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![]() I've decided I'll take you up on that VMC offer. So I've gained VMC (wizard) and lost the eldritch guardian archetype. I've also written a background. So... to put all in one post... Kellion, knight of nature's beauty appearance:
Flying towards the festival came a strange and wondrous sight. An enormous speckled owl with a wingspan as wide as a human is tall. And on it was… a halfling with long black hair and a fashionable beard that was dressed up as a knight. Complete with plate armour and a lance in hand. Red, yellow and green ribbons were flowing from his helm and lance. He guided his owl deftly through the air and held its lance high as if accepting cheers from the crowd. From close by could be seen that a sigil was proudly displayed on his chest: a stag with jewelled antlers, and with a multi-coloured songbird sitting in those antlers The knowledgeable would recognise this as Shelyn’s bird sitting in the antlers of Cernunnos. After a few tours, the halfling landed skilfully, to walk proudly among the crowd, while his great owl picked a nice roof to sunbathe on. crunch:
20 pts
Str 14, 7 pts, -2 race, +1 lvl increase Dex 16, 5 pts, +2 race Con 12, 2 pts Int 12, 2 pts Wis 12, 2 pts Cha 14, 2 pts, +2 race Race: halfling
Class: fighter 5 (mutation warrior)
Traits:
Feats:
Skills:
Familiar: owl (mauler archetype)
items:
Lance +1, 2010
Breastplate +1, 1200 Handy haversack, 2000 Spectacles of understanding, 3000 Boots of the cat, 1000 Wand of cure light wounds, 750 Feather token (lance) 150 Bandana with continual flame on it, 50 2 scrolls of air bubble, 50 2 scrolls of endure elements, 50 scroll of keep watch, 25 2 scrolls of silent image, 50 2 scrolls of goobberry, 50 3 scrolls of longstrider, 75 Several outlandish novels, 10 Bedroll, 0,1 Blanket, 0,5 Medium tent, 15 Folding chair, 2 Hammock, 0,1 Soap, 0,01 Waterskin, 1 Signal whistle, 0,8 background: Starting out life reasonably carefree, Kellion, or Kell, as he was named back then, sought employment as a bookwagon guard. It’s master, an old, and not very powerful, human void wizard named Rath, took a liking to the unlikely guard, and told himself that the halfling, though not a great warrior, at least wouldn’t eat too much, because of his size. He turned out to be wrong about both Kell’s food intake and his prowess, and they became fast friends. Kell liked to read stories, and had quickly read all books that were in common and halfling. Rath, though, had read all the books, and Kell kept asking about their contents. At long last, Rath trusted Kell enough to loan him his spectacles of understanding. Kell was amazed. Through the spectacles he could read all the stories! And so Kell read about elven, dwarven, and even more exotic heroes, and many other stories. He wasn’t much for history books, preferring poetry and heroic deeds.
It was such a book that he’d been fully engulfed in, a ways away from the wagon, when suddenly they were attacked by vile goblins. Kell was far too slow to react, and Rath was slain in an instant. The goblins took their food, just that, and set the books ablaze, screaming in apparent joy about it. Kell was on his pony and riding hard in moments, and speared more than one goblin on his lance, to which they responded with a hasty retreat. But the damage was done. The books were all but gone, and so was Rath. Great sadness overcame Kell, as his life turned to ashes before his eyes. Aimlessly, Kell wandered through the forest, until he caught the eye of pixies. They couldn’t stomach his clearly apparent sadness, and sought to do something about it. Starting with silly pranks, they tried to cheer him up. It wasn’t the best counselling a grieving person could get, but eventually, after days, Kell could smile a little again. The caring pixies wanted to know about his dreams and Kell told wistfully about the heroics he read about. The pixies, after a moot gathering, decided to bring their Kellion, as they had started calling him, to their fey court. Kellion was offered to swear nine years of service, serving as an aerial knight to the Court of Blossom, ruled by king Grapevine and Queen Honeysuckle. Kellion accepted service, and trained to become an aerial knight. His fellow knights were pixies, leshies, gathlains, and a few gnomes. He was the only halfling. He was taught about spirits, magical items, and how to gain a riding bird. Kellion named his owl Rath, after his dead friend, and slew many a goblin in service to the Blossom. Now, nine years have passed, and Kellion was discharged honourably, after being proclaimed ‘lifelong friend to the Blossom’, and was invited to stay with the court. But he’d been away from humans and halflings for so long, that he’d started to miss them. After a month long visit to his parents, Kellion decided that he wished to see how Tamran was doing. He’d always liked that city, and if he were correct, they should have a festival about now. He mounted Rath and set off. ![]()
![]() Viondar wrote:
So... I've decided to remove risky striker in favour of spirit ridden. I reckon the ability to use any skill is more valuable (and more fun) than extra damage to large creatures. Also...
items:
Lance +1, 2010
Breastplate +1, 1200 Handy haversack, 2000 Spectacles of understanding, 3000 Boots of the cat, 1000 Wand of cure light wounds, 750 Feather token (lance) 150 Bandana with continual flame on it, 50 2 scrolls of air bubble, 50 2 scrolls of endure elements, 50 scroll of keep watch, 25 2 scrolls of silent image, 50 2 scrolls of goobberry, 50 3 scrolls of longstrider, 75 Several outlandish novels, 10 Bedroll, 0,1 Blanket, 0,5 Medium tent, 15 Folding chair, 2 Hammock, 0,1 Soap, 0,01 Waterskin, 1 Signal whistle, 0,8 Total: 1089,51 Edit: forgot daggers to eat food and a hammer to put up that tent. Both are spare weapons, too. But I guess that's fine ![]()
![]() There are some great psychic disciplines geared towards lore and knowledge, like the dream and the lore discipline. Anyway, places not suited for flying are fine by me. The owl is medium size, so a 5' corridor should suffice for a charge run, just not for any maneuvring. I could also look for ways to increase the owl's land speed for ground-based charges. Or I can dismount and the owl can become tiny again to scout. Thank you for your appreciation. I've never made a fighter, before, but these archetypes have always drawn me. Just like the gloomblade still draws me... But I can't have it all at once. :) ![]()
![]() This is what I have so far Kellion, knight of nature’s beauty first impression:
Flying towards the festival came a strange and wondrous sight. An enormous speckled owl with a wingspan as wide as a human is tall. And on it was… a halfling with long black hair and a fashionable beard that was dressed up as a knight. Complete with plate armour and a lance in hand. Red, yellow and green ribbons were flowing from his helm and lance. He guided his owl deftly through the air and held its lance high as if accepting cheers from the crowd. From close by could be seen that a sigil was proudly displayed on his chest: a stag with jewelled antlers, and with a multi-coloured songbird sitting in those antlers The knowledgeable would recognise this as Shelyn’s bird sitting in the antlers of Cernunnos. After a few tours, the halfling landed skilfully, to walk proudly among the crowd, while his great owl picked a nice roof to sunbathe on. crunch:
20 pts
Str 14, 7 pts, -2 race, +1 lvl increase Dex 16, 5 pts, +2 race Con 12, 2 pts Int 12, 2 pts Wis 12, 2 pts Cha 14, 2 pts, +2 race Race: halfling
Class: fighter 5 (eldritch guardian, mutation warrior)
Traits:
Feats:
Skills:
Familiar: owl (mauler archetype)
Happy with it, so far. The idea is a halfling that got enchanted by the books he protected as a youngling, but (for a change, with that hook-up) did not become a bard, but instead followed his instincts into the woods, to get trained by fey aerial knights (gnomes, pixies, gathlains, and the like). I'll write a full background and look for magic items, but my wife has called me to bed half an hour ago, so... later ;) ![]()
![]() GM Niles wrote:
They're very sci-fi appropriate. Especially psychics (who have specific powers and even a subclass devoted to technology) and occultists, who do all kinds of stuff with resonating energy. ![]()
![]() Nikolaus de'Shade wrote:
Don't hold back on my account. I'm thinking caster cleric with negative energy. Gorum cleric might be something entirely different. Also, there are only 12 classes and no archetypes. Uniqueness will be found in the background, not the class. ![]()
![]() I had the exact same issue. I tried to remember what archetypes are core. I found my core rulebook. Core has no archetypes. Brutal... I know... Core is the core classes in original form, and some prestige classes that you won't make anyway. There are the 8 original wizard schools, quite a few cleric domains, and the most iconic bloodlines. Also... Not a lot of feats. Weapon specialisation was still a thing to actually pick. I'll uhm... Think about if I can make a cool character. Also... Could you explain R-rating to a European? I'm not 100% certain about the ways I can swear, yet ![]()
![]() This would've been a dream come true when I was still single and on the army base during weekdays. As it stands now, married, working and with an active social life. I can't really make the one month cut with anything I'd be really happy with. I wish you all the best with such a wonderful campaign concept! ![]()
![]() Indy a'Na, male half-elf occultist (panoply savant) background:
In ancient times, Indy's ancestor, pharaoh Anhotep, led a retaliation strike into drow territory, which failed utterly. After slaughtering Anhotep and his army on home ground, the drow enslaved his entire population, leaving an entire kingdom to the sands.
For centuries, Anhotep's people endured in slavery, and they still do to this day. Indy's mother Gerehnesu, who was personal slave to a drow raider, managed to kill her master on a scouting mission and escape. She lived hiding for years, raising her half-drow baby Indy a'Na, which is an elven name vaguely indicating eternal freedom. Indy himself learned the hard way to be shy of humans, but respected his ancestry greatly and learned about it. He learned the value of heirloom items, because of the inherent psychic power, and learned to utilise them. When he was fourteen, his Gerehnesu undertook an expedition to locate one of the hiding spots her people had talked about, and found a princeling's sword, which she presented to her son. Now, Indy is of age, and aims to reclaim his birthright as lord to his people. He means to delve into the ancient ruins to find powerful items to defeat the drow. His mother, meanwhile, is travelling the land, trying to locate any other escaped slaves. Perhaps one day, they'll take on the drow and free their people. To get recruited, Indy approaches adventurers and starts quiet conversations, where he flaunts his extensive knowledge. Once he's got their attention and he deems the group reliable, he'll offer to join the group for equal share in the loot, clearly more interested in items than in gold. appearance:
Indy has a tanned skin, made a little blacker by his drow heritage. His short hair is light brown, his ears are slightly pointed, and he's got one red eye and one dark brown. He's in quite good shape, but he's got a clearly shy posture. He wears a brimmed brown hat, pulled askew to partly hide his red eye from the general public. His bearing is one of a person who is used to rejection and exclusion, but his clever mind and smooth voice make his tongue into a silver one. If ever anyone were to see him without his armor or clothing, they might notice tattoos indicating worship to the ancient Osiriani gods, namely Anubis, to whom he feels special connection. crunch:
15 pts
Str 15, 5 (17 with +2 enhancement)
Race: half osiriani, half drow
Languages: elven, undercommon, common, osiriani, ancient osiriani Traits:
Feats:
Implements:
Resonant powers:
Focus powers:
FCB: +1/2 level to mental focus Mental focus: 9 total Spells per implement:
Skills:
Items:
Indy Combat
Since you, GM Dak, aren't very familiar with occult classes, I'll add this:
Things he can do in the future:
a note on the crunch: I've asked the GM if I can have a khopesh as a martial weapon. My crunch assumes an ok on that. If the GM stays by the rules, it'll be a bronze longsword ![]()
![]() Viondar wrote:
Actually I'm going to tweak a whole lot more... Never mind me. Overall description, background and concept will stand, though :D ![]()
![]() Sounds scary, Gorthug ;) Here are Zorgax the Brutal, Trax and Raz:
Zorgax was born and raised in the Red Claw orc tribe, and looks the part. His tattoos and scars are everywhere, he smells like he hasn’t removed his breastplate in about a year, and he’s got a huge falchion, which he’s got attached to his bracers with a length of chain. Aside from that he's got a thick longbow on his back, and a cestus strapped to his left wrist.
Despite his half-human ancestry, Zorgax managed to achieve considerable respect when he was send away to survive the wilderness for a month as part of his initiation, and returned with a tamed Rullian Warcat, named Trox, at his side, and a vicious falcon, named Raz, on his shoulder. As a raider and a devout worshipper of the ancestors, Zorgax lived for the plunder. It was on such an outing that his party was killed, and he came to his current predicament. Raz survived this, but Trox didn’t. Trox, however, never left. During his long moments of unconsciousness, undoubtedly watched over by loyal Raz, the Red Claw ancestors instructed him how to keep Trox’s spirit near, and taught him the way of the spiritualist. Perhaps now stronger than ever, armed with Raz once again on his shoulder, and Trox’s spirit harboured in his soul, Zorgax looks around at where he is and who his teammates/competitors are, Trox’s form already taking shape slowly beside him. A desire burns in his soul to be free and take vengeance on whoever did this to him and his tribe. build and crunch:
Zorgax the Brutal
Ability scores 15, 13, 10, 17, 11, 15
Half-orc
Trait: Fate’s favoured, +1 to luck bonuses 7 Inquisitor (green faith marshal, sacred huntsmaster)
Favored class bonus (inquisitor): add +4 hp
Eagle domain:
Miscellaneous class features:
Feats:
Skills: 54 ranks, 8 ranks max
Spiritualist spells:
Inquisitor spells:
Phantom animal: Warcat
Valet familiar: hawk
Items:
Zorgax combat:
Trox combat:
Raz combat:
Hope you like him, GM :)
I still have to decide on my level 1 potions, and I'll probably want arrows, a belt, some pouches, a signal whistle, and the like. But nothing that can't wait. ![]()
![]() Ok... I'm thinking, so far, about creating a character with an animal companion and at least one level in Spiritualist (totem spiritualist)
What it doesn't say, however, is that the phantom animal would no longer be considered an animal companion for the purposes of all feats and abilities. And there are so many such feats and class features I'd like to use, that if that isn't the case, I'll be dropping that part of the concept. So, my question to you, GM, is: would it still be considered an animal companion? Or only a phantom? ![]()
![]() Variant MultiClass. https://www.d20pfsrd.com/classes/character-advancement/ But it actually is only interesting when combined with regular multiclassing, which is not really the original intention. Also, I saw the first mesmerist coming up, and I also really like the occult classes. Are they allowed? ![]()
![]() Is VMC allowed? And let's roll 4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (6, 4, 4, 5) = 19 15
That's not too bad :) ![]()
![]() Gramork wrote:
Hmm... I'm not the GM, but I have played in a drow party (in the underdark) extensively, so I'll give you my thoughts. Clandestine (thief god)
I couldn't really find anything for his wizardly aspects, so you might want to look into domains if you wish to reflect that aspect. Just my two cents ;) ![]()
![]() I think powergamers shouldn't be judged so harshly. It's fun to be strong. It gives that 'Conan the Barbarian' or 'Gandalf' feeling. To just be very powerful, but mostly stopped by other things than not being up to the challenge. I really like to roleplay, but I also really enjoy playing strong characters. Does that make me a powerplayer? Maybe. Does that make be a bad player? I shouldn't think so... For some classes, +4 to all abilities does more than a level. Monk, for example... If those high scores make you happy, please go for it! If your monk is better than everyone else, who says you're not roleplaying? Monks strive for perfection, after all... Others have bloodlines, you have this... ![]()
![]() The Kobold Klan wrote:
One good, one evil. Oh dear :D Ah, well, just throw me in with the group that has a shortage, or a shortage in casters.
![]()
![]() Nairb the Grey wrote:
That's just the crowd. The poledancing school my wife attends has exactly two male students, and one of them is a real bottom boy. Might as well look good rugby players at a chess tournament. They might be there, but you can't expect them. ![]()
![]() Dear Lonely DM / Kobold Klan, Hereby I put up Rakkan Rakkalan for play in your campaign. I'm very much open to questions and/or suggestions for changes. The idea behind Rakkan, roleplay-wise, is that he can be a driving force towards investigating just about everything in the multiverse, because he thinks it's all him, as befits the Sign of One. There are some final touches to be done, but I need answers to my questions for that, and it would be wasted work if you don't like the character in the first place. Rakkan Rakkalan (and Rekki):
Rakkan Rakkalan, N male planar Kynjo (alter ego) psychic 5 (amnesiac, psychic duelist) (self-perfection discipline), VMC wizard (void school), creature type: construct Str 12, roll 14, -2 racial
Traits: spark of creation, student of philosophy
Skills (6 + 2 background):
Vision: low-light vision, darkvision 60’
Familiar skills:
Initiative +3
Spells:
Items:
Familiar:
Race:
Kynjo are small humanoids who look like cloaked and hooded squirrels. Their ‘hoods’, however, are extensions of their skulls, to harbour their unusually large brains, and their ‘cloaks’, when spread out, are wings akin to those of bat’s, with large hooked nails on them, to assist in rapid and sure climbing. Unlike true bat’s wings, though, Kynjo don’t have the musculature to flap them to gain height, and can only glide, but do so well. Kynjo have arms aside from their wings, which allow them to manipulate tools while gliding or climbing.
The majority of Kynjo clans live inside the Spire, in the centre of the Outlands. Most others live inside Yggdrasil, and some rare clans have migrated to other extremely high locations on the planes, like Mount Celestia, or even high Cliffs in the Abyss. They cultivate the sparse vegetation and fungi that grow in their habitats, keep birds for the eggs, and sometimes glide to lower regions to obtain fruits, nuts, or whatever they can find or trade for. They need very little water, and can make do with a dew filled leaf or a flight through a cloud to survive another day. Kynjo are hoarders by nature, but hoard mostly expressions of culture, knowledge, and thought, and dig entire networks just to hold what generations of Kynjo have accumulated on their travels. They’re a communal people, and consider ownership to be a useless concept belonging to other races. Kynjo are a pondering, thoughtful people, who like to create all kinds of philosophical theories about the multiverse. They like unconventional thoughts and get excited to test new ideas. Individual Kynjo quite regularly set out on adventures across the multiverse to test some theory, observe some phenomenon up close, or simply to explore and discover. Often, they temporarily join universities, monestaries, other places of knowledge and wisdom, or even the Society of Sensation. Kynjo may be of any alignment, but usually match the Plane they’re born on, which means that most Kynjo are neutral. Kynjo adventurers are, more often than not, spellcasters, and seem to have a preference and aptitude for psychic magic. Kynjo
Background: Rakkan Rakkalan was once a Kynjo full of self loathing, who had the feeling he wasn't really good for anything. Other Kynjo taught him things, and he could replicate, but he never had an original idea, he thought.
At some point, he decided he should prove himself to the world, and do something that was hitherto thought impossible by Kynjo scholars. He would glide from really high up the spire, to Sigil, the flying donut. He was a weak Kynjo, and the Spire has no reachable top, so took a long time, climbing. And then, when he gauged himself to be high enough 'above' Sigil, Rakkan took off. He didn't make it, of course, the planes are endless, and Rakkan's self-doubt and self-loathing weren't enough by far to cross that line. But... He did stumble into a portal into the Akashic Record, close to an ethereal border, where he saw, within seconds, all the possibilities of his life, realised he actually had extreme potential, found courage, faith... and death. Or death found him, because he plummeted into a sharp set of memory crystals, and got spiked. Now, Rakkan's self-worth and potential saw this happening to the rest of him. The utter emotional change had created a mirror viewpoint, which the Akashic had shaped, and the ethereal had given form. It saw the old Rakkan splatter to death in multiple different deaths, litterally. Many versions of Rakkan hit the crystal in many ways. It was a spectacle. Now, the portal, it wasn't gone, but the new Rakkan couldn't provide the key, which was "being about to recieve great insight". Not that he wanted to return, though. This was a good place. Rakkan learnt about the past, the present and a little about the future. Through memory crystals, he was able to act in past events. He saw a Sigil that was, where the factions were still in effect, and got accepted, by shades of the past, into the faction called the Sign of One, whose philosophy he assumed fully. Now, Rakkan explored his own mind, as his mind was the mind that sprouted the multiverse. He developed his psychic abilities, and went ever deeper, and found the seeds of perfection. However, at some point he realised he needed to see the reflections of himself, to learn more about himself, so he started searching for a way out of where he was. Rakkan eventually crossed the border into the Ethereal plane and wandered there for awhile. He travelled from there to the Astral and eventually found his way back into Sigil, where the glorious past had gone. Now, Rakkan is contemplating what this desolate reflection of his mind means. Does he need to accept entropy and mortality? Is his mind about to die and be reborn, or does he simply need to learn how to adapt his mind, so that the multiverse can sprout into new glory? 1)3 concepts that explain your character.
2)2 secrets: one your character keeps from the party, one kept from your character
3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
![]()
![]() I'm going to have a flying squirrel familiar, namde Rekki with the figment and sage archetypes. I was planning on flavouring it as a miniature version of Rakkan that (in social situations) spouts all kinds of information about its knowledge skills. Is that ok? And may I choose other feats for it, instead of acrobatics and weapon finesse? Oh, and another question... I'm planning to have scribe scroll and craft wondrous item.
Do these feats allow me to buy my starting items at reduced cost, if they lie within my crafting abilities? And if yes, at what reduction may I purchase them? ![]()
![]() So, I've succumbed to the lure of rolling dice. 4d6 ⇒ (3, 1, 5, 6) = 15 = 14
4d6 ⇒ (5, 5, 6, 6) = 22 = 17
That's not bad at all! Especially since I can pawn that 6 off to a disabled constitution!
![]()
![]() karlprosek wrote:
Hello fellow bladesinger :) So, when are you actually entering the game? I'm a bit short on fellow elves to be properly extremely racist :DAnyway, just want to put right some tiny mistakes in your crunch. We use the same rules, so they're kinda apparent to me... You're using the bladesong fighting style... I read it as if that style is meant for characters who do not have the kit. But it's not written down expressly, so I guess that's up to the DM.
rules quotation:
There are two types of bladesingers: those who learn it as an additional skill (described below), and those who have made it their lives. Those in this second category are known as Bladesingers, and they are described in Chapter Ten. Anyway, you only have 2 slots in the bladesong style. This gives you a +1, not a +2, to att or defence. You get a +2 when you spend 3 slots. What you could do, when the DM decides that the bladesong style may not complement the kit, is take 2 slots in the single weapon style. This would give you +2 AC flat. Also... As far as I can see, you have 3/2 attacks, not 2/1. Expertise gives the same attacks as specialisation, and that's 3/2. ![]()
![]() Rakkan Rakkalan: Rakkan Rakkalan was once a Kynjo full of self loathing, who had the feeling he wasn't really good for anything. Other Kynjo taught him things, and he could replicate, but he never had an original idea, he thought. At some point, he decided he should prove himself to the world, and do something that was hitherto thought impossible by Kynjo scholars. He would glide from really high up the spire, to Sigil, the flying donut. He was a weak Kynjo, and the Spire has no reachable top, so took a long time, climbing. And then, when he gauged himself to be high enough 'above' Sigil, Rakkan took off. He didn't make it, of course, the planes are endless, and Rakkan's self-doubt and self-loathing weren't enough by far to cross that line. But... He did stumble into a portal into the Akashic Record, close to an ethereal border, where he saw, within seconds, all the possibilities of his life, realised he actually had extreme potential, found courage, faith... and death. Or death found him, because he plummeted into a sharp set of memory crystals, and got spiked. Now, Rakkan's self-worth and potential saw this happening to the rest of him. The utter emotional change had created a mirror viewpoint, which the Akashic had shaped, and the ethereal had given form. It saw the old Rakkan splatter to death in multiple different deaths, litterally. Many versions of Rakkan hit the crystal in many ways. It was a spectacle. Now, the portal, it wasn't gone, but the new Rakkan couldn't provide the key, which was "being about to recieve great insight". Not that he wanted to return, though. This was a good place. Rakkan learnt about the past, the present and a little about the future. Through memory crystals, he was able to act in past events. He saw a Sigil that was, where the factions were still in effect, and got accepted, by shades of the past, into the faction called the Sign of One, whose philosophy he assumed fully. Now, Rakkan explored his own mind, as his mind was the mind that sprouted the multiverse. He developed his psychic abilities, and went ever deeper, and found the seeds of perfection. However, at some point he realised he needed to see the reflections of himself, to learn more about himself, so he started searching for a way out of where he was. Rakkan eventually crossed the border into the Ethereal plane and wandered there for awhile. He travelled from there to the Astral and eventually found his way back into Sigil, where the glorious past had gone. Now, Rakkan is contemplating what this desolate reflection of his mind means. Does he need to accept entropy and mortality? Is his mind about to die and be reborn, or does he simply need to learn how to adapt his mind, so that the multiverse can sprout into new glory? 1)3 concepts that explain your character.
2)2 secrets: one your character keeps from the party, one kept from your character
3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
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