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Ythiel's page

Organized Play Member. 179 posts (6,622 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 10 aliases.


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Not at all - though Dreadful must have the final word! :)


Love the Magnus Archives. Dotting for interest!


I'd be willing to play Ezren lvl 7 if you need people!


Best of luck to everyone ! :)


'Tis but a scratch!


1 person marked this as a favorite.

I stand corrected: I actually managed to finish my character today :') And the first Wati native, if I'm correct!

It's been a lot of fun reworking and writing this one. Thanks for the opportunity! If there are any mistakes in the crunch, let me know.

------------------

An androgynous-looking young man drops a huge backpack at his feet, and surveys the small party of adventurers that have already gathered on the marketplace evenly. His frame is slight, and yet he shows no sign of pain or exhaustion from carrying his burden – which is almost uncanny. You can spot at least three weapons on him – a bow, a mace and a scimitar. Someone has over-prepared. There is a ring at one of his left fingers bearing the symbol of a ram’s head. His clothes are simple: a mere linen tunic belted at the waist beneath his studded leather armour, and a knee-length shendyt. Yet, they almost suspiciously do not look dusty or worn-out, like any adventurer’s would. They are so simple that they seem nearly studied to appear as inconspicuous as possible.

The young man spots one of the Handlers and approaches him, lifting his heavy bag with one hand as he goes. He settles it down again, and leans forward to give out his name. ”Amal el-Irfan,” he says in a voice kept quite low. “Fighter.” Evidently, that is information enough. The Handler scribbles something down, gives him the standard instructions – and just like that, it’s over. No further questions are asked.

The man grabs his bag, and walks a few paces away to settle down and wait. He sits on top of his bag, and pulls out a book. The title reads in Osiriani Half-Dead: The Rise and Fall of the City of Wati.

“I don’t recognise any of you,” he greets the other adventurers in his native language. “Are you mercenaries? I’d never thought the necropolis would attract so many people from the outside. Though I guess it checks out.” His gaze goes from one religious symbol to the next, and his eyes widen. “Gods. Are you all worshipers of the Ancient Pantheon? I’ve never seen such symbols outside of those ruins. Is this a collective thing I’m not aware of? An association between temples – or congregations?”

He seems intrigued, but for a reason you can’t quite place, you feel like he almost wishes that there would not be some kind of great alliance between secret cults at play. Not out of fear, but rather out of… weariness. Strange, in someone so young.

Crunch:
Amal el-Irfan
Human, Bloodrager (Arcane Bloodline) (1)
Alignment: NG
Gender: NB (He/They)
Hair: Black
Eyes: Golden
Age: 18
Height: 5 ft 6 inches
Weight: 110 lbs
Deity: Khnum
Init: +1; Perception +4
Favored Class: Bloodrager (+1 Skill)
Languages: Osiriani, Common, Aquan
Special Abilities: 

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. 

Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. 

Special Abilities:
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Bloodrage: At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

------------ 
DEFENSE 
------------ 
AC: 15, touch 14, flat-footed 11
HP: 11
Fort: +4
Ref: +1
Will: +0 (+2 vs fear)
------------ 
OFFENSE 
-----------
Spd: 40 feet 

Melee: 
Scimitar +5 (1d6/18-20/x2)
Light Mace +5 (1d6/x2)

Ranged: 
Shortbow +2 (1d6/x3/60ft)
20 Arrows

---------------------------- 
Equipment and Money 
---------------------------
Starting Money: 180 po
Combat gear: 
Defense: Studded Leather , Shield (light steel),
Offense: Light Mace, Scimitar, Shortbow, Arrows.
Other possessions: Air Bladder, Bedroll , Bullseye Lantern, Chalk (2 pieces), Flint and Steel, Fortifying Brew (2), Silk Rope (50 ft), Grappling Hook, Hot Weather Outfit, Oil (10), Piton (4), Soap, Tent (medium), Torch (3) , Trail Rations (3), Waterskin

Spare Money: 
PP: 0 
GP: 3
SP: 8
CP: 3
Other valuable: 
Carried Weight: 115 lbs (65 without the tent)

Encumbrance: 
0-100 lbs: Light Load 
101-200 lbs: Medium Load 
201-300 lbs: Heavy Load
------------- 
Statistics:  (18, 8, 12, 13, 14, 11)
--------------
Str 18
Dex 13
Con 14
Int 8
Wis 11
Cha 14
Base Attack: +1; CMB:+5, CMD: 16

Feats:
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)
Combat Reflexes (+2 additionnal AoO / round , even when flat-footed)

Skills: 4
Acrobatics +5
Climb +8
Perception +4
Use Magic Device: +7

Background Skills:
Lvl 1: Swim +8
Linguistics +1

Traits:
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Open-Minded Explorer: You grew up constantly interacting with people who speak unfamiliar languages and have diverse customs; your manners may not be polished, but your acceptance of others is genuine. You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when you’re speaking the racial or ethnic language of the target creature.

Wati Native : You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Languages (3): Osiriani, Common, Aquan

Spellbook:

Spoiler:

Background (more fluff!):

Amal is the second child of a powerful wizard and a marid. He wishes it were as amazing as it sounded.

How do you even begin to explain the day-to-day life of a family with reality-bending power at their fingertips? Suffice to say that retired adventurer Hafiz el-Irfan liked to teleport straight to the university he taught at. Thankfully, he always had plenty of Unseen Servants to help around the house when he was not there.

It was a bit more complicated to answer questions about his mother, who, for that matter, was rarely home. Lidhalla had gone from being a mere servant to a shahzada in the Water Plane to striking an advantageous match with an adventurer that allowed her to do pretty much whatever she wanted. She had traveled the world, and sometimes, even the planes, her musical talents no longer outshined by any member of marid nobility. She had started a little family of her own – a little pet project, barely a century long, by genie standards. When she missed them, she actually went home, for a while. But she had never tolerated a routine, and sooner or later she was gone again.

It was a strange upbringing. The second-hand embarassment that Amal got from other kids gawking at their parents and proclaiming how very, very cool they must be never quite diminished as they got older. He much preferred saying nothing about his parents than attempting to explain their life choices to other people. No, his father wasn't upset with his mother; if the el-Irfans lived by one rule and one rule only, it was to respect that other people thought differently than you did, and never to will someone into something they weren't. No, Lidhalla was no desert genie and, in fact, didn't talk to them much; she had tried, and found their obsession with human politics quite bothersome. It was not her business. Why had they moved to Wati? Because it was Hafiz' hometown, and between the remote location, the ancient graveyard and the infamous plague outbreak, real estate was cheap. Amal also suspected that it was appropriately far away from Khemet III and his antics – but he kept that to himself.

It was on the day that he had to answer questions about one room from his house disappearing overnight – Lidhalla had wished to turn her private hammam into a pocket plane for the sake of convenience – that Amal had sneaked into the necropolis for the first time. At the moment, being surrounded only by ruins and the ghostly presence of those who had nothing to prove or explain felt more comforting than whatever was outside.

Contrary to what a lot of kids his age seemed to expect, Amal had never inherited any cool powers from either of his parents. Quite the opposite. At age eleven, his eldest sister already moved and danced with a fluid, supernatural grace that made her Lidhalla's pride and joy – but nothing of the sort had manifested in Amal. They had no talent for music. They couldn't wrap their heads around a spellbook. They had turned to fencing with not much natural talent, and never could win a fight against their sister, who would defeat them bare-handed. Neither Hafiz nor Lidhalla seemed to mind that Amal failed where his parents or sister were excelling, or even to consider that he was not skilled in the first place. But Amal did mind; and here, in the dust and ancient ruins and silence of Wati's necropolis, in its half-faded hieroglyphs that he would painstakingly draw to look up the meaning later, he had truly felt like he had discovered something that belonged only to him.

The ancient writings were undecipherable, but here or there he would discover a symbol that could be associated with ancient gods. As Amal painstakingly mapped out the ancient pantheon, they began to leave small offerings in front of the religious symbols in the necropolis: an incense stick, usually, or flower petals, that could easily be covered by the sand or blown away by the wind. They became particularly interested in one ram-headed figure – Khnum, so the books said – that supposedly ruled over the oceans. During the peak of his obsession, Amal would collect small objects that more or less related to Khnum, and arrange a small corner in his bedroom to be dedicated to the god. Hafiz and Lidhalla were not religious, but they did not comment on these strange habits.

If there truly was something that could faze his parents, then, for a long time, neither Amal nor his sister had found it. Lidhalla was happy enough to grant her first-born a wish, and turn her into the woman she wanted to be. Hafiz was happy enough when his daughter changed her name to Pallavi, and helped her out when she decided to try her luck at an Iroran monastic retreat on the island of Jalmeray, and got accepted. They had never quite understood why Amal insisted so much on doing things without any magical help – including his own transition – , but such decisions were his own entirely.

They were, however, slightly more shocked that he had entered the lottery to explore the tombs of the necropolis – not that they had remained blissfully unaware of his excursions there. Amal had talked about them out loud, but he knew full well he had not been discreet, and they had only turned a blind eye out of politeness. Convincing his parents that he would go in on his own, with standard training and some equipment, while refusing any of their help, was less of a conversation and more of a full-blown argument. But Amal was tired of being the black sheep of their family, and the opening of the necropolis to adventurers, while still embarrassingly close to home, was what he hoped to be a good path to emancipation.

Personality and Appearance::

Boyish and androgynous, Amal has curly, short hair and brown skin, inheriting from their father's mixed Keleshite-Garundi heritage. They are lean but rather small, and prefer to dress in ample clothes that conceal their frame. While they own embroidered jellabiyas, they often prefer to go for a simple white, linen shirt tied at the waist and worn underneath their armor, and a knee-length shendyt. In true Osiriani fashion, their shield is engraved with an ankh cross, and they wear a ring bearing the symbol of Khnum – a ram's head – on their left ring finger for protection during his travels. His eyes are possibly the only hint of his marid parentage. They are golden, more yellow than light brown, and remiscent of the colour of the ocean at sunset.

While Amal tends to come off as rather blasé and taciturn, his definition of what he would consider unusual simply goes against most people's expectations. Having lived most of his life being exposed to unbelievable things, he craves normalcy. He can be left unfazed by the wildest travel accounts of Osiriani aristocrats returning from a trip to the Impossible Kingdoms, and yet express genuine interest for the happy childhood of the baker at the corner of the street who learnt how to make perfect bread with his grandmother. This keen interest in everyday experiences, no matter how mundane, makes him quite likeable to most of his conversation partners.

Born to powerful spellcasters who traveled the world and met all kinds of people, Amal is very open-minded. He was exposed to different cultures, races and mindsets, yet his knowledge is seriously wanting regarding very practical information. To their frustration, they would be unable to locate the places they've visited on a map, much less master most foreign languages beyond "hello", "thank you", and "tea, please". As a result, they almost doggedly refuse any magic help beyond the bare necessities.

Like most of his maridar ancestors, they are genuinely curious about the world and get easily bored. They rarely read a book more than once and dislike most routines, seeking change and new life experiences to thrive.


Just a quick word in to let you know that I'm still interested, but work is crazy this week and I probably won't have the time to finish my character before this week-end (at the earliest!)


GM Nightmare Knight wrote:
@Ythiel: You should be, lol. I rarely play in person anymore and I can't stop collecting sets.

In all fairness, I do have one set - but it's not at my flat.

And I don't currently have the money to buy the fancy ones I find on etsy! :')

A tragedy for the ages.


Dotting! I have a Bloodrager I could rework a bit...

Dice Throws below for Stats, because I don't have a physical dice set and should therefore be jailed :') :

Stat 1: 1d4 + 10 ⇒ (2) + 10 = 12
Stat 2: 1d4 + 10 ⇒ (3) + 10 = 13
Stat 3: 1d4 + 10 ⇒ (1) + 10 = 11
Stat 4: 1d4 + 10 ⇒ (4) + 10 = 14


I would really like to!


Given that the tone is quite serious, I will have to drop the Goose... I don't think it would survive very long :D (I still think it's hilarious.)

I'm therefore going with a character who is still not very serious, but actually has a decent chance of survival AND will contribute to the party's needs.

Reworking my Gunslinger. We could use another heavy hitter besides the Brawler. Do you allow for archetypes?


What's the tone of the game we're going with? Is it horror-horror and very serious, or kind of goofy?

It would help me choose a concept :) I suppose The Goose wouldn't mesh well with a very serious tone!


Yay! Thanks GM!

Mmm. I guess Spellcaster/DPS would be taken by either Coffee Dragon or Trawest.

I don't really have a concept right now, but I'm already the Party Healer in two games, and I'd rather go with something a bit different :')

Let's see if I can get some concepts down there (may need to be rebuilt/re-thought):

Old Characters that could be re-worked to fit the module:

Vuldrani Heartsong, Gnome Bard. Classy and sarcastic. Desperately trying to seek out new sensations to ward off a particularly early Bleaching. Mostly a spellcaster. Definitely a Daphne.

Zinli Steelworker, Gnome Gunslinger. Boisterous and fun-loving. Needs to raise money to open her own firearms-focused weapon shop. Much like Fred, she fears nothing and faces problems head-on.

Other Ideas:
Human Shifter, because we need a Scooby. Kinda feral. The epitome of 'we found it in a barrel, and the barbarian kept it, and now it has a name and somehow we discovered it's not even a real rat but it's actually a person?!'

Half-orc Huntmaster, here to prove his mettle in a big town as a mercenary! (because no self-respecting city guard wanted him - not even in a small village)
Will travel with either a goose from his aunt's herd or his grandma's (rip) Brussels Griffon. look, the training leaflet said 'please apply with a dog (any) or a 'large bird of prey' and these qualify, right?... Okay, if you think a goose isn't mean, then you've never met a goose. Definitely isn't above chewing his pet's treats - you can hardly tell the difference between those and the trail rations...


Sounds interesting! I certainly like anything horror-themed! :) Dotting.

- Have you played this before?

No.

- How many active play by post games are you playing?

3!

- What time zone are you in?

CET


Too many things to do this week, and now I'm down with the flu...

I'll never finish an application in time. I'm backing out. Have fun everyone!


@GM Heat: I hadn't even recognised 'Willie' Esq.! ;)

Oh, very well. I'll see if something comes to mind before July 15th. I can't make any promises, though, the creative juices are apparently in short supply!


Can't think of a good character concept, so I will withdraw. Have fun, everyone!


Dotting for interest! Will see if I can come up with something.


Have fun everyone! :)


Good luck everyone!!


GM Thrune wrote:
I prefer it, actually. Way more in line with other classes design wise.

Perfect!

Quote:
Also I see that two of you are from that HR game that fell apart a few months ago, I hadn't seen that. I'll be starting again from the start, don't have much interest in picking up a campaign from in the middle. Just so you have the right expectations.

I wasn't expecting you to pick up the abandoned campaign. I got in the recruitment thread knowing we'd start anew. I just happened to have a character ready for that AP :)


Yay! Beorn!


Perfect time to have a chance to play my rogue again, Litsy! Will make her Unchained if you allow it. Fluff should cover most of the questions.

Thanks for GMing!

Crunch:
“Tiny” Litsy
CN Human Rogue (Discretion Specialist) 1
Age: 16
Hair: Black
Eyes: Brown
Height: 5f 2 inches
Weight: 96 lbs
Deity: None
Init: +4 Perception: +5
Favored Class: Rogue (+1 HP)
Languages: Common, Sign Language

Special Abilities:
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/b]
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.

Fast Talker: A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks.

-------------
Statistics:
-------------
Str 9 Dex 17 Con 14 Int 12 Wis 12 Cha 14
Base Attack: +0; CMB : +0; CMD: 13

-------------
DEFENSE
-------------
AC 16, touch 14, flat-footed 12 (+2 Armor, +3 Dex+ 1 Dodge)
HP: 11
Fort: + 1
Ref + 5
Will: + 1 (+2 vs illusions)
------------
OFFENSE
-----------
Spd: 30 feet
Melee: Rapier (+0/1d6/18-20 x2)

Ranged: Shortbow (+3/1d6/x3/60ft)
20 Arrows
---------------------------
Equipment and Money
---------------------------
Starting Money: 240 GP
Combat gear:
Defense: Lamellar Cuirass
Offense: Rapier
Shortbow (20 Arrows)

Other possessions: Bedroll, Masterwork Backpack, Flint and Steel, Silk Rope (50ft), Soap, Tieves' Tool, 2 Trail Ration, 2 Torches

Spare Money:
PP: 0
GP: 81
SP: 3
CP: 8
Other valuable:
Carried Weight: 36
Encumbrance:
0-33 (38) lbs: Light Load
34 (39)-66 (76) lbs: Medium Load
67 (77)-100 (115): Heavy Load

-------------
Feats:
-------------

Light Armor Proficiency
Simple Weapons Proficiency (plus the hand crossbow, rapier, sap, shortbow, and short sword )
Dodge (+1 AC)
Point Blank Shot (+1 attack and damage on targets within 30 feet)

Skills: 10 (Base 8/ +1 Int/ +1 Racial Bonus)
Acrobatics +7
Bluff +7
Diplomacy +7
Disable Device +7
Escape Artist +7
Intimidate +7
Knowledge (local) +5
Perception +4
Sense Motive +5
Stealth +7

Background Skills:
Lvl 1: Appraise +5
Sleight of Hand +7

Traits:
Natural Born Leader: You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Hardly a Fool: You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you’ve studied the human condition long enough to read a person’s face and get to the heart of his message. You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

Background:
At the age of five, the existence of Elizabeta Lancarius came to an end in the blaze that took her home and her parents. What was left of her, a haggard child in rags, was unceremoniously dumped on the steps of Old Kintargo's orphanage on a bright morning.
The decrepit old building was rumored to have been quite beautiful before it left the care of the Iomedaen church, driven away by the spread of violence and poverty in the district. Without much financial support, it had become a mere way to house the poor, the unwanted and the forgotten until they were old enough to leave.

As a child who remembered nothing but her name, which she mispronounced with the lisp of a five year old, Litsy probably wouldn't have lasted long if it hadn't been for Connor- at least, that was what he liked to boast about. Not that it was strictly untrue. Otherwise, her first and strongest memories wouldn't have been spending time with him, curled up with a book, telling him a story he couldn't decipher, and pointing to him words that he would get wrong on purpose to make her laugh.

Connor was a year older than she was, a solid foot taller, and nearly twice as large. He could have easily become one of the little brutes of the playground if he didn't keep to himself so much, and because he could throw a mean punch, few dared to disturb his solitude. There were rumors, said in a very low whisper, that his mother had been a "prostitute", though Litsy didn't know what that word meant.

At first, she didn't get why he had taken a liking to her, with her "tiny body, hella big mouth, and a knack for getting in trouble", as he used to say. It certainly hadn't earned her many friends. She was being pushed around a lot because of her slight build, and when she eventually got fed up with being mistreated and started to talk back, it had made things even worse. Why Connor had chosen one day to step in and chase off her bullies was, for many years, a mystery to her. Then, one day, he had opened up and told her about his little sister, whom he didn't see anymore because she had left the city with their mother. Litsy had wondered why she hadn't brought Connor along then, and said nothing but understood things a little better.

It was him who first had the idea to leave the orphanage. His head was filled with impossible dreams. He was persuaded that they could make a living out in the streets by becoming thieves, like many other children. They could bring some of the kids along, the ones who were sick of never getting adopted, and form a kind of big family. Litsy voiced her concerns, but a dangerous life outside with Connor was better than a half-life walled in the prison of the orphanage.

For five years, they just about managed to make a living on the streets. Because pickpocketing or heists were extremely risky, they turned to cons, which Connor and Litsy became experts at creating. They shared their profits, more or less equally, and found abandoned flats to shelter everyone at night.

Yet, the street urchins were frequently exposed to hunger, sickness and fatigue, which dwindled their numbers. Worse still were the grown-ups-the deranged and the criminals roaring the streets for fresh prey, drug-dealers seeking credulous clients, police officers on the lookout for easy-to-deal crime that could improve their arrest records and reputation. While Connor's dreams shrank, focusing on renting a tenement in Old Kintargo, Litsy's expanded. At the age of fifteen, she used most of her savings to hire a detective, who unveiled the existence of the minor noble house of Lancarius, fervent supporters of the late Monarch Carellia. Their estate had burned down in the wake of a political purge, leaving no other survivors than some distant family and a few servants, who had promptly left the country. Litsy refused to try and contact any of them and never talked of what she had learned to another soul, yet she started eyeing the Greens and its luxuries with a newfound resolve, persuaded that one day, it would be her and Connor's home.

The rise to power of Mayor Barzillai, however, destroyed whatever fragile equilibrium the two friends had managed to achieve. Increased patrols in the streets forced the gang to take more and more risks in order to make a living. One day, Connor's luck ran out, and he got recognized while trying to cheat a man from his purse. Litsy wasn't even there when the police constables dragged him away.

Some of his former partners in crime were foolish enough to think of breaking him out, or assist to his military trial, which Litsy categorically forbade out of fear that it would only end up in more arrests. Consequently, neither she nor her gang have any idea what exactly happened next to Connor. She believes that he was probably taken away to the old salt manufactory, now turned prison, where even rumors have trouble getting out.

There was, of course, nothing to be done. He'd never have wanted more people to get into trouble anyway. Still, Litsy sometimes lay awake at night thinking of the new Mayor's infamous fondness for dogs, and what they did to prisoners, and felt her heart sink and her eyes water.

Worse still, her authority over her own gang members was now waning, as they grew more and more distrustful and defiant of the traitor who had abandoned one of their own numbers.

It would only be a question of time before she ended up, once again, in serious trouble.

Appearance and Personality:
Litsy doesn't look like much, in every sense of the word. Aside from her incredibly petite stature that prompted Connor to nickname her "Tiny", there is nothing particularly remarkable about her. After a good wash, her plain but agreeable features might even be generously called pretty, though she rather disdains such infantilizing and under-handed compliments.
With her pale skin, dark eyes, even darker hair that she wears at shoulder-length and expressive eyebrows, she looks like many Chelaxian girls of around the same age. Few of them, however, would be caught dead with Litsy's worn-out but practical and comfortable clothing, or her disheveled hair that she cuts with her own knife. Living on the streets has taught her to distrust others and always watch her back, so she does her very best at trying to conceal any distinctive feature she might have, out of fear of being recognized by previous targets or the police. She is particularly exasperated by a mole above her left eye, that she typically attempts to hide beneath her hair.

In spite of her slight build, or perhaps because of it, Litsy has developed a boisterous and cheeky personalist that has rendered her an expert at talking her way in and out of trouble. Ever the staunch materialist, she has learned to rely on that ability as a way to make a quick profit. However, Connor's arrest has proven that not only were there problems against which her sharp tongue couldn't do anything, but that material goods would not wholly suffice to her happiness.


Nope


Never played AoA.


PM sent as well!


I've never tried Ancestral Paragon (I only played one short 2nd Edition adventure, and it was with a 0-level character), but I don't mind giving it a go!


Interested!


Dotting!


Congrats to all selected!


Forgot about the free archetype for Netkin! I'm leaning towards Inventor...

If recruited, will see what I can pick to fit the table's needs best.

Sorry for the oversight - and for noticing it so late :') Oh well!


Good luck everyone! :)


Neat! Might swap Numbing Tonic for something else then, if Netkin gets picked...

Yeah, I found out the hard way while doing research for my character that Dhampirs are confusing creatures. Never expected to frantically Google stuff like "pathfinder do Dhampirs have a heartbeat?" (and that's actually only alluded to in Nyctessa's story, I think!)

No indication of whether they even need to breathe or not - which nonetheless would be important information...

They manage to be living and undead at the same time, so the rules get frankly schizophrenic. Thanks for helping me out :')


Awesome!

Alright, I think I'm done then. Here's the Crunch and the Fluff. I hope I didn't forget anything! Feedback's welcome :)

It was very fun to create, so thanks for the opportunity!

Crunch:
Netkin Bigpot
NG Halfling(-ish), Alchemist (1)
Background: Truth Seeker
Heritage: Versatile Heritage
Age: 20
Hair: Red
Eyes: Pale Green
Deity: None
Languages: Common, Halfling, Elven, Gnome, Dwarven

Traits:
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Low-Light Vision
Dhampir
Negative Healing
------
STATS
STR 10
DEX 14
CON 14
INT 16
WIS 14
CHA 10
-------
HP 16
AC 12
Initiative +2
Perception (T) +5
Fort (E) + 7
Ref (E) + 7
Will (T) + 5
Speed 25'

Skills: 6 (3+ 3 Intelligence Bonus)
Arcana (T) +6
Crafting (T) +6
Deception (T) +3
Diplomacy (T) +3
Lore (Breachhill) +6
Lore (Hellknights, T) +6
Lore (Politics, T) +6
Occultism (T) +6

------------------------
AC : 16

Offense:
Unarmed Attacks (T)
Simple Weapons (+Mace) (T)
Alchemical Bombs (T)

Defense:
Unarmored Defense (T)
Light Armor (T)
Medium Armor (T)

Class Features:
Class DC (T): 16
-----------
Equipment
Offense : Dagger (+4, 1d4-1)
Sling (+4/1d6-1/ 50ft)
20 Bullets

Defense : Studded Leather Armor (CP -1)

Starting Money : 15
Remaining Money : 1 gp
5 sp
8cp

Other :  2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's book, a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. Healer’s Tools

Maximum Bulk: 5
Current Bulk: 3 Bulk, 8 Light
-----------
Feats:
Ancestry: Halfling Luck : Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.
Class : Alchemical Crafting : You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Background : Lie to Me : You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Alchemist’s Feats :
Lvl1: Quick Bomber : You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it

--------------
Special Abilities
Research Field : Chirurgeon
Lvl 1 : You concentrate on healing others with alchemy. You start with the formulas for two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life), in addition to your other formulas.

You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Infused Reagents: (0/4) You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy :If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.  At the cost of 1 batch of infused reagents, you create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

[spoiler=Formulas]
Lvl 1 : Minor Elixir of Life
Antidote (lesser)
Lesser Smokestick
Lesser Tanglefoot Bag
Numbing Tonic (lesser)
Alchemist’s Fire (Lesser)
Antiplague (lesser)
Acid flask (lesser)

Background:

Nektin’s family has lived in Breachhill for almost as long as the city stood, looking for jobs in the newly-founded human settlement. There was once a time where that knowledge filled him with pride. It had made him feel like he was part of something, when he had so few opportunities not to feel alone.

Nektin grew up a sickly child, nurtured by his grandmother – a kind woman, if a little strict. He had rarely seen her smile. He supposed it was because her daughter had died giving birth to her only grandchild, and she had loved her daughter very much. Nektin liked to talk to her about his mother. The old woman rarely said sweet things, but on such occasions, her face softened as she told Netkin of his mother’s beauty and how tenderly she had loved him -how she had always wanted him. It always sounded a little too good to be true, but he would treasure the lie as an act of love -just like the red meat she bought him every day for his chronic anemia, or the carefulness with which she would monitor the curtains and the blinds, making sure they remained closed lest his hypersensitivity to light would trigger another migraine. She supported them both by working as a home helper without a word of complaint, i spite of her old age and rheumatism.

But of Netkin’s father, she would say nothing. No matter how hard he pressed her for answers, she would remain tight-lipped. How three generations of Bigpots were just down to Netkin and his grandmother, she would not say either.

Perhaps his longing for answers had come from this silence, or perhaps it was simply a way to break the excruciating monotony of his ailment. On the days he wasn’t bedbound, Netkin began to search the house for answers.

He still remembers vividly the day he found the crates in the attic, buried underneath discarded furniture and yellowing, mite-eaten tablecloths. He had just turned thirteen. They were stock full with alchemical reagents, esoteric manuals, and even an old spellbook whose ink had discoloured to the point of being unreadable. He had ran down the stairs to his grandmother, so excited that he barely managed to get the words out. Had he found something that used to belong to Lamond Breachton himself ?

He’d never forget the sad look on his grandmother’s face as she beckoned him closer. “Don’t be stupid,” she said, and the way she took the book from him was as gentle and firm as her tone. “It’s all my own stuff. You’re too young to hear about that yet,” she added, cutting short any possibility to ask questions.

It had crushed him, back then; but only for a matter of days.

There had been plenty of books in his grandmother’s house -his sole source of entertainment. He read through them all voraciously, still hoping, desperately, to find a shred of an answer. No luck.

Secretly, he took out the glass vials and the burners from the crates, cleaned them thoroughly, and began to look for a way to salvage what was written in the spellbook. When he realised that he would go nowhere with his blind experiments, he sneaked out of his house at night to consult the city’s archives to find more books on alchemy. He looked for old maps of the city to locate the wizard’s house, and see where it stood compared to the Bigpots’. He cross-referenced what little he could salvage from the books with the few remaining evidence of Lamond Breachton’s handwriting.

He never managed to restore the spellbook, in the end, but he did manage to unearth some leads. What little remained visible on the ancient pages did, in fact, resemble the wizard’s writing; and if his assumptions were correct, the Bigpots did not used to live close to Breachton’s house, but right next to it -like servants.

Alas, Netkin’s findings stopped there. Aside for commemorative monuments and a few administrative papers signed by Breachton’s hand -and treated like relics-, little remained of the wizard’s life. No one had lived old enough to know him personally -except maybe for Grandma Bigpot, who refused to say one word about the man even after Netkin confronted her with his results and pleaded for answers. His guesses were nothing but a shot in the dark that did not make his grandmother stir. She only repeated that it was best to “forget about it”, and that he had only “imagined things”. He still was not sure she was right, yet she was correct in one thing: he had hit a dead end.

As time went on, gathering information about Lamond Breachton proved extremely difficult. Jorell Blacktusk and Voz Lirayne both gaped in shock when Netkin asked them for books that might hint at a possible misconduct from the wizard. The more he asked people around, the more he would be looked at oddly -and sometimes, even with hostility.

He resorted to reading his way through every book at the archive until he found something interesting, yet after nearly eight years and several revisions of his method, he has found no new elements. Out of boredom, or resignation, he redirected some of that energy towards manuals that best befitted his interests -language, history… and, of course, alchemy. Netkin had become quite fond of tinkering with the small vials, and some part of him still hopes, rather desperately, that the key to Breachton and his family’s past depends on finding out what this hidden lab was for. Netkin is counting on the next Call of Heroes to provide him with some money to provide for her grandmother, pursue his experiments, and salvage his reputation somewhat after his ill-perceived investigation.

He is sure of one thing, though: something terrible has happened between Lamond Breachton and the Bigpots.

Appearance and Personality:

Even for a redhead, Netkin has a particularly pale skin tone that makes him look rather sickly, and brings out his freckles like autumn leaves on a sheet of snow. His eyes are such a pale shade of green that the irises seem almost translucent.

While a bubbly and generally enthusiastic person always open to new experiences, Netkin’s zest for life is often cut short by his physical illness – a rare condition that he admits never to have fully identified. Never one to exercise, he is a little plump, and tires easily -and frequently suffers painful headaches. He has to follow a strict regime, as a chronic iron deficiency can leave him weak. On top of that, cardiac and respiratory issues cause his heartbeat and breathing to be very faint and irregular.

His clothes carefully over his arms and legs in full to avoid exposure to the sun, since he burns easily, and he often wears gloves and a hat on particularly bright days -sometimes accompanied by a fan, an umbrella, a pair of sunglasses, or all three.

A shut-in for most of his life, Netkin is very naive when it comes to the dangers of adventuring, and can get excited as easily as he can get scared. Overjoyed at the prospect of meeting people and making friends, he is friendly, approachable, and very smiley. His smile is nice, and broad; he has very white teeth.

Opinions about him at Breachhill are mixed. Everyone is aware that Grandma Bigpot has been raising a severely ill, disabled child, and did not question why he so rarely left the house – save for the occasional participation in stargazing at the Great Dreamhouse. In recent years, however, his furtive trips to the archive and imprudent inquiries into Lamond Breachton’s seemingly spotless reputation have pegged him as an eccentric at best and a lunatic at worst. Some even whisper that the reason why he is only ever seen at night is because he might be not sick at all, but something more monstrous, leeching off poor Grandma Bigpot who might have been the real victim all along…

It is usually at this point that the rumour-mongers are cordially but firmly pushed towards the pub’s door at three in the morning after one too many drinks, and stagger off into the night to try and find their house where they’ve left it.


Thanks for the input, Dorian and Katja! A lot of the rules aren't super clear :/

I thought the Elixir of Life would not work.

EDIT: I'm trying to wrap up the character sheet, and I have another question. The Chirurgeon Archetype says that "You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks."

Does that mean I don't have to invest in the Medicine Skill because Crafting will be used for everything?


I'm rather inclined to play an Alchemist.

I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.

The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!

Just to confirm that there are no other options -divine casting and necromancy aside, of course!


Dotting for interest!

I do have one question to ask:

GM:
Would a Dhampir ancestry be acceptable? I've had a character concept for a while, but I don't know if this would be the right AP to try it.

It would be a non-evil character raised amongst humans, and unaware of his little 'quirk'. He just thinks he has some kind of rare condition he has to self-medicate. He grew up without any real friends but with many books, and I'm leaning towards the Truth Seeker background. He'd be extremely excited to socialize with others, and will not be a threat to the party.

I have to settle on a class, but he's definitely going to be some kind of spellcaster.


Hi! Thanks for picking my character! Glad to meet you all!

I'll answer the questions properly in my morning


Good luck!


Why not! I really like Reign of Winter, but most of the campaigns I've been part of ended early on...


Chyrone wrote:
The waiting..... just like any exams..... XD

I'm on the other side of the desk now; going through papers is way worse than writing them!


DM Salsa wrote:
Also, There's a chance that someone else will be running this and they asked me if I minded if they poached after I got done making my selections. I told them I didn't mind at all. He's a great player and GM.

Is it Christmas?!

Take care, Satinder!


Sorry GM, but my subscription is listed as incomplete, when I provided the character's description, the player questionnaire and the role-playing samples? It's on page 1 of this thread.

I didn't answer the 20 Questions for deep player creation and didn't send role-playing samples with other characters. Is that what's missing?

And if course, good luck everyone :)


Vasaam Cathan wrote:

This is Lemming's submission. Had a couple other ideas but eventually I went with a Sylph Admixture/Evoker. Still need to do equipment, spells and history. Plan on being local to the area.

For the rest:
Roleplaying Sample - One of my favorites: https://paizo.com/people/JewelBranston. The game is https://paizo.com/campaigns/v5748p75ivk13. Playing ~10 year old kids. Fun and challenging. It's been quite a while since I was 10!
Another one is https://paizo.com/people/ParkSong. The game is https://paizo.com/campaigns/v5748p75ivm4q.

Player Questionnaire:

1. What time zone are you in? Eastern Standard, U.S. (North Carolina)

2. How long have you been playing TTRPGs? Started in 1977. Yes, I am that old....

3. What's your favorite part about playing TTRPGs? I like working with a team of heroes. Nobody can do it all by themselves, and an extra set of eyes or another opinion is always helpful.

4. What do you expect from this game? Fun! Get the train on track and rolling.

5. What do you expect out of your fellow players? Work together. Communicate in and out of game. Don't ghost the game.

6. What do you expect out of me? Communication. If something in a post is not understood please ask. If I do something wrong, let me know.

7. Beyond the obvious what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? Player on player conflict. If there are personal issues, keep them out of the game. Communicate off of the board. Don't force the other players to "choose sides".

Jewel!!! Hi, little sis! :P


Congratulations, have a great game!


Good luuuck!


DeathQuaker wrote:
I don't want players or GMs assuming my character is okay being flirted with/hit on; please check with me first: I have no problem with the idea of flirting in general, but I've had some really weird creepy experiences in the past with this--particularly a GM using "just flirtation" in an attempt to, ultimately, trick my character into a rape/incest scenario against my interests and wishes. Hence I feel a need to be very clear about permissions and expectations.

Oh that's plain messed up.

Seconded; you've just unlocked a new fear.


Yeah, I think I got it! Thanks!

Here's the final submission!

Crunch:

Conrad Mendelson
Human, Barbarian (1)
Alignment: CG
Hair: Brown
Eyes: Brown
Age: 19
Height: 5 ft 6 inches
Weight: 155 lbs
Deity: Shelyn
Init: +2; Perception +5
Favored Class: Barbarian (+1 HP)
Languages: Common

Special Abilities: 
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. 
Fast Movement:  A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage: While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
6 rounds of rage maximum.

------------ 
DEFENSE 
------------ 
AC: 16, touch 14, flat-footed 12
HP: 18
Fort: +4
Ref: +2
Will: +1
------------ 
OFFENSE 
-----------
Spd: 40 feet 

Melee:  Flail (+4/1d8/x2/Disarm, Trip)

Ranged:  Crossbow, light (+3/1d8/19-20x2/ 80ft)
Bolts (20)

---------------------------- 
Equipment and Money 
---------------------------
Starting Money: 105 po
Combat gear: 
Defense: Studded Leather Armor, Buckler
Offense: Flail, Crossbow (light), 20 Bolts,
Other possessions: Barbarian class kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin), Holy Symbol of Shelyn (silver), Holy Water (1)

Spare Money: 
PP: 0 
GP: 5
SP: 0
CP: 0
Other valuable: 
Carried Weight: 63 lbs
Encumbrance: 
0-76 lbs: Light Load 
77 -153 lbs: Medium Load 
154 -230 lbs: Heavy Load
------------- 
Statistics: 
--------------
Str 16
Dex 15
Con 12
Int 10
Wis 12
Cha 8
Base Attack: +1; CMB:+4, CMD: 16

Feats:
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)
Improved Unarmed Strike
Toughness

Skills: 5
Acrobatics +6
Climb +7
Intimidate +3
Perception +5
Survival +5

Background Skills:
(1) – Profession (woodcutter) +5
- Appraise +4

Traits:
Weapon of Peace: Even though you are a trained combatant, proficient with any number of weapons, you don’t relish killing your enemies. It’s not that you’re afraid of seeing blood, but rather that disabling a foe is superior to killing someone capable of admitting defeat. When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 penalty instead of –4.

Unswaying Love: (Shelyn): Your resolute devotion to the unadulterated purity of your goddess protects you from those who would manipulate you. You gain a +2 trait bonus on saving throws against charm or compulsion effects.

Sandpoint Faithful (campaign)]: As a faithful adherent of Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.

Drawback:
Attached: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Languages (1): Common

Background:

Conrad Mendelson is the eldest child of a family of six. His father moved to the Lost Coast as a young man to find work as a woodcutter, and he eventually got married and settled down in one of the small settlements spreading across southwestern Varisia. The Mendelsons were known for being meticulous workers but rather discreet neighbors, pleasant enough to everybody but mostly keeping to themselves.

Irreproachable as they were, it came as a big surprise for the whole town that Conrad did not turn out that way at all.

It started with difficulties in church, where he struggled sitting through sermons and learning how to read, write and count. Then, it moved to unpredictable bursts of rage whenever another kid taunted him for being "slow", even escalating to physical violence more than once, or breaking objects against walls.

When he became a teenager, things got even worse. Any work requiring discipline was too much for him. An apprenticeship with the local blacksmith ended in absolute disaster, and he was fired from the town's guard after only two weeks. Woodcutting was out of question, as nobody wanted to place an axe between his hands. He was finally hired for the sole task of helping loading up carts with lumber, a job offered out of pity, that bored him to death. To bring some more money to the house, he secretly started taking part in illegal fights with other woodcutters keen to make some easy cash with bets. Through all this, his parents wept and despaired, wondering what to do with him.

It was some months after his sixteenth birthday that Conrad's life changed radically, when a group of Shelynites on their way to the Swallowtail festival stayed at his town for the night. The artists took this opportunity to entertain their hosts, who mostly followed Erastil and knew little of the goddess of the arts. Music was played, ballads were sung and jigs were danced, in-between explanations about the precepts of Shelyn and her faith.
Through most performances, Conrad sat transfixed. After the show, he approached the faithful to timidly ask questions, and got enthusiastic lectures on the importance of art, beauty, kindness, and about how everyone could have a place and a role to play to turn life into a masterpiece. A young woman gifted him a small statue of the goddess carved in silver, assuring him he would need it more than she did. He went back home shaken.

For months, Conrad kept thinking about what he had seen and heard. He eventually resorted to asking cautious questions around about Sandpoint, the Swallowtail Festival, and the Shelynites. The impreciseness of the answers only piqued his curiosity further, and although a few people derided his newfound interest in Shelyn, it did not deter him. From what he had understood from the Shelynites' explanation, everything could be an art form worthy of Shelyn- even the art of fighting. To know that there could be a way to channel what he was truly talented at into something that a goddess of unconditional love might find beautiful filled him with a new sense of purpose.

It took nearly two full years of hard work to gather enough savings to prepare his trip to Sandpoint for the Swallowtail Festival and the consecration of the Cathedral -two years during which everyone thought him mad. Conrad made great efforts to improve his behaviour, and never returned to illegal fighting, the mockeries he faced made it difficult to control his emotions. More than once, he nearly gave up on his project; only the thought of the silver statue would keep him grounded.

It was the support of his parents, in the end, that made the difference: although they could not understand their son's newfound obsession with Sandpoint and Shelyn, it was one powerful enough to drive his efforts to improve on his behaviour – or shatter his morale if he lost sight of his goal. They gave him some of the money they had initially saved to give him an education, and sent him on his way.

Personality and Appearance:

While it is not unreasonable to think that Conrad's plain features might have once been agreeable to look at, a few years of taking punches to the face did a lot to mess them up. His nose has clearly been broken once or twice, never to heal back to its initial state, and he's missing quite a few teeth -which, come to think of it, might be why he always seems awkwardly tight-lipped when he smiles.

He sports short and scruffy hair, of the same indifferent brown as his eyes. He would look incredibly unremarkable if it was not for the impressive, well-defined muscles that can be spotted underneath an old, worn-out leather armour that looks like it was bought for cheap from a peddler. Although relatively small, Conrad is broad-shouldered, and looks every bit the type of guy who spent a lot of time working outdoors -down to the tan on the face, forearms and legs.

Never entirely at ease in social contexts, Conrad is meek and rather easily flustered. His bad stutter, as well as his lasting difficulties with reading and counting, are still a source of great shame, and it takes time before he feels completely comfortable around others. This shyness utterly disappears during his fits of anger, which he gets when provoked, or when defending a loved one. His blinding fury is so overwhelming that he often goes non-verbal.

Although most Shelynites would disagree with his interpretation of her precepts, his dedication to the goddess is absolute, and he genuinely strives to honour her with his actions. To defend the innocent, he does not hesitate to rush into fight with a courage that borders on recklessness, with the statue of his goddess tucked safely in his backpack.

Player Questionnaire:

1. What time zone are you in?

GMT +1 (France).

2. How long have you been playing TTRPGs?

I started some ten years ago, when I was still a dumb pre-teen. I moved to PbP circa 2016 when I was a dumb teen. I think I got decently good at TTRPGs since last year.

3. What's your favorite part about playing TTRPGs?
The chaos that comes from being several people improvising our next move! The playful banter! The action!
Mostly, it's playing as a cohesive group. You don't get that kind of fun with single-players RPGs.

4. What do you expect from this game?
I've played the first book some long time ago, and from what memories I have of it, the tone is quite dark -but I still expect it mainly to be fun to be play, if not lighthearted.
Mostly, I hope this game will last so every player can develop their character in a satisfying way -PbP rarely allows for that, and I've never been able to finish an AP on Paizo before -or even get past Book 1.

5. What do you expect out of your fellow players?
Have fun, be kind, be transparent about your commitments so the table doesn't abruptly die.

6. What do you expect out of me?
Have fun, be kind, be transparent about your commitments so the table doesn't abruptly die! :P
It's important that the game should remain fun for you and never be a chore. You've brought up a lot of rules that I hope won't overburden you with details. I think it's better in PbP to improvise things on the spot to keep the game running than to give yourself a headache and risk GM burn-out. I've been on the boards long enough to see many GMs quit because the game wasn't fun for them anymore, and I would hate for you to live through the same thing.

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?

SA against PCs is a big no-no for me. Can't think of anything else!

Role-Play Samples:

I quite like that one, in which Conrad comforts the twelve-year-old girl in the party after she was confronted with a couple of dead bodies for the first time. He's the eldest child in his family and used to taking care of his younger siblings. They eventually developed a big brother-little sister dynamic.

And of course, my favourite post about him: when the party met his mum and the oldest of his sisters. Very fun to write!


Dotting! :D

I have a human barbarian I can rework to fit the AP.

EDIT: I do have a question -because I'm very, very bad at math-: I've had a look at the Fractional Base Bonuses, and it's made me... Sad. I don't understand how it's supposed to work. Can someone help me out?


Dotting!

I'll re-work my elf Ranger because I don't have enough time to start a new character from scratch, and he's the only character I have who could fit the campaign

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