Valeros

Snowhawk's page

Organized Play Member. 31 posts (49 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.


RSS


Stats 1

Stats 1: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stats 2: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stats 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats 4: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stats 5: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stats 6: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Stats 2

Stats 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats 3: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stats 4: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stats 5: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stats 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15


Dice:
Stat 1: 4d6 ⇒ (1, 6, 6, 2) = 15
Stat 2: 4d6 ⇒ (1, 6, 6, 2) = 15
Stat 3: 4d6 ⇒ (3, 1, 6, 3) = 13
Stat 4: 4d6 ⇒ (2, 1, 5, 2) = 10
Stat 5: 4d6 ⇒ (1, 2, 5, 6) = 14
Stat 6: 4d6 ⇒ (6, 6, 1, 1) = 14

Reroll 1: 1d6 ⇒ 3
Reroll 2: 1d6 ⇒ 4
Reroll 3: 1d6 ⇒ 2
Reroll 4: 1d6 ⇒ 3
Reroll 5: 1d6 ⇒ 4
Reroll 6: 1d6 ⇒ 5
Reroll 7: 1d6 ⇒ 3
Reroll 8: 1d6 ⇒ 5
Reroll 9: 1d6 ⇒ 5
Reroll 10: 1d6 ⇒ 1
Reroll 11: 1d6 ⇒ 6
Reroll 12: 1d6 ⇒ 2

Reroll 3 again: 1d6 ⇒ 2
Reroll 10 again: 1d6 ⇒ 2
Reroll 12 again: 1d6 ⇒ 4

Reroll 3 again: 1d6 ⇒ 1
Reroll 10 again: 1d6 ⇒ 3
Reroll 12 again: 1d6 ⇒ 6

Reroll 3 again: 1d6 ⇒ 2

Reroll 3 again: 1d6 ⇒ 4

So 16, 16, 12, 15, 16, 18. I can do something with that, yeah.


I'd be interested. Do you have a specific healer/frontliner class you'd prefer or should I throw something at the wall and see if it sticks?


Grove:
Shifter (Warpriest/Cleric/Inquisitor, I'm still tinkering on best fit class-wise for the group)

Grove is an outcast from his tribe in the Eldeen Reaches. He looks "half human" to the shifters because he has less body hair and a less pronounced feral facial features, but only those with horrible eyesight would mistake him for anything but a shifter. He has been in exile from his people since slaying tribesmen trying to kill a human family who had strayed too far into their territory. Afterwards he traveled east trying to find a place to hide.

He took work as a pit fighter for a while, using his bestial nature and sword skills to earn his meals. He was only saved by the intervention of Keen himself. Who gave him a purpose and pushed Grove to stop running from himself. Even after the Day of Mourning he followed the refugees to Breland and even helped in establishing New Cyre. He felt a kinship to the now homeless Cyrans and has worked to help protect them since the end of the war.

While Grove can be kind and understanding to those he feels are outcast or misplaced. He's also fiercely loyal to those he calls friend or countryman, still willing to stand and defend Keen or Cyre's name if it's called into question.

Like most shifters he's brash and blunt, but is protective of those he feels close to. He also loathes the Silver Flame, growing up with stories of what they did to shifters during the purge and having little to no respect for them even if they would otherwise be a valued friend or ally. He worked hard to become a good diplomat and calm voice in a crisis, but his prejudices against the Silver Flame and those who attacked Cyre often get the better of his otherwise level head.

Khalen:
Half-Elf Oracle (and hidden Dragonmarked heir)
Khalen was born to a low-level clerk and his wife on Stormhome. Growing up he heard tales of the horrors happening in the war from traveling soldiers. Even though his home was mostly untouched, he saw some of the hardships as some of the airships were piled with the dead to be returned home. Or the loads of warforged soldiers ferried back and forth to various battlefields across the kingdoms. His first friend was a damaged warforged named Ridge who helped load ships on one of the sky docks.

Khalen loathes Dragonmarked House politics, and actively rails against them. When he was old enough he was passed over for his Dragonmarked test because his blood was considered "too thin". Shortly after he fled his home and joined in on the war, believing that Cyre was in the right. He's been hiding a growing dragonmark on his back since before the Mourning, and fears the day when someone will discover it for themselves.

He's a loyal and true friend to those he cares for. Growing up being told how superior he is, he actively seeks to give to others before himself as a form of atonement. He's also quick to offer friendship and compassion to Warforged, even though they seem to be one of the more distrusted races. However he loathes the country of Thrane for their actions during the war, and finds Thranish traditions to be spit in the eye of the dead Cyrans. He's also distrustful of Dragonmarked houses, believing them to be like his own family: filled with people with an inflated sense of self importance.

His abilities, as far as he knows, stem entirely from his Dragonmark. And while a powerful and dedicated caster, he lives in abject fear of the day his house learns he's not only alive but bears a mark. So he restricts himself as much as he can without getting his friends killed in order to escape detection.

Maethon:
Valenar Elf Paladin

Maethon Sunsinger was named after a venerated ancestor. As a young Valenar elf with a great destiny, he was chosen to emulate his namesake's dedication to combat prowess, faithfulness and honesty. He and his people had come to Khorvaire to find their way in ancient lands they believed were their own before being lost to the Hobgoblin empire. As a young man he witnessed the horrors of the silver crusade, and found a cleric of unshaking faith not in the inquisition, but one of their victims. A shifter cleric who was put to death publicly refused to speak of those he had led away from them, nor would he denounce his faith or kin. Maethon found that he admired the shifter as being worthy of veneration.

When the Last War broke out he was still in training, but his training was incomplete. Helping tend horses, sharpen the blades of his kin and learn their ways from their hip, he was years away from the moment that would define him to his people. While they served Cyre as soldiers, he came to love the country, admiring it's dedication to art, music and craftsmanship. He, like all his people, had pledged themselves to the nation as soldiers. And in dedication to his ancestor, his word was his bond.

When the Valenar rebelled and took a portion of the country for themselves, however, Maethon rejected what he called "a traitor's tactic". He fled the Valenar and relinquished himself for judgement to the court in Metrol. He spent years in the dungeons, all but forgotten, before he was given the choice to fight for the crown or to die. He chose to fight. In short order he was assigned to Keen Company and posted on the front lines until the day of mourning.

Maethon is dedicated to keeping his bonds and word. He will protect those under his care or his comrades with his life, but will refuse disgraceful acts such as thievery or cold blooded murder. He's an exceptional horse-rider, but will only ride a Valenaran steed. And as his is dead, he will not willingly accept to ride on the back of any other horse, even mage-bred.

Paladin's Code

My word is my bond. Once given I buy it's weight in pain and blood.

Battle in inevitable. But I will not spill my war onto the doorsteps of those I seek to protect. I will die before I cast blood on their hearth.

I will uphold the law that serves the people. I will speak for the voiceless when the law fails them. If I must, I will throw down the law that chains them to evil designs.

I will provide aid to those who are lost on their path. I will abide imperfection of those who are learning, but not at the cost of the innocent.

My blade is my justice and my judgment. If I must I will grant a swift and peaceful passing into the next life to those who cannot be redeemed, and comfort to the sincerely repentant.

The best fight is one that ends in peace. If I cannot achieve peace, for myself or another, the battle is pointless. Pride has no place in war.

My soul and my blade I carry with me. I will trade neither for comfort or promises, but will sacrifice my life for those under my care.


I'll get my concepts up tomorrow (today?). Been really pouring over these since it's been so long I have half-formed brain-children in my head rattling around, lol


1 person marked this as a favorite.

Generally Roll20 is the easiest in terms of basic use. It does take a small amount of getting use to for a GM, but once you get over the learning curve it's good enough. And no need for premium to do good with. But that's my thoughts on it. If you want to PM me then feel free.


I'm not able to play on Wednesdays due to tabletop, but I'm pretty good with about any other night. Just let me know.


I just really liked the concept of a lightly armored fighter on a ship. You see all those pirates in movies basically going into a fight with just pants and a belt on and wading into the thick of it. Having some utility to go with it (ki points) made it super attractive.

Healing... well I know you dont need a ton of in-fight healing, just good recovery. If this was purely about healing and condition removal I'd roll a Paladin. But this is S&S and you dont bring a Paladin to that table.

I'd happily roll a Skald (rage power utility can give DR and trickles of fast healing which is amazing) but like I'd said, most of the group would never benefit from raging song.

As I haven't seen a Warpriest played since its playtest, I'm certainly open to options. I feel like I know about it, but I'm sure someone who's played it knows much more.


My only issue with Evangelist is the loss of spontaneous cure spells. Reduced channel doesn't bother me so much.

And I dont think I understand Shaman very well. But I didn't ever fully grasp Witch, so that doesn't shock anyone I'm sure.


I've recently joined a group and we'll be playing S&S very soon. As I was the last one to join, of course I'm left filling the healing role. So I've had to forsake my want to play a monk and fit into the group.

Group comp is as follows:
Rogue
Alchemist (Goblin)
Bolt Ace
Sorcerer
And either a fighter or swashbuckler

So I'm in need to fill the healing as I've never seen an Alchemist ever want to attempt to dabble in it and I doubt that will change now.

I'm either wanting to play a Cleric of Besmara (possibly Herald Caller?) Or a Bard. I'd be more comfortable with a Skald, but this group would never benefit from raging song because everyone wants to build for DeX.

Any suggestions? Maybe an option I may have missed? I just dont want them dead. I dont need them happy (we're pirates after all) so I'll take all suggestions.


Oh I'd definitely be interested in the AP. Anything with some extra latitude is just a bonus. So yeah, love to toss my hat in on this. Lots of pathfinder experience, but not a lot of it with APs. Some exceptions, but yeah.


Small price to pay, right?


Garroth Seren wrote:

Dunno why, but to me, snowhawks ulfen skald is now

THIS to me.

LoL! Actually those are traits I found by pure accident while browsing a while back. I saved them for a rainy day. And since I'd wanted to play an Ulfen anyway, this was as good a time as any to crack them out of storage.

FYI Lingering Performance stacks. So if you ever want to play a Bard who can quadruple their perform rounds per day: There you go. Just in case you have a long work day and want to keep buffs going.


The Ancient GM wrote:
@snowhawk, it seems to not work for me, instead opening up to my character selection.

Sheet:
Weller Helfdayne

CG Male Human Skald 1
Medium humanoid (human)
Init +2; Senses: Perception +3
--------------------
Defense
--------------------
AC 16, Touch 12, Flat-footed 14
hp 10 (1d8+2)
Fort +3, Ref +2, Will +1
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
Battleaxe (One-Handed) +3 (1d8+4/20x3)
Battleaxe (Two-Handed) +3 (1d8+5/20x3)
Battleaxe/Handaxe +1/+1 (1d8+4/20x3)/(1d6+4/20x3)
--------------------
Racial Abilities
--------------------
Skilled: +1 skill point per level

Bonus Feat: One additional feat at 1st level
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 17
Feats:
Two-Weapon Fighting (1st), Double Slice (Human), Scribe Scroll (Skald 1)
Traits:
Weapon Training: +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer
Community Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Skills:
Bluff: 6
Intimidate: 6
Knowledge Arcana: 6
Knowledge Dungeoneering: 2
Knowledge Engineering: 2
Knowledge Geography: 2
Knowledge History: 6
Knowledge Local: 2
Knowledge Nature: 2
Knowledge Nobility: 2
Knowledge Planes: 2
Knowledge Religion: 2
Perception: 3
Perform: Oratory: 6
Swim: 7
Use Magic Device: 6
Languages: Common, Skald
Gear:
Battleaxe (One Handed Axe) 1d8 20x3, 6lbs (10 gp)
Handaxe (Light Axe) 1d6 20x3, 3lbs (6 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Chain Shirt +4 AC, +4 Max Dex Bonus, -2 ACP, 25 lbs (100 gp)
Heavy Steel Shield +2 AC, -2ACP, 15 lbs (20 gp)
Remaining Gold: 284
--------------------
Spells Per Day
--------------------
LvL 0: ∞
LvL 1: 2
--------------------
Spells Known
--------------------
LvL 0: Prestidigitation, Light, Mage Hand, Detect Magic
LvL 1: Expedious Retreat, Cure Light Wounds
--------------------
Special Abilities
--------------------
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Bardic Knowledge (ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Favored Class Bonus: +1 Hitpoint


Stats 1: 4d6 ⇒ (1, 5, 2, 4) = 12
Stats 2: 4d6 ⇒ (4, 6, 1, 3) = 14
Stats 3: 4d6 ⇒ (2, 2, 5, 3) = 12
Stats 4: 4d6 ⇒ (4, 4, 3, 1) = 12
Stats 5: 4d6 ⇒ (5, 5, 2, 6) = 18
Stats 6: 4d6 ⇒ (1, 1, 6, 6) = 14


The Ancient GM wrote:
-Snowhawk, background is good, though I looked over the character sheet I can’t seem to access it again.

It's still letting me in on it. If it does that again let me know and I'll just attack it in format in a reply. Sometimes those sites like to go sideways on us.


As a side note: If the young character is as cool as the little girl from GoT I don't think they'd have any trouble bossing people around. But that's just my take.


Stats:
http://charactersheet.co.uk/pathfinder/#/statblock/5d300f57f578710004c7da91

Backstory:
Born in Halgrim, Weller studied at the feet of fierce warriors from a young age. He drew acclaim with the retelling of their great stories of conquest in combat and soon began hunting down new and better stories to tell of the deeds of men and other folk who had embodied the northman sense of adventure and honor. His travels eventually drew him through the Godless cities of Rahadoum, seeking tales of men so brave they defy the Gods themselves. But he was disappointed in what he found to be only another petty city of schemers with no will to be more than what would line their pockets.

He's now found his way to the Stolen Lands, only recently settled by a group of adventurers if the tales are true, to see how the forging of a wild land works at the hands of the southerners when so many have already failed in the very same task.


General attitude is that if you dont post closed recruitment somewhere then everyone assumes its it's open. Just like everyone assumes PbP unless you state its voice/roll20. That's the default, so to speak.

Sorry to butt in. Just thought I'd help save you more issues! Happy gaming.


Crunch:
Valden Grimundr
LG Male Human Cleric 3
Medium humanoid (human)
Deity: Iomedae
Init +4; Senses: Perception +10
--------------------
Archetype
--------------------
Divine Paragon
--------------------
Defense
--------------------
AC 18 (20 w/shield), Touch 12, Flat-footed 16 (17 w/shield)
hp 24 (3d8+6)
Fort +6, Ref +3, Will +9
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft. (20 ft in armor)
Melee Attack Block:
Masterwork Longsword (One-Handed) +5 (1d8+2/19-20x2)
Masterwork Longsword (Two-Handed) +5 (1d8+3/19-20x2)
--------------------
Racial Abilities
--------------------
Skilled: +1 skill point per level

Bonus Feat: One additional feat at 1st level
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats:
Deific Obedience (Archetype Feat), Selective Channel (1st), Iron Will (Human), Weapon Focus [Longsword] (3rd)
Traits:
Exchange Agent: +1 to Survival and it's a class skill, also learn native regional language
Seeker: +1 to Perception and Perception is a class skill
Skills:
Appraise (Int), Craft (tattoo): 6, Diplomacy: 6, Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes): 4, Knowledge (religion): 6, Linguistics: 3, Perception: 10, Profession (Wis), Sense Motive: 9, Survival: 8, and Spellcraft (Int).
Languages: Common, Skald, Dwarven, Giant, Orc
Gear:
Masterwork Longsword (One Handed Sword) 1d8 19-20x2, 4lbs (315 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Masterwork Breastplate +6 AC, +3 Max Dex Bonus, -3 ACP, 30 lbs (350 gp)
Heavy Steel Shield +2 AC, -2ACP, 15 lbs (20 gp)
Cloak of Resistence +1 (1k gp)
Silver Holy Symbol (25 gp)
Remaining Gold: 284
--------------------
Spells Per Day
--------------------
LvL 0: ∞
LvL 1: 3
Lvl 2: 2
--------------------
Spells Prepared
--------------------
LvL 0: Create Water, Light, Resistance, Detect Magic
LvL 1: Divine Favor, Bless, (Open)
LvL 2: Protection from Evil (Communal), Shield Other
--------------------
Domains
--------------------
War [Devoted]
Glory (Heroism)
--------------------
Domain Spells
--------------------
LvL 1: Magic Weapon
LvL 2: Spiritual Weapon
--------------------
Special Abilities
--------------------
Aura of Good
Divine Brand
Channel Energy 2d6, 5/day

Favored Class Bonus: +3 Skillpoints

Fluff:
Valden hails from the Land of the Linnorm Kings. He was born to a Ulfen guardsman and his new bride in a noble's estate. The guardsman, a long time servant of a rather minor noble house, had married a young maid after her clansmen had come for a long stay to discuss a trade route. His father, a man who was rather unremarkable except for his love for his wife and son, raised the boy in the walls of the keep. He even grew alongside some of the lord's children as a playmate when he was younger.

He wanted to bring honor to not only his Ulfen ancestors, but to the noble house where he was raised as well. Hearty people who prized skill at arms and bravery, he wanted to prove himself worthy of them both. When he was old enough he began training with the royal arms-man in sword combat, training day and night to learn how to fight with his childhood playmates.

It wasn't until a missionary arrived for a respite at the keep that he discovered the church of Iomedae. The cleric told Valden of the great crusade at the Worldwound in Avistan and of the work the church did among the Pathfinder Society to help them discover new items and artifacts to help fight the demons.

In response Valden pledged himself to the church and trained as a Cleric, mostly working with the Pathfinder Society and it's other members as a healer and protector. He's recently been reassigned to Magnimar to help with inflate the ranks of the local members.

Build:
Building around buffing/condition removal and some melee ability. Would be interested in dipping Inheritor's Crusader at level 6 to add some more buffs. But that's not a huge deal for me.


Stats:
Kaerion Marek
Male Aasimar Paladin 3
LG Medium humanoid (human)/outsider (native)
Deity: Sarenrae
Init +4; Senses: Perception +9
--------------------
Defense
--------------------
AC 17 (19 w/shield), Touch 14, Flat-footed 15 (17 w/shield)
hp 32 (3d10+6)
Fort +7, Ref +6, Will +6
Defensive Abilities:
Charisma as deflection bonus vs Smite targets
--------------------
Offense
--------------------
Speed 30 ft. (20 ft in armor)
Melee Attack Block:
Masterwork Scimitar (One-Handed) +7 (1d6+3/18-20x2)
w/Power Attack +5 (1d6+4/18-20x2)
Masterwork Scimitar (Two-Handed) +7 (1d6+4/18-20x2)
w/Power Attack +5 (1d6+7/18-20x2)
Special Attacks:
Smite Evil 1/Day: +Level to Damage, +Cha to Attack and Damage against evil targets.
--------------------
Racial Abilities
--------------------
Celestial Resistance: 5 Acid, Cold and Electricity resistance

Darkvision: 60 ft

Scion of Humanity: Count as both outsider (native) and humanoid (human), pass as human

Variant: +2 to Strength Score

Skilled: +2 to Diplomacy and Perception
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats:
Power Attack (1st), Fast Learner (3rd)
Traits:
Outlander (Exile): +2 trait bonus to initiative
Seeker: +1 to Perception and Perception is a class skill
Magical Knack: +2 to caster level up to HD maximum
Skills:
Skill Total Points Misc Mod
Craft (N/A):
Diplomacy: 11 3 5 3
Handle Animal: 9 3 3 3
Heal (Wis):
Knowledge (nobility): 8 3 3 2
Knowledge (religion): 6 1 3 2
Perception: 9 3 6 0
Profession (Wis):
Ride (Dex) 6 1 3 2
Sense Motive 6 3 3 0
Spellcraft (Int): 6 1 3 2
Languages: Common, Orc, Goblin

Gear:
Masterwork Scimitar (One Handed Sword) 1d6 18-20x2, 4lbs (315 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Boarding Axe (One Handed light weapon) 1d6 20x3 (6gp)
Masterwork Scalemail +5 AC, +3 Max Dex Bonus, -3 ACP, 30 lbs (200 gp)
Heavy Steel Shield +2 AC, -2ACP, 15 lbs (20 gp)
Silver Holy Symbol (25 gp)
Wand of Cure Light Wounds (750 gp)
Remaining Gold: 1,678

--------------------
Special Abilities
--------------------
Aura of Good
Detect Evil (At Will)
Divine Grace
Lay on Hands 4/day (1d6)
Aura of Courage
Divine Health
Mercy: Fatigued

Favored Class Bonus: +3 Hitpoints/+3 Skillpoints (Fast Learner)

Paladin's Code:
I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

I am fair to others. I expect nothing for myself but that which I need to survive.

I will uphold the law that serves the people. I will speak for the voiceless when the law fails them. If I must, I will throw down the law that chains them to evil designs.

The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

I will not abide wanton evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

I will provide aid to those who are lost on their path. I will abide imperfection of those who are learning, but not at the cost of the innocent.

My blade is my justice and my judgment. If I must I will grant a swift and peaceful passing into the next life to those who cannot be redeemed, and comfort to the sincerely repentant.

I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.

Each day is another step toward perfection. I will not turn back into the dark.

Backstory:
The first anyone knew of Kaerion Marek was the night he was found as a small child, covered in blood and wandering the streets of Magnimar. With only a long bloodied shirt he was barely old enough to talk, but the frozen winter streets slick with snow and ice had long frozen his small feet by the time someone noticed the child walking in a daze.

Too young to even tell them what happened, or even his own name, he was without a single wound but still covered in half-frozen blood. He clutched at a small leather cord with a medallion necklace, an older Andoran coin stamped with the watchful eye of Aroden as the only hint of his past. Despite the best efforts of the guard, his trail disappeared into the falling snow before they could find where he came from.

There was talk of sending him to an orphanage at the temple of Pharasma, but was quickly cut short. A Sergent of the guard refused to let the 'worshipers of death' to surround the child with more of the same. Instead he took the child in himself. Vitaly and Poloma Marek were an older couple who had never been able to have children. Poloma was a minor Bard and had dreams of traveling the world when she was younger, but stayed when she fell in love with Vitaly. Together the couple cared for the boy. When he couldn't remember his own name they decided to name him after Poloma's father.

He grew up with a stigma from birth. The 'bloody child' some called him. He didn't look particularly Varisian, and his past was a stigma he never lived down. Instead he was raised with love and care from his parents, despite his lack of friends. Through them he discovered the church of Sarenrae, a place where even the worst could find some measure of peace and redemption. A sentiment he hoped to find for himself some day.

When he grew old enough he intended to join the clergy. His parents, delighted in his choice, once again offered encouragement. Helping him on his way to go learn at the feet of the clerics at the local temple. However his strength and charm earned him another calling rather quickly. He was trained in the more martial ways of the Dawnflower to become one of her Paladins.

Shortly after becoming a man he left with missionaries, assigned to travel to the temples and learn of the great bond between his own church and others. He passed briefly through Sandpoint roughly a year before the temple burned to the ground. There he found a town banded together at the edge of nowhere. At the time it gave him some measure of hope for the place.

He only learned of the fire after returning south from a mission in Halgrim. Given the recent events after the unveiling of the new temple, he has chosen to stay and lend his help the small town he found so endearing when he first passed through.

Appearance & Personality:
Most would consider Kaerion handsome, or at least plesant to the eye. His dark brown hair lightened by all the time he spends under the sun, his natural angular looks or how easily he seems to tan under even a light warmth. Only his oddly pale eyes seem to suggest anything different about him. And even that can be mistaken in the right light.

He dresses every bit the missionary of Sarenrae, often wearing Kelish style clothing and armor when able, he's also developed an affection for the northerners he met while in Halgrim. Adopting a wolf totem after making friends with a group a locals. He's as comfortable in armor as normal clothing, but seems oddly to miss the comfort of armor no matter the situation.

He laughs easily and shows compassion to even the worst of people.
Often believing that most of the people who have turned to crime and anger are simply lacking someone who is willing to show them kindness. He tries to spend as much time helping others and offering aid as he does fighting dangers, but he has no problem drawing his sword when the situation calls for it.

He cares very little for petty offenses or crimes and sees laws that require starving thieves to lose hands out of desperation as abhorrent. While he respects the rule of law, he's as likely to impose his own law on brigands and bandits, often offering them aid up until it becomes necessary to dole out true justice. If he believes someone is repentant for their crimes he will stand with them, no matter the cost, to see them find their chance at redeeming themselves.

Some Paladins of other faiths might see him as lax in his duties in upholding the laws of the land, Especially Abadar's followers. He finds little love for the God, seeing him as obsessed with order over the people order should serve. He's often found that even the most outwardly seeming rogue or rapscallion, usually has their heart in the right place. And chooses instead to guide them to better ends rather than get hung up on the unimportant parts.

He often offers polite praise and accepts almost none for himself whenever the situation arises, thinking that he is only as good as those around him. Though when angered he forgoes decorum and instead lets the very real threat of his displeasure be enough to speak for him. In the rare moment he must shed blood or take life, he does so with compassion, not indulging in bloodlust or the need to torment.

Timezone:
EST

My submission. Sorry the personality is long, I just wanted to be clear on the idea that I'm not making Lawful Stupid. Too many people do, so I thought a little clarity might be appreciated.


Hello all,

My tabletop group will be starting a new campaign soon (I've been DMing for 2 years and I'm almost done) and the next person taking the reins has expressed a desire for someone to play a full arcane caster. Maybe because I was a little slow to decide what to play, now I'm stuck being the wizard/sorcerer/arcanist.

My first DnD character was a 2nd ed wizard. So I'm familiar with the class as a player, and I built a decent exploiter wizard. I'm just not sure I want to play the squishy guy in the back.

Party is a paladin, barbarian, ranger and bard. My real question is: What do I do? Play the wizard to keep everyone hasted while I slowly go insane or try something in the same hemisphere like a caster druid?


Weller Helfdayne

Background:
Born in the snowy bays of the Northlands, Weller was the child of a House Garess guardsman and an Ulfen warrior maiden. The two were married swiftly and she chose to remain with her husband in in Brevoy. Together they raised four children in the cold north reaches: Weller, Edric, Bronn and Cessily. And with the exception of Weller, embraced the Brevoy culture just fine. Even marrying in some cases and having a normal life in Greyhaven.

Weller, however, idolized the stories of his mother's homeland. Of tales of raids and warriors, strength of arm forging the world before him. He dreamed of traveling to Halgrim and being a part of the world his mother left behind. Instead she regaled him with tales of great wars, heroes who sailed on frozen seas and the creatures that crawled along the frosted edges of the Linnorm Kingdoms.

Unlike his sibblings he was ridiculed and often looked down on for embracing his Ulfen blood. It didn't help matters that unlike his brothers and sister, he retained the pale complexion and blonde hair more common to Ulfen rather than the tanned skin and brown hair of his father and siblings. Often picked on for being a "Kellid Savage" by some of the other youths, Weller grew up with a motivation to exceed beyond his tormentors.

He wanted to bring honor to not only his father's name, but to his Ulfen ancestors as well. Hearty people who prized skill at arms and bravery, he wanted to prove himself worthy of them both. When he was old enough he began trying to find a way to attend one of the Aldori academies in Brevoy. He worked hard to find a patron who could help pay his tuition so he might attend, but he still met the same rejection. Yet he was determined to be a soldier like his father and his mother's people.

When he reached twenty he decided to train under a local school he could afford in hopes it would give him the necessary skill to impress a wealthy patron. For two years he trained with a drunkard who rarely had a kind thing to say to him. Often dismissing him to do odd training exercises like attempt to catch fish with his hands or climb trees to find soft bark. Still, Weller endured. He made money serving drinks at a local tavern, paying most of it to his teacher.

One day, during a sudden snowstorm, his teacher sent him out to collect dry wood from the nearby forest. Grumbling at the old fool's request, he went anyway. However when he got there he stumbled into a horrible scene. The House Garess tax collector was beset by robbers. Half his guards were dead, the others fighting hard to protect the Lord's taxes. Weller drew his sword and ran in, killing two men before they realized he was there.

In the ensuing battle, Weller's skills for tales and jest came in handy as he helped to rally the beaten guards to finally drive back the remaining thieves. In the chaos he was mistaken for an Aldori, however he corrected the collector and explained he was simply a student to a school mostly unrecognized by the Aldori swordpact.

In gratitude to the service of House Garess, Weller was given a finely crafted dueling sword with his mother's house sigil on the pommel as well as a suit of armor crafted for House Garess scouts. He was funded to travel to Brevoy to begin at a local school, but once there news of the explorers to travel into the Greenbelt reached him. Instead he changed course, thinking that if his skills could be used to help expand the country, then what better way to honor his ancestors on both sides of his family.

Religion:
Weller is easy to adapt to several gods, so if that's an issue I have no strong ties to a religious order for this character. Maybe that can change over time, but right now it's a non-thing for me.

Personality/Rulership:
Weller is someone who reveres the stories his mother told him about the North and of the legacy of his family. So he has a strong tie to that aspect. However much like the Ulfen in the tales he cares more about prosperity of his people than dictation of their lives. He would be unorthodox and possibly (depending on the other person) considered the kinder of the two as he has no want to be feared by those who he rules unless they give him individual cause to.


Stat 1: 4d6 ⇒ (3, 6, 2, 5) = 16
Stat 2: 4d6 ⇒ (5, 6, 6, 1) = 18
Stat 3: 4d6 ⇒ (3, 1, 5, 1) = 10
Stat 4: 4d6 ⇒ (3, 1, 1, 3) = 8
Stat 5: 4d6 ⇒ (3, 1, 2, 5) = 11
Stat 6: 4d6 ⇒ (2, 1, 5, 2) = 10
Stat spare: 4d6 ⇒ (1, 3, 2, 4) = 10

14, 17, 9, 10, 9, 9

Huh. Well. See what I can craft here.


I am the weirdo that Time has notified about this Mongolian campaign. My questions are on if we need to worry about magical items, do we need to go by wealth by level to buy them, is there a stat buy or just a roll... little build things. I have a concept, I just want to slap it on paper and see if it fits the logistics.


HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (7) + 2 = 9


Stat Rolls: 4d6 ⇒ (4, 5, 2, 5) = 16
Stat Rolls: 4d6 ⇒ (4, 6, 2, 2) = 14
Stat Rolls: 4d6 ⇒ (1, 1, 2, 1) = 5
Stat Rolls: 4d6 ⇒ (6, 2, 1, 3) = 12
Stat Rolls: 4d6 ⇒ (3, 5, 5, 4) = 17
Stat Rolls: 4d6 ⇒ (3, 2, 6, 5) = 16
Stat Rolls: 4d6 ⇒ (3, 1, 3, 2) = 9

And yeah. That's kind of horrible. Evil Commoners incoming.


Stats: 4d6 ⇒ (4, 6, 2, 2) = 14
Stats: 4d6 ⇒ (4, 6, 6, 1) = 17
Stats: 4d6 ⇒ (6, 1, 5, 4) = 16
Stats: 4d6 ⇒ (1, 2, 1, 4) = 8
Stats: 4d6 ⇒ (4, 4, 5, 1) = 14
Stats: 4d6 ⇒ (5, 1, 3, 5) = 14

Stats: 4d6 ⇒ (5, 5, 3, 2) = 15
Stats: 4d6 ⇒ (6, 6, 5, 1) = 18
Stats: 4d6 ⇒ (3, 3, 3, 4) = 13
Stats: 4d6 ⇒ (6, 1, 3, 4) = 14
Stats: 4d6 ⇒ (3, 3, 3, 2) = 11
Stats: 4d6 ⇒ (2, 2, 6, 5) = 15


deuxhero wrote:
Searching traits for performance finds Community-Minded.

I looked for over an hour and must have completely overlooked this a half-dozen times somehow. It's why I was going so crazy. Thanks for the help!


I know I've seen the name of this trait before, but I cannot remember it. It's a trait similar to Lingering Performance for a Bard, but I cannot remember the name of it for the life of me. I wondered if anyone remembered the trait's name off the top of their head.


3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (4, 5, 1) = 10
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (3, 3, 6) = 12