his training was doubled, teaching the boy how to control his rage and his shifts, as well as having him focus on shapechanging magic. This went on for 5 years, until his aging father passed in his sleep. Now with nothing left keeping him to the wilds (the only thing keeping him there was his fathers fear of discovery), the boy said goodbye to his fey friends set off to explore the world outside the forests he grew up in and to discover what sort of creature he is. He has been traveling now for 4 years, going from town to town, gathering information on rumors of strange beasts and earning money by acting as a bodyguard to caravans and guides through the wilderness. He is a rather wild looking man, standing at 6'3" with long, tangled blonde hair and blue eyes. He tends to hide his magic, often using a greataxe or bow, pretending to be a ranger or barbarian. When he must perform magic in front of others, he tells others that he is a druid as not to alert the Imperials that they are missing a potential soldier. Characterization and alingment: CG. Garrak tends to go his own way, paying no heed to the laws of city folk. He will always do what is right, regardless of the consequences. He tends to stay away from others, but he will fiercely protect his companions. In the wilderness, he will set up far from camp, often sleeping in some tree and when traveling, he prefers to walk off the road. He does carry some tattered books from his father, using bent and scratched glasses to read them. He tends to forget much of the social niceties like saying hello or using a knife and fork. He is quiet, reserved, and a little gruff, but he is far from mean or angry, despite his outward appearance. He is patient, but will get angry if time is wasted on something he feels is unneeded.
Edit: Skills now include specializations. Edit: Characterization of both is now included.
Second character submission is a decidedly more exotic character. A Coldborn wizard who later will multiclass into bloodrager and eldritch knight. His role will be buffer/frontline fighter/auxiliary caster/Wondrous Crafter
Spoiler: Str 15 (+1 from Physical Enhancement) Dex 12 Con 16 Int 17 wis 12 (14 when shifted) Cha 5 Race Coldborn skinwalker
HP 11
Feats:
Skills: 2+2+3
Main attacks are bite and claws from his racial ability change shape and natural attacks he gains from the Battle Shaper class Feature. Next level, he will have larger claws while raging. Equipment:
Backstory: Found by fey left in the wilderness to die, he was taken to the only human they knew, a wizard named Jaran Tharn, who had deserted the Imperial Army, fleeing into the forests to hide. During his childhood, he wandered the wilderness with his adoptive father and the 2 fey that found him, training in magic and evading those that might discover them. It was not until he was 13 years of age that he discovered that he was not completely human. One day,he woke up to hear a pair of bandits found their camp. His father was sleeping in another tent and the fey were no where to be found. The bandits started to rummage through their camp, stealing whatever useful things they could find. Eventually, they reached his father's tent. He heard them whispering to each other about how they were going to cut his fathers throat. Filled with fear, he underwent his first shift, growing a nasty bite, attacking those who would harm his father. He caught them by surprise, but they were two and he was but a boy. They stabbed him, but the noise was enough to wake his father, who blasted them with fire. For two long weeks, the boy was unconscious, his father all along fearing for both the boy's life and what he was. From that point on, his training was doubled, teaching the boy how to control his rage and his shifts, as well as having him focus on shapechanging magic. This went on for 5 years, until his aging father passed in his sleep. Now with nothing left keeping him to the wilds (the only thing keeping him there was his fathers fear of discovery), the boy said goodbye to his fey friends set off to explore the world outside the forests he grew up in and to discover what sort of creature he is. He has been traveling now for 4 years, going from town to town, gathering information on rumors of strange beasts and earning money by acting as a bodyguard to caravans and guides through the wilderness. He is a rather wild looking man, standing at 6'3" with long, tangled blonde hair. He tends to hide his magic, often using a greataxe or bow, pretending to be a ranger. When he must perform magic in front of others, he tells others that he is a druid as not to alert the Imperials that they are missing a potential soldier.
I am definitely interested. I have two character concepts. The first is a scholar, a Lore Warden Fighter.Though he wields no magic himself, he has devoted his life to studying it, even teaching some mages in magic where no magical tutor was available. His ancestors were wizards and he seeks to restore magic to the world. He will mostly focus on trip and re-position maneuvers and wields guisarme.
Spoiler:
Str:17 Dex 14 Con 14 Int 16 Wis 10 Cha 8 Race: Human Traits:
Background: Scholar Feats:
Skills: 2(fighter)+2(lore warden)+2(free)+3+1 = 10 +1 for UMD and Arcana from Scholar Background and Librarian from backstory
HP: 14
Attacks:
Equipment
Brief Backstory:
The second submission will be posted later. |