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Pathfinder Rulebook Subscriber
Alright so this is a rough draft of the unchained rogue's crunch. I'm think of shifting a couple things around including the specific drawback (debating still if I want to grab the infamous drawback). Once it is finished I'll put it to the alias I have set aside for inspection. ![]()
Pathfinder Rulebook Subscriber
Alright so I've been putting the rogue together and i had a couple of questions about the mechanics rules you want to use: 1. Is the unchained version available? I'm really only asking cause free weapon finesse. 2. Are drawbacks available to be taken? Specifically I have an idea with the character's backstory and a drawback that fits it pretty well. Fine either way because I'll roleplay it but just curious if I should put it on there. 3. On the backgrounds more specifically: I tend to try and give GMs things to work with in my characters' backstories. Like antagonists or things to encourage more development and hopefully interesting and personal encounters throughout a campaign. With the rogue for instance I kind of like the idea of the character being the child of a traitor to the crusades (either true/willing or not up to you) and having to both redeem their own name through deeds and heroism; as well as, perhaps, having to eventually confront their parent over their misdeeds. So the question is essentially around your gming style and how much you want to add or tweak to build the campaign. ![]()
Pathfinder Rulebook Subscriber
GM Choon wrote:
I am still here and very interested in playing this campaign with each of the rules listed. Stat array 1:
dice rolls:
stat roll 1: 4d6 ⇒ (3, 2, 1, 2) = 8 7 (+4) stat roll 2: 4d6 ⇒ (6, 4, 6, 6) = 22 18 (-17) stat roll 3: 4d6 ⇒ (6, 3, 1, 2) = 12 11 (-1) stat roll 4: 4d6 ⇒ (6, 3, 1, 2) = 12 11 (-1) stat roll 5: 4d6 ⇒ (3, 5, 4, 1) = 13 12 (-2) stat roll 6: 4d6 ⇒ (1, 2, 6, 4) = 13 12 (-2) Point-buy Total: 19 Stat array 2: dice rolls:
stat roll 1: 4d6 ⇒ (6, 4, 5, 4) = 19 15 (-7) stat roll 2: 4d6 ⇒ (3, 5, 6, 2) = 16 14 (-5) stat roll 3: 4d6 ⇒ (4, 4, 3, 2) = 13 11 (-1) stat roll 4: 4d6 ⇒ (4, 6, 5, 1) = 16 15 (-7) stat roll 5: 4d6 ⇒ (5, 5, 1, 2) = 13 12 (-2) stat roll 6: 4d6 ⇒ (3, 5, 5, 2) = 15 13 (-3) Point-buy Total: 25 I'll probably be using the second stat block and bring back the rogue I had or perhaps a cleric of some kind. And for those two classes gold:
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Pathfinder Rulebook Subscriber
GM Choon wrote: What kind of game were you looking for? Any special rules or alternate options? Personally I'd just like to try and play through the story of the game. I enjoy games that have a balance between combat and roleplaying. I've played sessions that are nothing but combat and sessions where no one even rolled a dice once and so long as the story and characters are progressing I will be having fun. As for special rules or options: I'll generally play with any rules the gm wants to run with. There are some I don't like such as fumble and crit decks with extreme penalties on them but even those I can play in games with them and overlook their presence. ![]()
Pathfinder Rulebook Subscriber
Alright, so as I said in subject, I am a player that wants to see the story of WotR through to the end and am looking for a group and, equally important, gm who share the same zeal. Prefer PbP but if times and schedules can be worked out I'll do roll20 or discord etc. Full disclosure I've had several false starts in this campaign as both player and gm but each time I've tried things have fallen apart before getting into the meat of the story. With that said I will avoid using any previous knowledge or experience for an advantage. With that said, I'd be more than happy to help out q prospective gm in any way that I can, even purchasing the pdfs of the books if needed. ![]()
Pathfinder Rulebook Subscriber
Wheldrake wrote:
This is not really an option namely because some of the party are in the military and are being shuffled around to different bases in the coming months. And the entire party kind of wants a game with everyone in it until they leave which is also why I don't want to keep them under-leveled because of the fact that when they leave I'd either have to do a big power level for the remaining players or they'd get killed off pretty quickly. I've started taking some measures to keep things moving in combat situations namely telling people to have their actions planned ahead of time and ready to begin executing them right away so that I can get through everyone in a reasonable amount of time. ![]()
Pathfinder Rulebook Subscriber
Alright let me start off by saying that I don't consider myself an inexperienced GM but I've been put into a situation where I'm not 100% certain of how to handle a game I was asked to run. I was asked to run an adventure path for my local group of players and because of extenuating circumstances I can't use the usual method of splitting the group and alternating weeks. So, I've wound up with a table of 9-10 players. We started last week and I started to notice a trend, the party was simply curb-stomping every single intro encounter even the ones designed to be more challenging at the beginning. And while I don't mind them beating the encounters, the game will quickly become stale if I do nothing to attempt to find a middle ground because they are killing enemies before they get to act half the time. Again, don't want to be the killer gm in this game but when there is a challenge I want it to be a legitimate challenge. What I'm thinking of doing is maxing hit die for all enemies the party encounter and giving slight buffs to make them tougher or doubling the size of the encounters. But my concern is overshooting in the other direction while I am attempting to correct. For ease here is what I generally have:
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The initiative idea is fine by me as well as what else you outlined. I am good with the role-playing aspects as well and have no problem making sure if I am saying something in character to actually try and flesh out the characters words rather than just make a roll of the dice. Though do you have a problem with us rolling the die in advance and then using the result to describe our actions or intentions. ![]()
I'd be okay with keeping the list on a google doc that I'll make editable by everyone with the link so everyone can access or edit it as they desire. I'm more than okay with the way you describe handling the rolls I've played under GMs of all types and personalities so adapting isn't hard its just a matter of knowing what to expect. ![]()
Pathfinder Rulebook Subscriber
So I went ahead and made the crunch of the characters I have in mind based on those rules in your profile: Rogue character primary application Cleric character in case no one else wants to do a primary healer. I'll be adding the backstory ideas that I have in mind for each of them, will probably message you with them or post them here when I get the chance to do so. ![]()
Pathfinder Rulebook Subscriber
I will rephrase my earlier statement and I'll go ahead and offer to play a rogue for the party. I have an idea in my head that I could go with depending on what the specifics are. Of course, I'll remain open to playing any class depending on what the group specifically needs but for now I'll put in for playing a rogue. If selected though I'd like to go through with you at somepoint and work to create a backstory that not only fits with the setting and story of Wrath of the Righteous but will also align my character with the rest of the party and give you plot points on my character you can bring up if you so desire. ![]()
Pathfinder Rulebook Subscriber
Thanks for the offer! None of those will be dealbreakers for me and I will do everything I can to post multiple times per day but I should be able to at the very least post once a day. I'm thinking a rogue of some sort depending on what your after or a cleric going towards the exalted prestige class. ![]()
Pathfinder Rulebook Subscriber
UntoldPaige wrote:
1. Yes. You can use any weapon you feel is appropriate to the character. 2) Why would Sarenrae mind? Are they blatantly disregarding the tenets of her faith or simply not using a scimitar in favor of some other weapon? Why are they using the other weapon? I am currently playing a Ranger 1/Cleric of Sarenrae 8 in a game who favors the use of a greataxe. She carries a scimitar as a homage to her goddess but she was taught by her father (a character I previously played in the same world) to wield a greataxe and make her way through the wilderness while she studied the faith from her mother (The other character I played with the leadership feat). Do you think a goddess would punish my character for honoring her heritage and where she came from when my character is devout enough to carry her word and light to the world? While my character is trying to carry Sarenrae's name forward? It seems a little capricious for a goddess of redemption and forgiveness. 3) Why is wielding a weapon a alignment infraction? If so how can you justify paladins having to be lawful good? From the Core Rulebook:
Lawful good combines honor with compassion. Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good means doing what is good and right without bias for or against order. Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good combines a good heart with a free spirit. Lawful Neutral: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral means you are reliable and honorable without being a zealot. Neutral: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called "true neutral"). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way. Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral means you act naturally in any situation, without prejudice or compulsion. Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it. Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal. Lawful Evil: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil represents methodical, intentional, and organized evil. Neutral Evil: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil represents pure evil without honor and without variation. Chaotic Evil: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend. 4) It depends upon the actions of the character and the severity of them. ![]()
Pathfinder Rulebook Subscriber
I have always wanted to play this adventure path through to the end and would like to put myself into consideration to join. I have played before however, each group has fallen apart due to various reasons and I've never been able to get much past the first book. For your consideration. It is a little rough right now I do fully intend on fleshing it out a little bit more but its just a concept I've had floating around in my head for a few weeks and I finally decided to make it and see if I could play it in a game. ![]()
Pathfinder Rulebook Subscriber
At this point there isn't much that isn't broken and Paizo seems intent on keeping it that way. If you want a more balanced campaign you really need to limit the selection to pretty much CRB and that will generally work. Not that there aren't broken builds in the CRb because there are they are just harder to make than something like the ACG or Ultimate Intrigue. ![]()
Pathfinder Rulebook Subscriber
Thanks for the link. I tried to run a search for it last night and all I found in the admittedly short period of time was a reference to the pregens gear being able to be sold if the pregen died to revive that character I believe. I feel a lot better about ruling the way I did then. ![]()
Pathfinder Rulebook Subscriber
Alright this question was posed to me last night after a local PFS gathering and although I handled it in a way that I felt was appropriate but I was curious what the rest of the community thought about the issue. So the situation stemmed from a S happens moment when the BBEG crits the paladin of the party with 2 nat 20s and puts him well below his Con score. The player didn't have enough prestige or cash on hand to bring the character back so its recorded as dead. However, at this point another player suggested the party sells off all of the pre-gens gear to buy a raise dead spell for the paladin. Now I know the rules state that you can do this in the instance of the pre-gen dying but what about to save another character? My thoughts are this: The pre-gen is brought in to allow someone without a level appropriate character to play and should be viewed as a character in their own right and are not just a slush fund for the party to use at their whim. At the same time I see their point of view to an extent in that a pre-gens stuff all goes away at the end of the adventure and no one ever has to worry about tracking it and the parties at the store usually decide to use the pre-gens consumables before their own which I have allowed in the past and no one really wants a character to die to just a fluke of luck even though it happens. So I am curious what the community thinks about this issue and about pre-gens in general. And should I have allowed them to sell all of the gear for the raise dead? ![]()
Pathfinder Rulebook Subscriber
Sin of Asmodeus wrote: Inquistor broke the don't be a dick rule. He basically pvp'd. I'd have had his god rebuke his powers and require an atonement. We are talking about the same class right? Advanced Player's Guide wrote:
And as DesolateHarmony pointed out, necromancers are considered to be the enemy of the church of Pharasma. It would be similar to him casting a spell in the presence of a follower of Sarenrae or Iomedae. They are playing their character's alignment to the best of their ability within the confines of Society rules. This is an issue that should be resolved out of character before the scenario begins. Someone or both has to give otherwise you will hit this barrier each time. ![]()
Pathfinder Rulebook Subscriber
I would not be able to do Saturdays unfortunately. I have an IRL star wars game that starts at 1-2 CST and runs to about 6-7 then we play this new game called Malefaux or through the breach or something like that. But if you are running on Sunday's I would love to join. ![]()
Pathfinder Rulebook Subscriber
While it should generally be the GMs choice as to who can play at his table, the decision to exclude any player from a table or session must not be taken lightly. Pathfinder Society is meant to be an inclusive and fun activity for all people involved and as a way to introduce people into the game or groups. Simply put, if your GM is turning people away capriciously then they should not be GMing for PFS because they are failing to comply with the spirit of PFS. If you feel this is the case, first discuss the reasoning with the GM and if his explanation is insufficient take it to the event coordinator or up to your local Venture Officer. ![]()
Pathfinder Rulebook Subscriber
Okay I am looking for some ideas for a couple of Feats for my new Dragon character. Due to real life schedules some of my gaming group has been pulled away from the table and during the meantime the GM has decided to run a side story of our campaign featuring the dragons of his world. He has framed it as similar to a Council of Wyrms game and we have all built dragons. We all started with Adult dragons of various types that we chose, I specifically went Silver and we added 1d10 class levels to it or spend 2 levels to age up to a maximum of Old. I chose to take the 6 levels of Paladin to kind of fit with the story. After building it, mostly to the Adult Silver Dragon in the Bestiary, I noticed a pair of feats (Iron will and Lightning Reflexes) which I found didn't do that much for me (Fort: 36 Reflex: 26 WILL: 35 without them) and was wondering if there might be some suggestions as to what would be good replacements for those feats. As of right now I have: Flyby Attack, Hover, Improved Initiative, Multiattack, Weapon Focus (Bite), Power Attack, Leadership, Improved Natural Armor, Toughness, Vital Strike. I was thinking about possibly a skill focus but the one things I would take it in (Diplomacy or Knowledge Religion) I have high enough ranks in to succeed at all checks unless I roll a Nat 1 (auto-fail) so it didn't seem to be the right choice. I think the GM would prefer to keep things to the main books, ie CRB, APG, UC, UM, UE, Bestiary 1. So if you have any suggestions please let me know! ![]()
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alsoBoris wrote:
Right now she would lives in the church itself. ![]()
Pathfinder Rulebook Subscriber
I would be willing to apply and by extension join. But I would like to know more about the story that you have in mind to tell. As a player I'm in it for a good story and a good time. I have fun no matter how I'm playing so I can roll with any story. I like the good ole fashioned high adventure grand-quest type long campaigns but thats just one type of game and it doesn't always work for everyone. ![]()
Pathfinder Rulebook Subscriber
alsoBoris wrote:
Sorry about that copied it over from the myth-weaver's character sheet. I'll try to edit the format down and try to make a new one in the event that fails. Spoiler:
Katrina was born on the first day of Sarenith 4684 AR(June 1st) in the city of Korvosa to a young mother named Kilara who had been charmed by an Elven man claimed to work at the Elven Enclave on the South Shore. Kilarra was swept away by promises of adventure and some of the tales the Elven man told her and a few short weeks later, after the man had told her he had to deliver a message back to Mierani forest and would soon return for her, found herself with child. With this news Kilarra headed to the local enclave hoping to find someway to get the news to her lover only to learn that no such Elf had ever been a part of the enclave's staff. Heartbroken and pregnant she struggled over the next several months having little support from friends or family. She grew to see the young child as more of a burden than as a gift. So shortly after the child was born she wrapped it up in some rags and under the cover of night left the child outside one of the local orphanages leaving not even a name to the infant. It was at the orphanage that she was named Katrina, a human name despite her obvious Elven heritage. The orphanage while better than some was an unpleasant place as it was fertile recruiting ground for the vile Gaedren who pulled many of the orphans into his gang including Katrina when she was old enough. She joined hoping to fit into or to find a family to belong to, leaving the orphanage behind. Nearly two years later on the 9th of Sarenith, the girl noticed a man with what appeared to be a Silver Amulet that he had left unattended. She moved in silently and snatched up the object and fled before the man could react. Initially she had intended to bring it to Gaedren to prove her worth to the Little Lamms but curiosity got the better of her and she began to examine the object closer. It was to her eyes a small statuette of a female angel with its wings stretched upwards. As she held it she began to feel a tugging on her heart that she should return it to its rightful owner. She decided to keep it hidden from Gaedren that night and to go out the next day to find its owner. The next day she asked a few people what it was and learned that it was what was called a Holy Symbol and that it was dedicated to the goddess Sarenrae. Around noon she came across a ceremony outside of the temple of Sarenrae. About a dozen people dressed in red and gold robes each coated the blade of a scimitar with a slow-burning oil and set them ablaze. And now each danced in unison with the burning blades. Of the dozen performers she noticed one was the man she had stolen the holy symbol from. After the dance was finished she sought out the priest and walked up to him presenting the holy symbol to him apologizing for stealing it. The priest told her that she should keep the holy symbol and should work instead of stealing to strive to free herself from whatever it was that would compel her to steal in the first place. After answering a litany of questions the young girl posed to him about the dance with the swords and who Sarenrae was, he instructed the girl in some simple prayers to the goddess. That evening when she returned home and had nothing to offer Gaedren grew suspicious of the girl and began to question her as to why she had come back empty handed. Katrina attempted to lie her way past but her ruse was discovered and Gaedren grew angry. He threw Katrina against the wall ripping the holy symbol from her hands before smashing it with a hammer. He then turned his attention onto the girl and delivered a viscous beating before locking her into a room. The next morning Katrina drew strength from the prayers the priest had told her and managed to escape the room. With what little reserves of energy she had she made her way across town to the temple once more fleeing from Gaedren. The clerics, upon seeing the state of what was still just a child, tended to her wounds and nursed her back to health. Once she was healthy again the church offered her a place to live and eat. She accepted the hospitality and became one of the many helpers around the church. Within a year the priest who she had met originally became her formal tutor and began to instruct her in the tenets of the faith of Sarenrae. She spent most mornings on a set of chores around the church, followed by several hours of studious study learning to read and write common and Elven along with lessons in wielding the scimitar. During this time she became close with her tutor sharing information about her past and learning about his. At the dawn of the new century, her tutor formally adopted her as his daughter allowing her to take his last name for her own. After more than a decade of rigorous study and meditation at the temple Katrina was invited to take part in the ceremony of the Dancing Blades as a performer like her adopted father had done several years before. Once she was finished the head cleric approached and presented her with a holy text and asked her several questions and allowing her to swear her oaths to the church before the congregated masses becoming a cleric ordained to the church. As a graduation gift, her adopted father presented her with a silver holy symbol like the one that had first brought her to the faith. He told her that it should be a constant reminder of both her past and of the gifts Sarenrae had bestowed upon her.
I hope that makes it a little easier to read but if it doesn't I tried to make a shorter less intensive version below as a timeline. Spoiler: 4683 AR-
4684 AR- Katrina is born on 1st of Sarenith (1st of June) and left on the doorstep of a local orphanage shortly thereafter. Infant is given a human name despite the somewhat obvious Elven heritage. 4692 AR- When Katrina was seen as old enough she was pulled into a group of Gaedrun's "Little Lamms." She joined hoping to fit in with some family and was lured in with sweet promises. 4694 AR- On the 9th of Sarenith, Katrina on one of her runs with her fellow "Little Lamms" managed to steal a Silver Amulet from a man in the midland district. It was a silver Holy symbol of Sarenrae, which for some strange reason she felt compelled to return before she could give it to Gaedren. The next day she got away from her fellow Little Lamms and searched for the owner of the Holy Symbol which she learned what it was. She arrived at a temple of Sarenrae in time to see the celebration of the Burning Blades which left her entranced. One of the performers was the cleric she had stolen the symbol from and after his performance was over she sought him out to return the item. The priest insisted that she keep the symbol as a sign of burgeoning faith and quickly taught her a few of the prayers. That night Gaedren confronted her as to why she had not returned with any ill-gotten gains that day. She tried to lie her way out of it but she was caught and Gaedren forced her to confess where she had been all day. Her confession threw him into a furious anger and resulted in a savage beating. He smashed the Holy symbol and locked her away to spend some time without food. Katrina drawing strength from the prayers the Priest had taught her managed to escape from where Gaedren had been holding her and fled to the temple again where she was healed and given shelter. A few months later the began training in the clerical arts under the tutelage of her new mentor, the same priest she had stolen the Holy Symbol from to begin with. 4701 AR-
4707 AR Having spent the last 13 years of her life in rigorous studying to become a Cleric of the Dawnflower, Katrina was allowed to participate in the dance of the Burning Blades and shortly thereafter took her oaths to the church becoming an ordained Priestess in the Cult of Sarenrae. Her adopted father gave her a gift of another Silver Holy Symbol to replace the one that had been destroyed by Gaedren as a graduation present. ![]()
Pathfinder Rulebook Subscriber
Okay this is what I was able to write up for a backstory. Still tweaking and amending but this is basically it.
Spoiler: Katrina was born on the first day of Sarenith 4684 AR(June 1st) in the city of Korvosa to a young mother named Kilara who had been charmed by an Elven man claimed to work at the Elven Enclave on the South Shore. Kilarra was swept away by promises of adventure and some of the tales the Elven man told her and a few short weeks later, after the man had told her he had to deliver a message back to Mierani forest and would soon return for her, found herself with child. With this news Kilarra headed to the local enclave hoping to find someway to get the news to her lover only to learn that no such Elf had ever been a part of the enclave's staff. Heartbroken and pregnant she struggled over the next several months having little support from friends or family. She grew to see the young child as more of a burden than as a gift. So shortly after the child was born she wrapped it up in some rags and under the cover of night left the child outside one of the local orphanages leaving not even a name to the infant. It was at the orphanage that she was named Katrina, a human name despite her obvious Elven heritage. The orphanage while better than some was an unpleasant place as it was fertile recruiting ground for the vile Gaedren who pulled many of the orphans into his gang including Katrina when she was old enough. For the first few months Katrina was sent on several observing missions for the kids watching and trying to learn how to steal like the older role models. One day after about a year and a half in the organization, the young girl noticed a silver amulet that was left unattended. Quickly she snatched it up intending to run with it back to Gaedren to prove her worth as a pickpocket but curiosity got the better of her and she began to examine her find. It was a beautifully crafted piece of silver shaped like an angelic form with its wings lifted up above her head. Something stirred within the young girl and she felt that it was probably worth a good deal to whoever it had belonged to. Asking around she learned that the object was called a holy symbol and it was dedicated to the goddess Sarenrae and furthermore there was a service that night at the church in the South Shore. Sneaking away from the fellow children that she was supposed to return to the orphanage with she went to the church to find the owner. The service, which praised the Dawnflower and highlighted the sun entranced the young girl who found herself joining in almost immediately. After the service she found the owner of the Holy symbol, one of the temple priests who told her to keep it as both a sign from Sarenrae and to inspire a budding faith in the Dawnflower. The priest asked where she lived and she informed him that she was an orphan but wouldn't admit that she'd been tasked to steal. The Priest offered her a home at the church but she refused telling him that her 'friends' would worry about her if she suddenly disappeared and that she would return for future services. When she returned to the orphanage she found Gaedren was waiting for her and had learned of the silver holy symbol she had found. He demanded that she had it over to put in with the other offerings the other children had given him, to which she refused. This action of defiance, coupled with her own disobedience at having gone out to the service on her own lead to a severe beating the end of which saw Gaedren prying the symbol from her shaking hands and smashing it into many pieces with a hammer and chisel. A week went by and Katrina was brought to the brink of death by her punishment, beatings coupled with isolation and no food. She was forced to witness one of her only friends being punished for her 'crime' and resolved then to leave and to try and get him free. Resolved to escape she found the strength to do so at dawn the next morning. The sunlight inspired her to find a way out of the cell which had been her prison and to use what little knowledge of the back passages she had to limp/drag her way to the church where she had seen the ceremony the day before. The clerics, seeing the state of what was a mere child, took pity on her restoring her to health and providing a new home in the church of Sarenrae. The priest who had helped her before saw to her education teaching her to read and write in common and Elven as well as having her learn from the Birth of Light and Truth. When she was older he began her instruction in the scimitar and in the holy prayers of the faith. He found Katrina to be an inquisitive and observant student who learned quickly. Although it had never been intended as such a relationship when it started the man eventually adopted Katrina as his daughter letting her take his last name of Tyir as her own. When she reached the age of 22 she was ordained as a Cleric of Sarenrae having been deemed by the church to have grown enough in her faith and to have become strong enough to earn the prestigious title. ![]()
Pathfinder Rulebook Subscriber
Here are the numbers for my Tower-Shield fighter I'll post a more detailed backstory when I get a chance along with the ranger. Character #1: Decimus
Spoiler: Numbers Name: Decimus Age: 24 Race: Human Alignment: LE Height: 6'5" Weight: 230 lbs Hair: Dark Brown Eye color: Green [bold] Ability Scores [/bold]
HP: 13 (1d10 + 2 (CON) + 1 (FCB)
FORT: 5: 2+2+1
Speed 30ft Class: Fighter
Feats:
BAB: +1 CMB: 5 CMD: 17= 10 + 4(STR) + 2(DEX) + 1(BAB) Skills:
Climb 4 (STR) + 1 (Rank) + 3 (CS) = +8
Trait:
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Pathfinder Rulebook Subscriber
I would like to join in the game. Right now I am divided as what to play but I have a few ideas. My current thoughts are between a fighter (tower-shield specialist if allowed) who was accused of Desertion when he left his unit of devout Mitran followers behind to die while he saw a chance for something greater, resulting in half the unit being wiped out. This character would be interested in creating a name for himself and finding a worthy challenge for his skills. His motivation ultimately would be to prove himself as a worthy champion and secure himself a place guarding the leaders of the next order. Obviously this would be a 'tank' styled character for the group to frontline and provide a distraction for the other characters to do their thing. My second idea kind of stems around the concept of a bounty-hunter who killed one of his marks instead of bringing them in alive as the bounty wanted. Of course this would probably mean he went to an extreme where it became premeditated and killed a helpless individual rather than a fleeing suspect, probably dropping them off a building or shooting him in the back. This character would probably be in it more for the wealth that overthrowing the kingdom could provide along with the notoriety. This I would built to be an archer and possibly make it a ranger (more likely) or hunter (much less likely) class with a level or two in rogue later on. ![]()
Pathfinder Rulebook Subscriber
Character #1:
Spoiler:
Name: Loraviel Age: 28 Sex: Female Race: Half-Elf Alignment: NG Height: 5'9" Weight: 155 lbs Eye: Green Hair: Auburn Ability Scores:
Class: Cleric
Domains: Fire, Healing
Channel Energy: 7/day 1d6 30ft Radius Positive Energy DC: 13 HP:
Saves:
Skills 2+Int+1 Favored class Diplomacy: 2+1+3=6
Feats:
Traits:
Spells:
1st- 2+1/day
Equipment:
Weapon: Scimitar +1 to hit for 1d6+1 damage. 18-20/x2 Critical. Slashing Weapon: Sling with 10 stones +1 to hit for 1d3+1 damage. Range 50ft. x2 Critical. Bludgeoning Armor: Scale mail AC Bonus +5 Max Dex +3 Penalty -4 Speed: 20ft
Cleric Gear:
Other Gear:
Belt Pouch
History: Will depend on which story we run.
Character #2: Spoiler: Name: Tural Age: 22 Race: Human Sex: Male Alignment: LG Deity: Apsu Height: 6'3" Weight: 215 Ability Scores: STR: 14 +2 (5 Points)
Class: Sorcerer
HP: 7 (1d6+1) SAVES:
Skills:
Bluff: 4+1+3=8
Feats:
Traits:
Spells:
0-Level spells:
1-Level spells:4/day
Equipment:
Spell Component Pouch
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