Activation Cube

Winwaar's page

Organized Play Member. 125 posts (1,343 including aliases). No reviews. No lists. 1 wishlist. 13 aliases.


RSS

1 to 50 of 125 << first < prev | 1 | 2 | 3 | next > last >>

Hm. Dotting, I suppose. I have a Samsaran that I've been tossing about in my head for awhile.


Good luck folks! Have fun!


Good luck to all who seek it! Hope to see you on the other side.


Aivar, your class in the crunch section is still listed as unchained rogue. :P


Interested... I'll see what I can put together, certainly.


I have, uh... sorry BoggBear, I got nothing.


That's reasonable!

A bit intriguing, though. Imagine the drama of one who wants to be a ruler and isn't made one, only for someone who really wouldn't want to be a ruler being made one.


Huh. Lots of potential Councilors, it seems.

Not a lot of potential rulers. xD

Dale's got a few competitors towards the High Priest position, too.


theasl wrote:
The Kingmaker computer game is real-time, unfortunately. There hasn't been a true turn-based d20 crpg since 2003 :(

It's tragic, right?


R0B0GEISHA wrote:
BoggBear wrote:
For those that don't know and might be interested, next month and rpg based on Kingmaker hits steam (unless it gets delayed of course).
I'm really looking forward to this.

It's one reason I'm coming back to Pathfinder after a few years away - especially Kingmaker, 'cause I kind of wanted to do a PbP version whilst waiting for the new game to come out.


Gotcha. I should get to work, then.


Hm, I guess I'll try devising a character - is the due date still tomorrow? And is that for a concept or for a full on character?


Oh, oops! He'd be High Priest or Councilor, most likely.


Traps are every good rogue's bread and butter!

... I may be biased, having played a Trapsmith rogue once.


I believe that Dale is complete now, unless GM Wastrel has any complaints.


This is Dale Firehair, as he exists at the moment. I think I need to do, um... skills, and equipment, but other than that, he's getting there.


At the moment I'm working on a half-elf cleric of Desna.


An intriguing - no pun intended - idea. I may try to throw a character together...


GM Mowque wrote:
I am flexible to where we start the game. Feel free to make your homeland any reasonable place in Avistan.

Sounds fair to me. I shall continue pondering.


Hm, is there any physical location that this is intended to take place, beyond Avistan as a whole? Or at least, where it is intended to start?


Hm, I am interested. I'll try to figure something out within a couple days.


This is the sort of thing in which I would definitely be interested, if I were to apply to any games. I'll think about it for the time being, but even if I do not apply, I applaud the intriguing concept!


As I've been accepted into another game, I'm going to withdraw from this one rather than risk being burnt out. Good luck to those who're staying around!


Navia Zeldan wrote:
Congrats to the selected and I hope everyone has a great time! :)

Thank you!


Good luck to all, and I'm sure that those selected will have great fun, whomever they are, given the quality of submissions here. I don't envy GM Kamro at all... this'd be a tough choice, were I to try to choose. o_o


As a somewhat odd GM question/suggestion: will you be using weather rules for this game? It's a nice way to add immersion, I imagine, especially if the group ever leaves Korvosa.


I'm... pretty sure that my sorcerer is finished, but I am still spending money. Here's the majority of his stats and his background:

Stats:

Statistics:
Name: Grachius Mindex
Sex: Male Race: Human (Chelaxian) Class: Sorcerer 1
NG Medium Humanoid (Human)
Init +2; Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8/8
Fort +2, Ref +2, Will +4 (+2 vs. charm and compulsion effects)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Ranged
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
--------------------
Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

Bloodline: Imperious (Advanced Race Guide, p. 75)
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 15, Int 16, Wis 15, Cha 18
Base Atk +0; CMB +2; CMD 14

Feats:
Eschew Materials
Persuasive
Spell Focus (Enchantment)

Racial Traits:

Traits:
Child of Kintargo (Campaign) - You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Unswaying Love (Faith) - Shelyn is the ideal of beauty and love itself, and Grachius is utterly devoted to her. His faith in her purity protects him against those who would manipulate him. He gains a +2 trait bonus on saving throws vs. charm and compulsion effects.

Reason for Protesting: Meeting a Contact - Grachius has heard that there might be Silver Ravens at the protest, and is seeking them out. He gets a +2 bonus to Perception and Sense Motive checks during the protest itself.

Skills:
Bluff +8 (1 rank, 4 attribute, 3 trained)
Diplomacy +10 (1 rank, 4 attribute, 3 trained, 2 feat); +14 to gather information on humans
Knowledge (Local) +7 (1 rank, 3 attribute, 3 trained); +11 to learn, study, or gather info about humans
Knowledge (Arcana) +7 (1 rank, 3 attribute, 3 trained)
Spellcraft +7 (1 rank, 3 attribute, 3 trained)

Background Skills:
Knowledge (Nobility) +8 (1 rank, 3 attribute, 3 trained, 1 trait); +12 about humans
Perform (Oratory) +8 (1 rank, 4 attribute, 3 trained)

Spells Known:
Cantrips (Save DC 14 [15 for enchantment]) - Detect Magic, Light, Jolt, and Message

1st Level (Save DC 15 [16 for Enchantment]; 4/day) - Disguise Self and Hypnotism

Languages: Common (Taldane), Infernal, Halfling, Shadowtongue

--------------------
GEAR/POSSESSIONS
--------------------
All weapons above, and:
Noble's Outfit
Signet Ring of House Mindex
Bejeweled Holy Symbol of Shelyn (worth 150 gp) - Grachius' inheritance from his family.

Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 150 gp, 0 sp, 0 cp
Total Weight: lb.

Backstory:

Once, House Mindex was a great and prestigious noble House of Kintargo, with wealth and influence to match. In those days, Cheliax was ruled from Westcrown, and Aroden's favor was concentrated upon the people there. House Mindex, too, felt the prosperity of this blessing, and many of its scions joined the clergy of Aroden, attaining prestigious positions therein. As a crowning glory, in 4570, one of the king's cousins married into the family, something the noble house has boasted of for generations since.

However, with the death of Aroden and the victory of House Thrune, House Mindex's fortunes faltered greatly, and as the Age of Lost Omens wore on, they became increasingly dissatisfied with the rule of Thrune. It was into this environment that Grachius Caipho Mindex was born, to the last remaining scions of a once-great house.

Grachius was a mostly happy child, playing at his family's tumbledown old manor in the Greens. His best friends were the few halfling servants his parents retained (but didn't own - Caipho Mindex was vehement about his disgust with slavery), and it was from them he learned in no small part the responsibilities of nobility.

When he was eleven, Grachius was walking home from a trip to the market only to find that his old home was ablaze. Rushing to his family's manor, he was stopped by one of the servants, who told him what had happened. His father, Caipho, had been making quiet inquiries into the old Silver Ravens, the infamous rebels against House Thrune, and he'd been caught, with Thrune agents setting fire to his manor, killing most of those associated with House Mindex.

The halfling was herself a follower of Shelyn, and when she had calmed him down, she brought him to the Songbird Hall, where she quietly offered him to the priests, requesting sanctuary, which the kindly priests accepted.

As he grew up amongst Kintargo's Shelynites, Grachius began manifesting strange powers - spells - and came slowly to the realization that his blood was powerful. As he slowly came to practice his sorceries, he began finding his once awkward actions became more confident, and he gradually grew into a remarkably charismatic young man, albeit one who was somewhat less arrogant than most boys his age.

On his sixteenth birthday, Grachius received the inheritance that had been held in trust for him - his family's last fortunes, most of which he gifted to the Shelynites of Kintargo, not having much use for it himself.

For the next three years, Grachius spent most of his time carefully returning to Kintargo's high society, using his signet ring and the support of the Shelynites to prove his heritage. When Barzillai Thrune arrived, however, and enforced martial law, Grachius was reminded of his father's death, and grew increasingly determined to act. Thus, when he received a message from the halfling who had saved him nearly a decade before, about meeting a contact in the upcoming protest, to join the Silver Ravens for real, he leapt at the chance.

To those who would like backstory connections, let me know via PM or posting here!


Currently thinking about an Imperious Bloodline Sorcerer (who is by necessity human) who is an orphan of a minor noble house. However, I may withdraw, depending on the state of another application.


stats: 4d6 ⇒ (4, 6, 4, 6) = 20=16
stats: 4d6 ⇒ (6, 4, 2, 6) = 18=16
stats: 4d6 ⇒ (5, 6, 4, 3) = 18=15
stats: 4d6 ⇒ (1, 6, 5, 4) = 16=15
stats: 4d6 ⇒ (5, 2, 5, 5) = 17=15
stats: 4d6 ⇒ (6, 1, 1, 2) = 10=9

... Wow, I'm pretty impressed. I'll probably keep those.

EDIT: Oh, we can reroll one of them?
Let's reroll that last one.
stats: 4d6 ⇒ (4, 6, 4, 2) = 16=14

So... two sixteens, three fifteens, and a fourteen? I'll take it.


3 people marked this as a favorite.

Just for fun, here's some Korvosan slang for consideration.

Guide to Korvosa wrote:

Chel: Mildly derogatory term for people of Chelish descent. Widely used as a contemptuous dismissal in the rest of the world. In Korvosa, the word has evolved into a hate-filled ethnic slur. Use of this word constitutes a grave affront in the city, and using it against the wrong target likely finds the offender beaten, lynched, or killed.

Dancer: Cutpurse, pickpocket, or other thief who works crowds. Comes from the belief that most thieves are Varisians and most Varisians like to dance. Actual dancing performers are called “performers.”
empty: A beggar, vagrant, or homeless person. Most Korvosans consider an empty to be someone without meaning or purpose, whose existence doesn’t matter and whose life and death occur without mention.
Fronter: Someone who lives in Bridgefront or is otherwise poor. Not a polite term and frequently used as a mild (sometimes playful) insult among younger aristocrats and nobles. Connotes dirtiness.
Gater: Someone who lives in Northgate. Common term even used by Gaters themselves.
horser: Highly inflammatory term for a Shoanti or other savage primitive. Holds strong connotations of bestiality.
imper: A young student of the Acadamae. Older students respectfully receive no nickname, as they wield the power to kill those
who insult them.
moth: A full-blooded Varisian. Because so much of the population in Korvosa descends at least partially from Varisian stock, most
people don’t consider it an insult, using it as a nickname for the nomadic people. Full-blooded Varisians differ on their acceptance of the term: some use it themselves while others bristle at its connotations.
Pincher: Someone very poor who scrapes by on only a few copper pinch a month.
sails: One or more ships.
solly: Someone who wishes to unionize or form a guild. Short for “solidarity.” A dire insult in Korvosa (even if the recipient does
support the formation of guilds), sometimes considered the foulest thing to call a Korvosan.
solly slop: Rubbish, excrement. At one time, this referred to the bland porridge of unskilled laborers (the most common agitators
for unionizing in the city). Today, Korvosans consider the phrase vulgar and not to be used in public.

That's from Guide to Korvosa. Just something fun to consider about how your characters think and perceive the world.


Thrandr wrote:
I've assumed that since we live in Korvosa we have our respective homes and avoided buying typical adventuring gear (even though I usually love buying obscure useful things) being as I don't see why someone living in a city should own it. Looking at other peoples' submissions it seems as though most have gone the route of their PCs having a home. If things change as the campaign progressess I assume we'll have the needed funds to buy adventuring gear :-)

Keep in mind that depending on how long our characters have hated Gaedren, we might want to have our characters have some adventuring equipment. At least, that's the justification I'm going with for some of Aerel's more exotic purchases. xD

That said, I may want to give some thought as to what he's carrying with him and what he's left at his home/residence.... assuming he even owns one anymore. Well, it's something to consider, at any rate. Good point, Thrandr. Thanks!


Yeah, we definitely should be open in communicating with one another about the game and our expectations for it, because having one's expectations be misleading is not pleasant at all, and can be unfortunate for everyone involved.


Like most folks thus far have said, I have no issues with romance, whether hetero or not, whether monogamous or not, whatever. So long as they're romances, everything's fine by me.

I think that Varisians aren't especially well-liked by the Chelaxian population, but that's also an aspect of social classes, as the Chelaxians tend to be more wealthy and powerful.


Speaking as someone who has never run RotRL (but who has run other games before), I would say you probably want the stats for the goblins handy. You'll probably want to look over their tactics, the essential stats (AC, attacks, damage, etc.), so that you know them without having to look back at the book every few seconds. This is all on the mechanics side of things, because I don't know how much your group is into roleplaying and how much they would want to just have their characters hang out at the Swallowtail Festival prior to the attack.

Beyond that, what sort of players do you have? It really depends on what sort of things you think they would enjoy.


Hm... I have no objections to the phantom idea, though I imagine it would cause some in character strife, because... eesh.

EDIT: On further thought, I'm not entirely certain I'd be comfortable with it, because it has such potential for inter-party conflict. That said, I wouldn't push against it if everyone else is fine with it.


Thrandr wrote:
I'm interested in setting up some character connection to Aerel Thelon - possibly Marvel has had some clients involved in cases Khara worked on and has been by Khara's and Aerel's place once or twice for a work related dinner? Just a quick thought. Will send a PM later once Marvel is a bit more fleshed out :-)

Sounds good to me. :)


1 person marked this as a favorite.

Introducing Aerel Thelon, elven spell-dancer magus. I welcome anyone who is interested in establishing character connections to PM me or let me know in here. :)

Statistics:

Aerel Thelon
CG Medium Humanoid (Elf) Magus (Spell-Dancer) 1
Init +3; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
HP 9/9
Fort +3, Ref +2, Will +3 (+2 racial vs. enchantment)
Immune: Sleep
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Longsword +1 (1d6+1 slashing 19-20/x2)
Melee Light Mace +1 (1d6+1 bludgeoning)
Ranged Shortbow +2 (1d6 piercing)
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. 4/4 Arcane Points.

Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds. This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 10, Int 16, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 13

Feats:
Combat Casting

Racial Traits:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made
to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Traits:
Love Lost (All Alone) - Aerel spent most of his adult life with his beloved, a half-elven woman by the name of Khara. Though he knew he would outlive her by centuries, her murder by Gaedren Lamm tore something within him, and he has not been fully content since. He gains a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for him (Despite losing it due to being a Spell-Dancer).
Mentored (Social) - When he was young, Aerel was taught to dance in the glades of Crying Leaf in Varisia, and since that time, he has spent decades beneath his parents' careful eyes, mastering what is now his art. He gains a +1 trait bonus to all Perform (Dance) rolls, and gains a +1 trait bonus on all rolls to aid another's skill.

Spells Prepared:
Cantrips (Save DC 13) - Detect Magic, Daze, and Ray of Frost

1st Level (Save DC 14) - Shield and Snowball

Adventuring Skills:
Acrobatics +6 (1 rank, 2 attribute, 3 trained)
Climb +5 (1 rank, 1 attribute, 3 trained)
Spellcraft +7 (1 rank, 3 attribute, 3 trained)
Knowledge (Arcana) +7 (1 rank, 3 attribute, 3 trained)
Intimidate +5 (1 rank, 3 trained, 1 trait)

Background Skills:
Craft (Cook) +5 (1 rank, 1 attribute, 3 trained)
Perform (Dance) +5 (1 rank, 3 trained, 1 trait)

Languages: Common, Elven, Varisian, Goblin, Sylvan

--------------------
GEAR/POSSESSIONS
--------------------
Leather Armor
Longsword
Light Mace
Shortbow
20 arrows
Spellbook (21/100 pages filled)
Magus' Kit
- Backpack
- Bedroll
- Belt Pouch
- Flint and Steel
- Ink
- Inkpen
- Spell Component pouch
- Trail Rations 5 days
- Waterskin
Traveler's Outfit
2 jars of alchemist's fire
2 thunderstones
Scroll of Color Spray
Scroll of Enlarge Person
Spider-Silk Rope (50 ft.)

Carrying Capacity Light: Less than lb. Medium: lb. Heavy: lb.

Currency: 7 gp, 0 sp, 0 cp
Total Weight: lb.

Spellbook:

Cantrips - All magus cantrips

1st level - Dancing Darkness, Snowball, True Strike, Shield, Shocking Grasp, and Darting Duplicate

Backstory:

Aerel’s Backstory

Born in 4561 in the elven settlement of Crying Leaf, Aerel Thelon was the child of a mediocre wizard (a diviner) and her husband, a dancer and performer whose natural way with people made him ideal for keeping relations up with local Varisians and Shoanti.

Even at an early age, Aerel demonstrated an interest in and talent for both magic and dance, though his parents allowed him a great deal of liberty in his pursuits of childhood, as is often the case in elven families. Decades went by with only minor disturbances to Aerel’s life - when he was in his 30s, his parents had another child, Kyona, whom Aerel adored immediately.

When it came time for him to begin practicing a trade, Aeren followed in his parents’ footsteps - simultaneously. His father, Ithelien, worked with him for years at a time to master ancient dances, while he studied magic under his mother’s careful eyes, copying spellbooks and practice scrolls. As he did these things, it slowly occurred to Aerel that his two pursuits were more interconnected than most gave them credit for, and he began walking down the path of a spell-dancer.

In 4606 the world shattered, and with the death of the human god Aroden, much of the era of plenty that had surrounded Aerel’s life was shaken. The Age of Lost Omens saw a return of many elves to Golarion, and Crying Leaf was no exception. Among the returnees, an elderly spell-dancer arrived in Crying Leaf, and Aerel’s training began in earnest.

Two decades later, the Thelon family moved from Crying Leaf, going southwards through Riddleport, where they spent a few years trading and living amongst the Chelaxian imports, before continuing to Magnimar, where they lived for another decade. Finally, as Aerel turned eighty (4641), the family moved to Korvosa, where they would stay for the foreseeable future.

It was in 4691 that Aerel first met Khara the Clever, a half-elven bard whose passion for dance and magic rivaled his own. The young elf quickly fell in love, and his parents, though initially horrified at the thought, were slowly impressed by the young woman’s talents. Thus, when his parents and sister left Korvosa in 4703, Aerel stayed, though he continued writing letters to his family.

Aerel and Khara moved in together, and within a few years of his family’s exit, the two were married. Their marriage was utterly delightful, and Aerel was content spending time with his wife and researching into magic. Khara, however, was possessed of a deep sense of justice, and often worked with the Guard to ferret out illegal activities.

Then, in 4710, Khara went missing, and Aerel began searching for her, with mounting desperation until he received a report of her death. The loss of his newlywed wife (from an elven perspective) destroyed Aeren almost entirely, and he began seeking her murderer with a cold, angry passion. Eventually, it came to light (for Aerel) that his wife had been killed by Gaedren Lamm, an infamous crime lord… but the proof was not enough, and he could not turn to the Guard for aid. Taking matters into his own hands, he pursued leads, but never could find the human bastard... Months went by, and the year turned, yet still he found nothing. But an elf is nothing if not patient - the only time limit is Gaedren's own incipient mortality.

... That took me much less time than expected, and I ended up taking a class I didn't think I would! Oh well. These things happen.


GM Kamro wrote:
Winwaar wrote:
A question: what year are you setting this AP in? I know that it's never actually specified, but I like putting dates in my backgrounds, so I can tie them to historical events if needed.
Let's say 4711, since it's the 2nd AP, they come twice a year, and that's when RotRL began.

Seems reasonable to me!


A question: what year are you setting this AP in? I know that it's never actually specified, but I like putting dates in my backgrounds, so I can tie them to historical events if needed.


Hm. I am incredibly tempted to see if I can get in, as CotCT is something that really appeals to me... but I struggle with 15 point buy. Hm...

Well, if I do play, it will probably be as an elf cleric, oracle, or bard, though I am yet unsure which. Possibly as a wizard, though I'm less certain on that one.


Hm, might toss my hat in here, as well... but I'll figure out what exactly I'll be building tomorrow, if anything, 'cause right now I'm in no fit state.


Fulito Ferrrywarden wrote:


I am a little confused. is there any chance for new applicants? or is this pretty much a done deal for prior applicants coming back.
GM Wasted wrote:

Nosir, lizardwizard!

I initially ran two ROTRL tables. When I came back one was listed as inactive so I thought it was gone. Looks like those players are still around so I will start that back up for them.

That has no effect on this recruitment, except you can remove Praetor, Chrona, Lackspell, Ren, Arkon and Varak from the running :)

I believe that there is still a chance for new applicants, as GM Wasted is planning on running two tables?


Aha! I still need to hammer out a few details mechanically (man, it has been so long since I've done this), but here's my mechanics so far for Amrit.

Amrit:
Amrit
LG Medium Humanoid (Samsaran)
Init +1; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 5
Fort -1, Ref +1, Will +5 (+4 additional vs. death effects, +2 vs. negative energy effects, negative levels, and fear effects)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Quarterstaff +0 (1d6 bludgeoning)
Ranged Light Crossbow +1 (1d8 piercing, 19-20/x2)
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Spell-Like Abilities (Sp): 1/day - Comprehend languages, deathwatch, and stabilize

Focused Spells: At 1st level, once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond.

--------------------
STATISTICS
--------------------
Str 11, Dex 13, Con 9, Int 19, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 11

Feats:
Scribe Scroll
Meditation Master

Racial Traits:
Low-Light Vision (Ex): Amrit can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Amrit gains a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Amrit has the following spell-like abilities: 1/day— comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to his level.
Shards of the Past (Ex): Amrit's past lives grant him bonuses on two particular skills: Diplomacy and Perception — he gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class he actually takes.

Traits:
Scholar of the Ancients (Campaign) - Although he is not from Varisia, Amrit suspects that at least one of his incarnations spent time there, perhaps even during the era of Thassilon itself! As such, he's spent a great deal of time researching the area and its local history. He gains a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begins play able to speak and read Thassilonian.
Reincarnated (Faith) - As a samsaran, fear holds little sway over Amrit, who has passed through many lives before. He gains a +2 bonus on saving throws against fear and death effects.

Skills:
Diplomacy +7 (1 rank, 1 attribute, 2 racial, 3 trained)
Knowledge (Arcana) +9 (1 rank, 4 attribute, 1 trait, 3 trained)
Knowledge (History) +9 (1 rank, 4 attribute, 1 trait, 3 trained)
Knowledge (Religion) +8 (1 rank, 4 attribute, 1 trait, 3 trained)
Spellcraft +8 (1 rank, 4 attribute, 3 trained)
Perception +9 (1 rank, 3 attribute, 2 racial, 3 trained)

Spellbook:
Cantrips: All wizard/sorcerer spells. (Save DC 14)

1st level (Spell Save DC 15) - Protection from Evil, Mage Armor, Sleep, Hydraulic Push, Color Spray, Ray of Enfeeblement, and Shocking Grasp

Languages: Common (Taldane), Samsaran, Thassilonian, Varisian, Celestial, Chelaxian, Draconic

--------------------
GEAR/POSSESSIONS
--------------------
Quarterstaff
Light Crossbow
20 bolts
Spellbook
Journal book
Ink
Medium Tent
Ten days of trail rations
Moonrod

Carrying Capacity Light: Less than 38 lb. Medium: 39-76 lb. Heavy: 77-115 lb.

Currency: 20 gp, 0 sp, 0 cp
Total Weight: lb.


So, I'm probably going to go with a submission of a Samsaran spell sage wizard by the name of Amrit.

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11

Honestly, I'm not sure if that's above 20 point buy or not, but it looks fine to me?

Anyways, here're a couple of things I have at the moment. Nothing crunchy yet, but...

Background, Full:

Amrit is a samsaran, one of the rare eternally-reincarnating humanoids who generally work to bring about harmony in Golarion. This means that when his life first began, he was not, as most beings are, born to a man and a woman. Instead, he simply... reincarnated, appearing as a young child in the land of Cheliax, just fifteen years after the death of Aroden (4621), and before the House of Thrune seized power. It was a dark time, and very few had any time to spare for a strange, blue-skinned child, and so he wandered, begging for what he could to survive and keeping as inconspicuous as possible. These years passed in darkness, for Amrit, who knew his name, and some half-remembered dreams of past lives, but little else. Then, in 4625 (when he had lived for four years in this life), a pair of middle-aged men found him hiding in the yard of their humble hut, and took him into their lives as their child.
Amrit's new adoptive fathers, Gellius and Ursion Decatus, were by no means wealthy, or political. Gellius was a wizard of small talents and smaller ambition, while Ursion had been a minor priest of Aroden until that god's death. The two lived on the fringes of the Barrowood, and tried to avoid the civil war that embroiled their homeland.

The three lived peacefully enough, though they occasionally needed to move around to avoid marching militias and armies, and they survived until 4632, when they moved northwards to the newly created Molthune, hoping that life their would be relatively peaceful once more. They did manage to do so for a good twenty or so years, keeping mostly to themselves in the vicinity of Skelt, and Amrit was happy, quietly helping Gellius with his small magical experiments and learning of magic.

It was in this time that Amrit became increasingly fascinated by magic and began dreaming of the past - of being in a land of ancient and great magical power, learning spells at the feet of a great wizard, and of the sheer joy of practicing magic. This sparked his interest in history, and he began studying to determine what sort of land it might have been. He could not truly determine it from his dreams, but Gellius sometimes spoke of the Runelords of Thassilon, in Varisia just to the west, and Amrit studied as much of that lost land as he could.

However, neither Gellius nor Ursion were young when they adopted Amrit, and both men were humans. Thus, in 4653, even as rumblings of discontent spread throughout the Fangwood and what would eventually become Nirmithas, Gellius died in his sleep, passing peacefully from his life to the next. Bereft of his beloved husband and his emotional support, Ursion died some months thereafter, though he encouraged his son to follow his dreams before he went to join his husband (but not his god) in death, leaving Amrit an orphan at 32, long before he was emotionally or physically prepared for fending for himself.

Amrit spent the next few months attempting to continue his studies in matters arcane using the fragments of memories of past lives and his father's own studies to learn, but within the next two years, the guerrilla war between Molthune and the resentful members of the frontier broke out, and Amrit became increasingly disconnected from his passionate neighbors who felt the weight of Molthune most heavily. Eventually, though no threats were made, Amrit left to Varisia, where he wandered from city to city, eventually reaching Galduria, where he spent some years studying at the Twilight Academy - nearly a decade. In 4669, he left again, going south once more, though he hired on with a ship to sail to the newly liberated Andoran rather than spend any time in the land of his 'birth,' Cheliax, which had fallen to Asmodeus and the devils decades before. In Andoran, he continued his studies, remaining carefully apart from the mostly-human population, and though he was welcomed there, he was never truly one of the Andoran liberals, even though triumphalism was high in the air at the time. Nevertheless, he had no memories (from his previous incarnations or those gleaned from his historical studies) of a government like Andoran's, and he spent a great deal of time in the budding nation's capital of Almas.

For nearly thirty years, Amrit watched in increasing amazement as the humans of Andoran built a society of justice and freedom, balanced with one another for the common good of the people... and gradually felt that it was coming to become his home. This feeling was solidified when he fell in with a Forlorn elf, who, much like Amrit, had lost his friends and companions to age even as he remained young and youthful. The elf, whose name was Ithelien, spent time teaching what he knew of magic to the younger samsaran, who learned with an unrivaled eagerness, and gradually, both became able to deal with their loss.

In 4701, though, Amrit began dreaming with both greater frequency and intensity of his past lives. He recalled his people's god, Tsukiyo, and upon feeling his love once more, Amrit began worshipping him, as commemoration for his past lives. This new, alien deity and the samsaran's increased devotion to uncovering his own past built up a wall between Amrit and his neighbors, and he turned to his father's last words to him - "follow your dreams." While he recognized it as a metaphor, his dreams drew him back to his past, and Amrit began wandering the world in an attempt to find places his previous incarnations had once been. The decade that followed was one of great discovery and excitement for Amrit, and in 4710, he eventually found his way back to Varisia, wondering whether he would discover the secrets of his earliest incarnation yet...

Background, 10 minute:
Five things about his background:
1. Amrit was reincarnated in Cheliax in the years immediately after Aroden's death, and was adopted by a married couple of human men. The small family moved about fairly often, until his adopted father's deaths when he was only 32.
2. Amrit spent time in Varisia studying the runelords and Thessilon, because he suspects that one of his earliest incarnations may have learned in that ancient realm. It is highly unlikely that this is true, he realizes, but still, he would be intrigued if it was.
3. Amrit recalls his previous incarnation and the one immediately preceding it best, though even those are fragmentary - his previous one was a female monk in Tian Xia, while the one prior to that was a priest of Tsukiyo, though he's not sure where.
4. After his time in Varisia, Amrit spent a great deal of time in Andoran just after the revolution succeeded, and is most intrigued by their achievements, though he has pondered the philosophies of Jubannich and Hosetter in depth, and is not certain he would ever fully join such a society.
5. Though throughout his life he has tried to avoid becoming too attached to short-lived races such as humans, he did become close friends with a Forlorn elf in Andoran before leaving a decade ago.
Two Goals
1. Discover as much about his past lives as he can whilst cultivating harmony in himself and in his surroundings. This includes bringing justice and peace, and building good relationships within groups, something he recognizes will require him to shed his customary isolation.
2. Uncover secrets of magic and unravel mysteries involving arcane and divine magical power. Amrit believes that magic is perhaps one of the most impressive things in the world, and cultivation of knowledge contributes to becoming more harmonious.

Two Secrets
1. Amrit is aware that at least one of his lives very nearly slipped from the path of harmony due to the temptations of an evil outsider or fey of some sort, and while most of him prays that the outsider or fey in question has forgotten him, another hopes that it will come to pass that he redeems it when it seeks him out.
2. Amrit is not aware that one of his fathers' families in Magnimar recently discovered that their prodigal son (who was outcast for his refusal to marry someone they chose) had an adopted son of his own, and have their own plots to take advantage of this fact.

Three People
1. Ithelien, a Forlorn elven teacher of magic in Andoran, he was Amrit's first friend, with whom he still corresponds via letter and occasional magical contact. The two helped one another out when they needed friends the most.
2. Zrorica the Wanderer, a Varisian scholar whose grandmother was a fellow student of Amrit at the Twilight University, and whom he met during his return journey to Varisia from Andoran.
3. Gellius Ratarion, a Magnamarian noble whose family left Korvosa during the civil war, but which was the family of one of his fathers.

Three Memories
1. Watching his fathers grow weak and die by inches, urging him to be strong even after their deaths. The smell of incense that one lit for the other in the months preceding his own death.
2. The serenity of meditating in the mountains of Tian Xia, as winds carried birdsong to his ears and the scent of water to his nose, signaling the return of spring. This is not actually Amrit's memory, but that of his previous incarnation. It is nevertheless an important and formative memory for him.
3. Spending hours in Ithelien's small private library, studying, discussing, and unraveling various pieces of lore, from the arcane, to the philosophical, to the historical, to the mundane.

I'll... figure more stuff out when my mind isn't being incoherent.


It's been awhile since I last came to these forums, but I am thinking of casting my hat in. That said, I am also engaged in finals until Monday, so I will likely decide more fully on Tuesday. Tempted to request a samsaran of some sort, but that may not suit, so I'll wait a bit before making any serious decisions.


I have a character I might want to submit - I will try to finish him up by tomorrow.


Similarly, I shall do so as well.


Fascinating pitch, my good sir. I'm quite impressed. I will consider my options...


None

I am similarly having difficulties getting my muse to work through the character again. Reducing skill ranks and whatnot, as well as writing in general. x_x


None

Er... Oops.

1 to 50 of 125 << first < prev | 1 | 2 | 3 | next > last >>