Tyeal wrote:
Oh, right. I have something of a random character generator I follow and just drop placeholder names as needed. Forgot to change them before posting. Background (Revised): Read me!: Jordas was a Human raised among Halflings. His birth mother abandoned him on the step of a Halfling burrow never to be seen again. The family that took him in most certainly struggled as he grew more and more, larger than any Halfling home could support. The small community of Sevenarches banded together and offered whatever help they could for the strange child. Even going so far as to enlist the help of a group of miner Dwarves headed for home to ask for help in building a Human-sized home for Jordas. The community pulled together to provide enough gold and trade goods to pay for the materials and labor, and soon, just at the age of 10, when Jordas was already taller than everyone else in Sevenarches, had a home. A single story affair with simple furniture, but it was sturdy and well-made.
As he grew older, Jordas was given home schooling by his Aunt and Uncle. His Aunt, Luvelia, was very skilled in arts, music, and literature. His Uncle, Moras, taught him history, math, and geography. Being around Halflings, he acquired their curiosity for the new and exciting, siphoning this knowledge as fast as he could retain it. When he became of age at 16, he started looking into traveling the world. Seeing what all could be offered and what he could gain by leaving his home. He started training himself, starting with learning to swing a large tree branch that he used like a club, and the lid of a barrel as a shield. No one could really train with him, so he practiced on stones and large trees to build up his strength and resistance to having to smack more solid targets.
At the age of 22, Jordas encountered a woman he would eventually fall for. Chenepel Rillgren. A Halfling who arrived in Sevenarches with her Mother, Telna, having fled their home country to escape the war that had broken out between Humans and other non-Human races. Because Jordas' house had space to spare, everyone decided to help set up Chenepel and her mother at his home. Jordas did object at first, unsure if two females would want to be living in the home of a lone Human guy, and Chenepel had a similar objection. Wishing instead to request a room her and her mother could both share, possibly around other Halflings. Since the whole war with Humans and all, she didn't trust Jordas. Ultimately, it was decided that the space that was Jordas' bedroom would be taken up by Chenepel and Telna, and that he would have to set himself up somewhere else in his home in order to give the two the privacy they wanted. He continued to object, but it looked like, at this point, he wasn't going to win the argument.
It was in that time, nearly 19 months after their arrival, that tragedy struck. Chenepel and Telna were woken up by a delivery man giving them a sealed letter from their homeland. The more they read however, the closer they both got to breaking out into tears. After they read it, they shared with Jordas that they had lost, that too many non-Humans had been routed, killed, or gone into hiding, and that the Human kingdom had taken over the region. The letter was to inform them that their father, Kordain, had died in the line of duty. Jordas left the two to grief and mourn such a heavy loss, and left to go explore the woods by the village to give them privacy. This time, he came across a cellar that was sticking out the ground. Curious, he pulled the doors open and descended.Inside he found an intact space filled with various kinds of wine and liquor, as well as, strangely, a chest of books. All flowing with knowledge of the world at large. He started flipping through one when his head started pounding for seemingly no reason. In the basement the cloaked figure emerged again, immediately launching into an attack. Jordas didn't bring his weapons with him, thinking he wouldn't need to defend himself in the fairly peaceful forest, and he had worn himself out the last couple days with his training. He sluggishly moved out of the way of attacks, using whateve rhe could get his hands on to defend himself. Throwing books and bottle of wine and chucking barrels at his assailant. There was one book that Jordas grabbed and held up to defend himself, when his assailant stopped in his tracks. He paused for a moment and quickly pulled open another portal, fleeing into it. Looking at the cover, he saw the title 'A Traveler's Tale: Traversing the Planes'. He quickly darted out of the ruined cellar running headlong back to the village. Where he breathlessly recounted what had happened, having several of the villagers, armed with various simple tools, to go with him to investigate things further. But when he headed back to the cellar, it was gone. He helped scour the area, but they couldn't find the earth-set cellar again after hours of scouring. Afterwords, the folks he brought with him were relieved that this figure was nowhere to be seen, but were also mad at Jordas for crying wolf. That night, while Jordas was laying in bed reading the book he acquired, he felt a presence enter his room. He sat up and thought it was Chenepel or Telna, but didn't seem them through his open door. And their room was closed. He even knocked and checked on the mother/daughter pair, and saw that they hadn't noticed anything strange. He checked outside of the house, just ot be sure. Nothing. Was his mind starting to play tricks on him? He headed back inside and laid down, and felt that presence again. This time more clearly, standing beside him. It didn't... appear hostile, from what he could tell. But he felt a lot of anger beside him.
I've played in next to none PFS adventures so I'd be down to join. Here's my proposed character: Name: Jordas Brandywen
Read me!: Jordas was a Human raised among Halflings. His birth mother abandoned him on the step of a Halfling burrow never to be seen again. The family that took him in most certainly struggled as he grew more and more, larger than any Halfling home could support. The small community of Goldenplain banded together and offered whatever help they could for the strange child. Even going so far as to enlist the help of a group of miner Dwarves headed for home to ask for help in building a Human-sized home for Jordas. The community pulled together to provide enough gold and trade goods to pay for the materials and labor, and soon, just at the age of 10, when Jordas was already taller than everyone else in Goldenplain, had a home. A single story affair with simple furniture, but it was sturdy and well-made.
As he grew older, Jordas was given home schooling by his Aunt and Uncle. His Aunt, Luvelia, was very skilled in arts, music, and literature. His Uncle, Moras, taught him history, math, and geography. Being around Halflings, he acquired their curiosity for the new and exciting, siphoning this knowledge as fast as he could retain it. When he became of age at 16, he started looking into traveling the world. Seeing what all could be offered and what he could gain by leaving his home. He started training himself, starting with learning to swing a large tree branch that he used like a club, and the lid of a barrel as a shield. No one could really train with him, so he practiced on stones and large trees to build up his strength and resistance to having to smack more solid targets.
At the age of 22, Jordas encountered a woman he would eventually fall for. Chenepel Rillgren. A Halfling who arrived in Goldplain with her Mother, Telna, having fled their home country to escape the war that had broken out between Humans and other non-Human races. Because Jordas' house had space to spare, everyone decided to help set up Chenepel and her mother at his home. Jordas did object at first, unsure if two females would want to be living in the home of a lone Human guy, and Chenepel had a similar objection. Wishing instead to request a room her and her mother could both share, possibly around other Halflings. Since the whole war with Humans and all, she didn't trust Jordas. Ultimately, it was decided that the space that was Jordas' bedroom would be taken up by Chenepel and Telna, and that he would have to set himself up somewhere else in his home in order to give the two the privacy they wanted. He continued to object, but it looked like, at this point, he wasn't going to win the argument.
It was in that time, nearly 19 months after their arrival, that tragedy struck. Chenepel and Telna were woken up by a delivery man giving them a sealed letter from their homeland. The more they read however, the closer they both got to breaking out into tears. After they read it, they shared with Jordas that they had lost, that too many non-Humans had been routed, killed, or gone into hiding, and that the Human kingdom had taken over the region. The letter was to inform them that their father, Kordain, had died in the line of duty. Jordas left the two to grief and mourn such a heavy loss, and left to go explore the woods by the village to give them privacy. This time, he came across a cellar that was sticking out the ground. Curious, he pulled the doors open and descended.Inside he found an intact space filled with various kinds of wine and liquor, as well as, strangely, a chest of books. All flowing with knowledge of the world at large. He started flipping through one when his head started pounding for seemingly no reason. In the basement the cloaked figure emerged again, immediately launching into an attack. Jordas didn't bring his weapons with him, thinking he wouldn't need to defend himself in the fairly peaceful forest, and he had worn himself out the last couple days with his training. He sluggishly moved out of the way of attacks, using whateve rhe could get his hands on to defend himself. Throwing books and bottle of wine and chucking barrels at his assailant. There was one book that Jordas grabbed and held up to defend himself, when his assailant stopped in his tracks. He paused for a moment and quickly pulled open another portal, fleeing into it. Looking at the cover, he saw the title 'A Traveler's Tale: Traversing the Planes'. He quickly darted out of the ruined cellar running headlong back to the village. Where he breathlessly recounted what had happened, having several of the villagers, armed with various simple tools, to go with him to investigate things further. But when he headed back to the cellar, it was gone. He helped scour the area, but they couldn't find the earth-set cellar again after hours of scouring. Afterwords, the folks he brought with him were relieved that this figure was nowhere to be seen, but were also mad at Jordas for crying wolf. That night, while Jordas was laying in bed reading the book he acquired, he felt a presence enter his room. He sat up and thought it was Chenepel or Telna, but didn't seem them through his open door. And their room was closed. He even knocked and checked on the mother/daughter pair, and saw that they hadn't noticed anything strange. He checked outside of the house, just ot be sure. Nothing. Was his mind starting to play tricks on him? He headed back inside and laid down, and felt that presence again. This time more clearly, standing beside him. It didn't... appear hostile, from what he could tell. But he felt a lot of anger beside him.
Stormagedon Dark Lord of All wrote: Made one character fall in love with the main villain and has been torturing him for it for ever now. That would be my character, Rholand J'skar. A Nature Oracle that's the main Support/Healer/Face of the group and had been healing poor folk in the slums. Events in the story unfolded in such a way that Rholand ended up as the Royal Healer to the big bad, and he helped fill a hole left by her late husband by being supportive and a good listener. It ended with him being possessed by an ancient demonic force and steadily driven to the brink of madness (he's better now) and was framed for murder by the court Wizard. After the framing, that same Wizard tied Rholand in rope, stabbed him in the heart with a blood cursed dagger, and kicked up off the high wall of the castle into the river behind it. He was saved, if only just, but had to deal with the creeping madness caused by the demonic force, as well as 3 very strong demons that had also been sent after him as a result of the curse. A metallic slime that was basically the T-1000, a giant bat-like demon, and a demon knight that feasted on the souls of the righteous. But he's all better now! ...Kinda.
Oh. Apologies, I missed the mention of that in the initial post. Lemme post something more Core-friendly. Name: Yuroak Nalard
Personality:
Yuroak is a Dwarf.
That's your first impression of the guy. He seems highly unremarkable. Modest height, stocky, full black beard, eyes that twinkle like crystalline stone amidst an intensely focused face. As you get closer, you note that those eyes seem to hold a fire. A dark blue and black fire that smolders in his gaze as he looks up at you. He's visible armed with a polearm, a longbow, a morningstar at his hip, a wicked gauntlet on his left hand, and clad in moderately heavy armor. His body, under all that gear, appears to be a solid mound of muscle. Never relaxed, but never fully tensed, like a well-kept clock or mechanical golem. He drains the last of his mug of dark red tea and sets it down, running a hand across his mouth. "Ya got work, I take it?" He asked, in a raspy, growling baritone voice. His face was a mask of no-nonsense, 'when do I start?' attitude. With the deal offered and made, he hops off his chair and cracks his neck. As he walks, you notice that he moves like a giant mountain cat despite the heavy equipment on his back. "C'mon then. Sooner I start, the sooner I finish." Background:
Yuroak grew up as the only male among four other sisters in his family. This got him slightly spoiled by his Father, Dulok Nalard, and also put himself in the position to protect his siblings. Even though he was actually the 2nd oldest, and his elder sister, Marlin Nalard, knew how to fight and defend herself before he even came along.
His Father was the gentle soul of the family, working as a Healer in a major city that was just a few hours by horse away. His Mother, Ina Tolar, was something of a local hero in his home town. Earning herself the nickname Ina of the Rust, for the constant layer of blood she would drape herself in every time she fought. As well as having a strong knack for the smithing, and destroying, of weapons and armor. When Yuroak became old enough, he made his first trip into town with a couple of his sisters, Yuna and Lorni, who were just a few years younger than him. His first task as an older brother. They had been sent to get groceries and a few supplies for medicine at home. It went wrong rather quickly. The three of them were pulled into a dark sewer by Ratfolk and Humans, at first planning to use them all as child larborers. Or worse, force his sisters into prostitution. Yuroak tried to fight back, but was hopelessly outnumbered. Eventually, he struck a deal; He would work for these horrible, smelly people, if they let his sister's go. He would do whatever they asked of him. He was tested by forcing him to punch Yuna across her face, hard, and then groping Lorni through her clothes. The crooks got a good laugh over both from Yuroak's reactions to such acts, but he did it. And they were let go, quickly heading back home to inform their parents. That evening, was one of local legend. Ina of the Rust descended upon the city of Ironstone with all the fury of a bloody summer storm. Her voice claps of stone-cleaving thunder, and her axe the unstoppable digit of a god. She demanded to know where her son was, and who had taken him. The group of evil men had slipped out of town under the cover of night with their illegal cargo of captured maidens and slaves. Making their way for the coast to sell their ill-gotten goods. For a long, harsh, 20 years Yuroak was forced to work under their yolk. Pushed to do more and more for them. Eventually becoming an enforcer to keep the 'product' in check, as well as keep off the more curious of people who might try to rescue them. Because of this, he became unfortunately good at fighting. Especially after discovering he had inherited his Mother's natural Rage-fueled fighting. And there was plenty to keep those coals burning in his heart. He was only able to escape when the old crew started dying off. Largely from killing one another in order to get more power and money. Yuroak easily killed the last member, a Ratfolk by the name of Rake, by shoving him off a boat of 'cargo' with the anchor tied around his ankles, having led the rope from the deck down to his cabin. Yuroak, with his newfound gold and releasing the women at last, he made his way home. But, when he arrived, he was not greeted with welcome arms. His parents had all but disowned him for his actions, and his other sisters, Marlin and Percin, refused to acknowledge him. Only Yuna and Lorni, the siblings he was able to save, would forgive him despite what he did to them. So, with no love had at home, he took up the mantle of Adventurer, and started working towards redeeming himself a little for the decade of awful s&~~ he had done to other living beings, and what he did to keep his sisters safe.
Where was your character born and how does his homeland affect his personality? - Yuroak is shaped more by his actions and interactions with friends, family, allies, and enemies rather than where he was born/grew up.
I've got a character that I've been itching to play. And some dedicated Arcane talent certainly appears to only benefit the potential PCs so far. Name: Ormizd Karyton
Spoiler:
Ormizd is a man of vast knowledge. He has studied much of his life acquiring information on lost ruins and cities in his home land, as well as rarely venturing out of his desert home to explore Golarion. He speaks quickly, sharply, directly. His native tongue adding an additional razor edge to his words that seems jarring and somewhat standoff-ish at first. But as you hear him speak, about his experiences, what he's uncovered, what he's learned, and what he hopes to accomplish with the Pathfinder Society, he's also very passionate about his work. He's more than willing to swap tales and learn from one's native homeland, or what knowledge they have to impart in exchange for what Ormizd knows. Background: Spoiler:
Ormizd is a man of vast knowledge. He has studied much of his life acquiring information on lost ruins and cities in his home land, as well as rarely venturing out of his desert home to explore Golarion. He speaks quickly, sharply, directly. His native tongue adding an additional razor edge to his words that seems jarring and somewhat standoff-ish at first. But as you hear him speak, about his experiences, what he's uncovered, what he's learned, and what he hopes to accomplish with the Pathfinder Society, he's also very passionate about his work. He's more than willing to swap tales and learn from one's native homeland, or what knowledge they have to impart in exchange for what Ormizd knows.
Background: Born the son of a Harem slave and a noble woman, Ormizd has led a pretty comfortable life. He was read stories of adventure, double-dealing with clever demons and genies, and brave kings that led their armies to victory. He dreamed of becoming a soldier and undergoing his own grand tales. But his parents forbid it. They didn't like violence, and shared those stories so he could learn the lessons hidden within. Instead, they offered to pay for his education all the way up to college. And he took full advantage of it, discovering a love of history and Archaeology that he didn't know he had in his time spent studying. Ormizd absorbed information like a siv, pouring through texts and tomes for anything remotely interesting. Such a voracious appetite for words gave him a vast library of knowledge to draw upon, and that served him well as he was hired for his very first job; At a recently discovered dig site outside of Osrion. The event was life-changing, to say the least. He was handling long-lost history, holding it in his bare hands. Uncovering the secrets contained within faded stone and broken pottery and rusted items of war. One tablet he uncovered was written in no language he recognized. But the longer he held it, the more he could understand. Until a burst of light filled his eyes with a vision. A vision of a grand city, glittering in gold with every other city built in its shadow. And that was it, before he passed out. The tablet shattered in his hands, and he was quickly pushed off the main site into another that had been thoroughly picked over. This one in a more remote area of Osirion and only having a few personnel trying to uncover anything new. It was here, that Ormizd would be known again. There was a room in these ruins where no one could enter. As soon as any foreign object was detected, it would just vanish. Not even dust was left of whatever was sent through. Ormizd found himself here one day, staring at the closed door from behind the roped off area, wishing he could redeem himself by finding some new bit of lost knowledge here. Something the others had missed! And just as he finished his thought, he was suddenly somewhere new. There was a lurch in his very core and he was inside.. someplace. A closed, dome room with various pictures decorating the walls. And a small chest of books, sealed for all time, sat in the corner. Ormizd couldn't resist. He pried the stone lid off, releasing a hiss of air, and saw only one book was inside. He quickly snatched it up, stuffed it in his bag, and looked for a way to exit the chamber from the inside. Later that night, he poured over the text, flooding his mind with new knowledge and information about this lost civilization. But when he finally finished the book, something tugged on the corner of his mind. An image. A corner of a very faded, yellow map that he didn't recognize. As soon as he tried to recall it, it faded from his mind. That was nearly 5 years ago now. Ormizd stood up from the dock he had been sitting on, taking in the sea breeze and listening to the shouts of crewmen loading and unloading their ships. He now sat in Golarion, recently contacted by the Pathfinder Society to ask for his aid. Another set of ruins had been discovered in Osirion, and they wanted his expertise to discover what could be gleamed from this new location. His mind hummed with excitement over what could be uncovered, and eagerly awaiting to meet his fellow traveling party as they were sent out to discover this new location. Where was your character born and how does his homeland affect his personality? - Osrion
Aloha-Shirt-Samurai wrote: Tyeal: Looks good, although I'd recommend taking some sort of fighting concentration (at least a d4), otherwise your parry with no weaponry will be a 2. I love that backstory hook, that's actually perfect for my campaign. You'll need contacts as well (if you want, you can leave them vague, like "a fixer" and I can fill in where appropriate), and feel free to take the Bounty Hunter or Bodyguard occupation (along with the additional credits they provide). Derp, completely forgot about Contacts. Got them added now in the 'Contacts/Friends' field on the 2nd page. Spend my extra 12000 credits and took up Krav Maga
Alright, got the major crunch sorted out. Went with a Tiger Hybrid Bounty Hunter. Tony Ripley, Manhunter for Hire. He gets a kick out of it, playing into his primal instincts to hunt prey, and get paid for it. On top of that, he's also looking for someone specific; The person that made him into a Hybrid in the first place. Let's just say he didn't sign up to undergo an everything-lift.
I've been wanting to get into some 40k games, so count me interested. Let's see what I roll up! WS: 30 + 2d10 ⇒ 30 + (4, 5) = 39
Wounds: 18 + 1d5 ⇒ 18 + (4) = 22 I'm thinking I'll go Librarian. Always fun to try and play a Psyker in 40k
I've always been curious to play in Ebberon. Even better that I get the rare chance to play a Psion of any kind. I have an idea forming in my mind over a Tiefling Shaper that I'm still hamming out the fluff for. Crunch is largely complete. Should be a pretty interesting beginning if I can make sense of it... Details soon to come.
Apologies for the long wait for this. Recently started a new job. So I've been putting together this write-up for Yuroak Nalard bit by bit. Background:
Yuroak grew up as the only male among four other sisters in his family. This got him slightly spoiled by his Father, Dulok Nalard, and also put himself in the position to protect his siblings. Even though he was actually the 2nd oldest, and his elder sister, Marlin Nalard, knew how to fight and defend herself before he even came along. His Father was the gentle soul of the family, working as a Healer in a major city that was just a few hours by horse away. His Mother, Ina Tolar, was something of a local hero in his home town. Earning herself the nickname Ina of the Rust, for the constant layer of blood she would drape herself in every time she fought. As well as having a strong knack for the smithing, and destroying, of weapons and armor. When Yuroak became old enough, he made his first trip into town with a couple of his sisters, Yuna and Lorni, who were just a few years younger than him. His first task as an older brother. They had been sent to get groceries and a few supplies for medicine at home. It went wrong rather quickly. The three of them were pulled into a dark sewer by Ratfolk and Humans, at first planning to use them all as child larborers. Or worse, force his sisters into prostitution. Yuroak tried to fight back, but was hopelessly outnumbered. Eventually, he struck a deal; He would work for these horrible, smelly people, if they let his sister's go. He would do whatever they asked of him. He was tested by forcing him to punch Yuna across her face, hard, and then groping Lorni through her clothes. The crooks got a good laugh over both from Yuroak's reactions to such acts, but he did it. And they were let go, quickly heading back home to inform their parents. That evening, was one of local legend. Ina of the Rust descended upon the city of Ironstone with all the fury of a bloody summer storm. Her voice claps of stone-cleaving thunder, and her axe the unstoppable digit of a god. She demanded to know where her son was, and who had taken him. That evening, the group of evil men had slipped out of town with their illegal cargo of captured maidens and slaves. Making their way for the coast to sell their ill-gotten goods. For a long, harsh, 20 years Yuroak was forced to work under their yolk. Pushed to do more and more for them. Eventually becoming an enforcer to keep the 'product' in check, as well as keep off the more curious of people who might try to rescue them. Because of this, he became unfortunately good at fighting. Especially after discovering he had inherited his Mother's natural Rage-fueled fighting. And there was plenty to keep those coals burning in his heart. He was only able to escape when the old crew started dying off. Largely from killing one another in order to get more power and money. Yuroak easily killed the last member, a Ratfolk by the name of Rake, by shoving him off a boat of 'cargo' with the anchor tied around his ankles, having led the rope from the deck down to his cabin. Yuroak, with his newfound gold and releasing the women at last, he made his way home. But, when he arrived, he was not greeted with welcome arms. His parents had all but disowned him for his actions, and his other sisters, Marlin and Percin, refused to acknowledge him. Only Yuna and Lorni, the siblings he was able to save, would forgive him despite what he did to them. So, with no love had at home, he took up the mantle of Adventurer, and started working towards redeeming himself a little for the decade of awful s#!! he had done to other living beings, and what he did to keep his sisters safe.
Personality: Yuroak is a Dwarf. That's your first impression of the guy. He seems highly unremarkable. Modest height, stocky, full black beard, eyes that twinkle like crystalline stone amidst an intensely focused face. As you get closer, you note that those eyes seem to hold a fire. A dark blue and black fire that smolders in his gaze as he looks up at you. He's visible armed with a polearm, a longbow, a morningstar at his hip, a wicked gauntlet on his left hand, and clad in heavy armor. His body, under all that gear, appears to be a solid mound of muscle. Never relaxed, but never fully tensed, like a well-kept clock or mechanical golem. He drains the last of hi mug of dark red tea and sets it down, running a hand across his mouth. "Ya got work, I take it?" He asked, in a raspy, growling baritone voice. His face was a mask of no-nonsense, 'when do I start?' attitude. With the deal offered and made, he hops off his chair and cracks his neck. As he walks, you notice that he moves like a giant mountain cat despite the heavy equipment on his back. "C'mon then. Sooner I start, the sooner I finish."
Alright! Allow me to introduce Yuroak Nalard. A Dwarven Fighter from a big family, he ran from home in his informative years after being heavily involved with Smuggling and Prostitution in order to rescue two of his Sisters from thugs and lowlifes. He finds himself in this strange new land, looking for new chances for adventure and making some coin. Along with finding something that'll put up a good fight, and die well to his Falchion.
TawnyKnight wrote:
Oh I always make sure to optimize and make sure my character's are solid crunch-wise. It's why my character is rockin' a +4 Str at the moment, along with a few key feats, gear, and bein' a badass Dwarf. I just can't stand single-dip MCs which are prevalent in most 3.5 games I've seen recruiting for. And I've already got a couple back-up characters waiting in the wings.
Count me interested. Haven't done any 3.5 in awhile BECAUSE of how bad cheesing can get, and the MC combos that can come from so many splat books. I'm sticking to a more Martial-focused character. Nothing too crazy with magic or ToB dipping. Just a skilled Fighter that can take as good as he dishes out. Lemme just go ahead and roll my HP for the character I'm thinking up. 1d10 ⇒ 5
I've got a character all rolled up and ready to go. Though I would like to ask; Because I managed to roll a Hobgoblin Monk as my bonded soul, can I just have the +2 saves as my bonus? I'm making a Half-Elf Sorc, and he had an utterly brutal time in the military as Light Infantry for his background. Surviving multiple battles as part of the first unit into the fight every time across a 6-year long service of duty. I thought it'd fit well thematically, at the very least. I won't object if he can also throw a punch or swing around something heavier than a dagger, but if I had to make a choice I'll take just that Monk save bonus.
ThePuppyTurtle wrote: Looks good. Barring equipment, of which you might have a little more listed there than you can afford, the only thing i see amiss is the stats. I plan for this to be 20 point buy, and you currently use 19. Yeah I flubbed the stats, I was a point off. Fixed it. And his equipment bill is 109g 07s at the moment. I take the gold average of a given class when buying gear.
I have a fun character that I'd like to see fit into this campaign. Styx the Sneaking Arcanist, a Goblin Rouge seeking answers to his innate magical power and enhanced intelligence.
I could get behind this. I felt that the story was weak in Skyrim overall. I never felt I had any genuine impact on the world around me as I slayed friggin' dragons. So something with a more focused plot, rocking the fun weapons and spells from that world, with a group, certainly sounds like fun to me.
Got a couple character to put forth. Let's see what stats I get. Character 1:
Character 2:
Here is the crunchy character sheet for Maicy Alel, Elven Kensai/Shadow Sorc. Fluff is included on the sheet. HP Rolls: 4d8 ⇒ (1, 5, 8, 3) = 17
Since its Gestalt, I've got a fun idea brewing in my head for a Kensai (magus archtype)/Shadow Sorcerer. His/Her role being an assassin/scout, someone very good at being unseen, debilitating her targets, and being able to stand in a fight even when his/her magic is exhausted or negated. Considering an Elf being sent to Sandpoint by his/her superiors after they get word of what happened recently, and suspect something much larger at play.
I have an interesting idea for an Aasimar Sorc I have brewing... Character Idea: This particular Aasmiar has given his divine heritage and good nature up to devils and demons in order to protect his wife and children. Who are just one of many targets of a forcibly corrupt Paladin, who has been Dominated by some force to seek out and destroy divine beings of any kind. By giving up his very nature as a celestial being, the demons he made a pact with keep constant surveillance and protection over his family while he works off his debt. As part of this deal, he was also forced to accept the clause that his wife and children lose any memory of him, and won't recognize him even when his work his done.
Years go by, as he plots and plans. Trying to gain an upper hand, an edge, some kind of answer, so he can be with his family once again.
I happened across Aeron's post in the forums for this game, and I'm more than willing to fill the boots of your missing Oracle. Got the sheet made, just have to roll up some stats. Dice Rolls: Set 1:
4d6 ⇒ (5, 6, 4, 3) = 18 4d6 ⇒ (4, 6, 6, 5) = 21 4d6 ⇒ (3, 5, 1, 2) = 11 4d6 ⇒ (1, 1, 1, 6) = 9 4d6 ⇒ (2, 2, 1, 2) = 7 4d6 ⇒ (1, 3, 2, 6) = 12 Set 2:
Chief Cook and Bottlewasher wrote:
In the Trait box, Ruthgar has the Boarded (B) trait. Possibly could be someone who was taken from another ship out at sea, or rescued from some driftwood after a brutal storm. As far as position in the crew, he'd be the Priest. The guy that gives out death rights and prays for safe journey, as well as helps keep up morale through song. And occasionally provides firing support from a distance.
I'm sure this crew would feel more at ease with a man of the cloth aboard. Enter Ruthgar the Red, a human Evangelist born of a serf father and merchant mother. His schooling was largely done by the church, while his father eventually took up trading himself when his wife died at sea. After recently learning from his now-retired father than he's one of eight siblings, he sets out to find the rest of his family. And, maybe, find the final resting place of his Mother, so he could properly lay her to rest.
I have a character that kind of got left in the dust of the rest of another Iron Gods group, and it seems your group could do with some more muscle. So I'd like to offer Will Gestros, a Human Brawler recruited by Khonnir as part of the Wizard's contingency plan to fight the encroaching robot force should magic fail or be suppressed.
For a character concept, I'd like to offer up Brock Manthrow, a Dwarven Ranger that's lived his entire life above ground.
I actually have an Oracle that could prove interesting. She's a Half-Orc Wood Oracle who was originally training to be a Druid, to temper her more wild side, but it failed when it came to being taught basic self-defense. Let's say she did TOO well against her fellow trainees. She also, for reasons she doesn't understand, speaks in Alko when spellcasting or in moments of great frustration/stress.
Also dotting interest. Kind of want to be the captured individual on this little caravan. A Tiefling Alchemist (Planar Preservationist archetype) that was arrested for supposedly killing the poor and homeless and dissecting them. He's LE, and refuses to kill the living to learn their function. Got no qualms carving up the dead though. And this is all done in his attempt to control life and death, to try and bring back his lover from the beyond.
I'd like to submit this character for consideration. - Ruthgar, a Human Evangelist. Having known that his birth was prophesized for much of his life, Ruthgar works to obtain enlightenment to help him see what his birth was supposed to herald as an Evangelist of Milani. Along with his youngest sister and his lover Gilwen, an Alchemist who has a knack for picking pockets, he also searches for other siblings he never knew he had until his father revealed it to him on his deathbed.
Seems your group could do with a bit of front-line defense. I'd like to offer up Ultic Oltenbrak, a Tengu Slayer. The rough back story I have for him is that he's part of a long line of defenders and guards for more noble families of Tengu. Having been trained, he is given a recommendation by the head of his house, in order to join the Pathfinder Society, and hone his skills. So that when he returns home, he will be ready to serve any that require his services.
Question before intro post! Would a Dhampir Necromancer be allowed? He's a LE Cleric of Asmodeus, on a personal quest to study the cycle of life and death to try and bring a loved one back from Limbo. Perhaps he's a local, and offers to tag along with the 'outsiders' to help them stand out a bit less.
Man, bunch of good submissions so far. Well, here goes my offerings! -Raul Corsa, A Samsaran Investigator. Unlike the majority of her kind, her past lives are few, but she is actually able to communicate with them on some level. In extreme cases, becomes them. Like in life-or-death combat or under extreme duress. She is on a personal quest to try and figure out which memories are her own, and which belong to her past lives. A highly observant, skilled, and chatty woman, she avoids combat if possible, but won't back down from a challenge. -Rommel 'Baur' Serain, a Half-Orc Warlord. Born to a tribe chieftain and his Sorcerer mate, he was born with clear Human features along with Orcish ones. Nearly coming to blows over this, with accusations of adultry being flung, and nearly spells and weapons along with it, they decided to leave their son with Humans. Afraid he may be beaten and abused for not being a 'pure' Orc. Raised by a widowed husband Captain, he was instructed in the ways of leadership, strategy, and the art of war. Finding that his brutish side actually shined when inspiring the greenhorns he trained with, spurring them to fight harder, longer, and ultimately come out on top.
It seems Table 2 could use a Skill Monkey. So Id like to submit a couple for consideration. - Segtikk 'Whisper' Erfow, A Gnome Beguiler (straight port of the 3.5 class). A cunning, boisterous little Gnome with a penchant for telling tales, writing stories, and claiming he could disappear with but a thought. - Raul Corsa, A Samsaran Investigator. On a personal quest to explore the past lifes she actively interacts with, as well as find answers as to what memories are hers, and which ones belong to someone else.
I'd like to put forth a Brawler for this. Not only does the idea of sundering robots with bare hands sound awesome, the back story idea I came up with him is this; He's part of a select (though large) group of people trained to combat robots and machinations through martial prowess alone. A contingency by Khonnir in case they gained full control over magic, there would still be people who could effectively fight back. My character, Will Gestros, is one such person.
I have Teleran Zultrar available for play. A Transmutation specialist, raised on a farm, and now walks the earth wanting to expand on his craft. And finds himself giving aid against the Worldwound, able to enlarge the soldiers, or make them harder to kill, or somewhat shape the battlefield against the enemy.
I actually have a few characters I'd like to put forth for this AP. -Rondo Tyrlaan. A Tiefling Rogue who is an information broker, as well as a dealer in the forgery of important documents and passports. His end-goal is to be able to monitor and control the stream of information across as much of the land as he can reach. -Segtikk 'Whisper' Erfow. A Gnome Beguiler (Yes, the 3.5 class. Will wait for approval) who travels the world to expand on his talent for Illusory magic. Has a love of stories and telling lies, as well as being able to vanish in the blink of an eye. -Ragde Ogarif II. A Human Artificer who has been thrown out of his kingdom thanks to a madman who had amassed his own private army. While he may still be king, he holds no power in these new lands of Golarion, and decides to start amassing information, money, and power through the rogues and thieves of this land. |