Dwarf Fighter

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42 posts. Alias of DancingShadow.


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I've run similar characters before and they've become an integral part of the game without stealing the spotlight. It's useful to move the characters along if they need it and provide an npc to attach to without taking anything away from the game.

So, I'm fine with it.

Note: Waffling between conjurer wizard and grenadier alchemist. I'll try and finalize tonight.


Agreed. I love the Alchemist as well. I wish there was more creation goodness there, but then again, I wish that alchemical items got a bit more love, too. Just a bit, though.


Alchemists are specifically noted as being able to use spell trigger items for spells on their list, but not spell completion items. Thus, they can use wands, but not scrolls. Unless this is a new piece of errata.

The only magic items that they can make are potions, due to the Brew Potion feat that is given to them and the rules stipulating that they do not need to meet the prerequisites for the feat.

Alchemy is a Supernatural ability and doesn't make the alchemist a spellcaster, thus they don't meet the requirements for Item Creation, Metamagic, or other feats such as Arcane Strike. You don't have to meet the spell requirements for items other than potions, spell completion items (scrolls), or spell trigger items (wands), but this doesn't preclude the need to be a spellcaster.

My assumption is that the direct hit damage from a splash weapon can be increased by other sources of increasing damage, but the splash effect cannot. I take the Alchemist's Bomb ability to be a case of specific defeating general, in this case, the Bomb ability is specifically noting changes to the default rules of splash weapons.

Edit: Ninja'd. Sweet. :)


Hmmm... I'll look into switching traits around, but I think that I'm going to go with the human wizard with a pistol idea that you're pushing. Taking Eldritch Knight later on appeals to me, and the tiefling alchemist had some snags that were bothering me. I'll take a look into and ruminate on it at work this evening.

Also, inquisitors are awesome. Been wanting to try one myself at some point. :)


Alright, I've picked out a Grimspawn as the type of tiefling I'll play. I'm going to start as a grenadier alchemist, take a level of gunslinger at second level and then continue up through alchemist the rest of the way.

Rolls for alternate abilities:

1d100 ⇒ 47
1d100 ⇒ 16
1d100 ⇒ 69

Hmmm... Able to use large weapons without penalty, curse water 3/day, or fog cloud 1/day. I think I'll take the ability to use large weapons due to oversized arms. He's not an attractive person, anyways, so the deformity fits.

I'm picturing him as almost ape-like in posture, with curling ram horns, red eyes with black irises, thick, arms and massive hands, and a long, thin tail. The gun he'd use would be a large-sized pistol (a double pistol when he could obtain one) that basically looks like a hand cannon to others.

Merrily working away at the crunch, but now I need sleep.


Excellent! I'll be making a grenadier that plans to pick up guns then. Looking between tiefling and ratfolk for the race. I'm leaning towards tiefling, but I don't want to step on Caerlei's toes.


@Crusty: Will the grenadier's weapon proficiency be able to give proficiency in all firearms, similar to how it works when you take the feat?


I haven't settled completely yet. I really, really like the pistol wizard that Crusty presented. Wizards were my mainstay back in 3.5 (although I honestly don't play much), but I've found them lackluster in feel in Pathfinder.

Right now, I'm trying to decide between that build (if you don't mind that I steal it) or a grenadier. Lurk, go for your houndmaster. I want to see that archetype in action. :)


Reading over everything now. I just got home from work. I'll finalize in a bit.


Hmmm... I've been having trouble picking an arcane casting class. I dislike the way wizards are designed currently. There's not enough flavor or neat abilities for them in the fashion that I like.

That said, I reticent to take a sorcerer, as Caerlei is an Oracle and seems to have Bluff and Intimidate covered. I'm reticent to make a bard (for knowledge skills) because Redbeard mentioned he might be taking the sea singer archetype bard later on. So, I suppose my question is this: What is the party looking for in an arcane caster? Support? Blasting? Knowledge skills?

I want my crunch to fill a useful niche. I can mold the fluff to fit.

So far I've had the ideas of a fetchling shadow bloodline sorcerer, a fetchling shadow caller summoner, a halfling aquatic bloodline sorcerer, and a catfolk bard (specializing in knowledge skills and dervish fighting in melee). I've always wanted to play a staff magus, but I'm reluctant to wield a bludgeoning weapon as a primary weapon for underwater combat. Outside of arcane casters, I've considered a vanara master of many styles monk/unarmed fighter or a vanara musketmaster gunslinger.


Hmm... I'll either play the vanara monk(master of many styles)/fighter(unarmed fighter) that I was playing around with in my head, or a arcane caster. Is there still a desire of a arcane character? I'll check back tonight after work and finalize then.


Hello there! It's Talavuc.

Hero Points: I use them for every game I run at this point, so I'm good with them.

For character ideas: I play a caster in nearly every game I'm playing and have played in the past. I'd like to play a Fighter with the Brawler archetype. Race wise, either a half-orc or a vanara, depending on whats allowed and how they build (I like the monkey-men). I may have missed it, but what races are allowed.

Wayfinder #8 looks pretty awesome. I like the argonaut. I may grab stuff for my own S&S games.


I'll propose a character that I've got proposed in another WotW game. Almost got in one previously, but posted him on the last day and the choices had already been made.

Strength: 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity: Focus - 18 + 2 = 20
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence: 1d10 + 7 ⇒ (10) + 7 = 17 + 2 = 19
Wisdom: 1d10 + 7 ⇒ (4) + 7 = 11
Charisma: Foible - 8 - 2 = 6

1. Pick a Class. All Paizo-created classes are acceptable, excluding Paladins. Anti-Paladins and Barbarians can choose LE or NE as their alignment. Ranger
2. What crime did you commit to land you in prison? High Treason, although there's a slew of other crimes that Arash could be convicted of.
3. What will your character contribute to the party in and out of battle? He's ranged support in combat, focusing on bow use and, later on, some spellcasting. Out of combat, he's a stealthy character, with a focus on misdirection and escaping. He'll provide guidance in the wilds as well, although the lower wisdom I rolled hampers that a bit.
4. Mechanically where do you foresee your character going in the future? If you don't have a plan, that's ok, too! Arash will take a level of wizard later on down the road and eventually head into Arcane Archer.
5. (Optional) What is your character's backstory? Shown below. :)

Ten Minute Background:

Six Important Things about the Character
1. Arash was raised in secret by one of the bishops of Mitra’s clergy, Bishop Buram Landrhew. Bishop Buram had him raised as a secret “inquisitor”, whose goal was to strike at evil in the very heart of the country without raising suspicion. Arash’s seclusion allowed Buram to tightly control Arash’s development as a person and to easily manipulate Arash’s worldview.
2. The tales of Arash’s parentage are that he was born to a devil-worshipping mother and a cambion father who had aided the hidden cell of Asmodean worshippers. He was taken by the Bishop when he was but a child and secreted away from the inquisitors so that he might have a chance at redemption.
3. Arash was trained by Moran, an archer with an unorthodox approach, but one that worked well. As Arash was trained in the bow, Moran also provided lessons in stealth, traps, and more esoteric ways of killing and manipulating others. He took to the lessons well, but the more spiritual pieces have evaded him for the time being.
4. After being confined for so long, Arash longed for the outdoors. He kept to himself outside, but occasionally had close calls with others. On a few instances, he was spotted by hunters, trappers, and others that travelled in the wilds. He ambushed them, determined to keep his existence a secret and praying that Mitra would forgive this as all other things would eventually be.
5. Arash wanted to know more about his past, so that he could hunt down his father, who had supposedly escaped. He investigated it from time to time, but during the reports he read over for another mission, he came across something overlooked in the archives. One of the inquisitors had looked into a report of a mother who had given birth to a fiendish child, but the child had disappeared before the inquisitor could arrive. This occurred in the town that Bishop Buram, then just a Father, served and the vague reports of the baby seemed similar to that of Arash. He was intrigued, but thought nothing of it until recently.
6. He truly believed that what he was doing was striking down opponents of the faith, but in reality it was those that prevented Bishop Buram’s rise in the ranks of the clergy. Even when pursuing the king, he had been convinced that the king was corrupted, much like Markadian III had been.
7. This came crashing down around him when he was taken. He’s spent the time since going over the events of his life again and again. Everything has been a lie. The salvation he sought has been ripped from his grasp, his own actions taking it further from him. In this state, he’ll probably lash out at things that remind him of what was done to him, but eventually he’ll stabilize and channel that hatred and rage into a new goal.

Four Goals:
1. Short Term: Arash wants to see Bishop Buram, Moran, and the others in Buram’s employ die slowly for what they did to him
2. Long Term: Arash will want to find a new purpose, particularly salvation through something. That salvation doesn’t need to be a removal of his “sins” but rather a justification of his life and actions. It is likely that the Church of Asmodeus will provide that for him, but another faith, such as Norgorber or even a cause may lend him that.
3. Long Term: Find out the truth surrounding his mother and father. The seed of doubt was sown long ago, but now it has taken root and he wishes to find out more about his parentage.
4. Long Term: Arash wants a last name. He long ago thought about using Bishop Buram’s, but that was too dangerous. Now, it is a reviled thing to him. He wants a last name that shows his purpose and carries meaning. It is important that he earn it rather than simply decide on one.

Two Secrets, One Known and One Unknown:
1. Arash deeply believed in the power of Mitra and salvation brought by faith in him. He followed the twisted doctrine that Bishop Buram taught him. This now shames him that he believed in such a lie.
2. Although his father was indeed a cambion, his mother was far from a devil-worshipper. She was a faithful Mitran and young woman, Lucasta Torvine, who was seduced by a passing dark stranger, the cambion Theribus Vordeth. Theribus had been working as a mercenary at the time in Talingarde, using magic to keep his identity secret.

Five People that are tied to Arash, Three Friends and Two Enemies:
1. Rana Edelvin: A young human girl that worked in the church that Arash was kept at. She was Arash’s handler and surrogate mother. He wants to hate her for everything, but can’t bring himself to. Little known to him and to Bishop Buram, she is a follower of Asmodeus who has been whispering in the bishop’s ear and provoking him to further atrocities.
2. Tunivel Sorish: Tunivel is a scoundrel and information broker that has helped Arash in the past in accomplishing the missions that were given to him. He seems to be only interested in coin, but seems to have taken a liking to the naïve tiefling.
3. Theribus Vordeth: A cambion who fathered Arash and then left. Whether or not he knows about Arash, he seems to have little interest in the tiefling he created.
4. Cardinal Buram Landrhew: The bishop that raised Arash, used him as a tool to rise in power, and then discarded him when it was convenient. His activities were close to being discovered, but in a twist of fate and a cunning maneuver, Bishop Buram managed to elevate himself and implicate a few of his opponents by sacrificing a pawn and forging some documents.
5. Moran: The harsh instructor of Arash. The tiefling has little love for the man, but seeks to apply his lessons as best he can. Arash suspects he had a hand to play in all of it beyond molding the tiefling as a tool, but Arash is not sure how much of one.

Five Mannerisms:
1. Arash is extremely uncomfortable being away from his weapon. It holds significance to him, including a feeling of safety and power, but also, he feels incomplete when he is separated from his bow. The weapon he wielded previously reminds him too much of the shattered delusions he believed in before, so he will seek to find a new one.
2. Arash stares at people in a manner that leaves them feeling a bit uncomfortable. If asked, most people say that it reminds them of being watched by a predator.
3. He hates the indoors and will often seek to be outside rather than stay inside. Nature appeals to him and outside lets him feel free. These feelings will deepen after he escapes.
4. Arash has had to lie numerous times about unusual things about him, even though he tries to avoid social encounters with others. This has led him to embracing the well-known silver-tongue of tieflings. He does this mostly to avoid problems and to try and compensate for his utter lack of socialization otherwise.
5. Arash has a keen mind that lends itself well to reading. His stunted upbringing combined with his training as an assassin have given him a great deal of book knowledge on esoteric topics, but relatively little practical know-how.

Writing Sample/Background:

"The bow and you are one. Think not of it as a tool, but as an extension of yourself." Moran examined Arash’s form, nodding slightly and mumbling to himself all while adjusting Arash’s posture with slight pushes and slaps.

"What does that mean, teacher? I don’t understand it." Arash asked, careful to keep his eyes straight, focused on the target. Avoiding a beating was almost as important as learning the lessons taught. His volatile teacher ensured that he learned quickly or earned a new scar to remind the boy.

"You will, Arash, or you will suffer, but this is a lesson best grasped over time." He looked once more at the boy, giving a final examination. “Perfect form… Now release. Let the arrow take flight and follow it. Never let it leave your sight.”

The arrow flew straight, striking the target perfectly, nearly a hundred feet from where student and teacher stood. He followed the arrow the entire time in its flight, letting his arms sink as the arrow flew. Yes, Arash thought, that’s sure to please. He turned to look at his master, but found Moran staring at the target, a frown on his face.

Moran lashed out at Arash, striking the boy in the face. "When did I say let your weapon fall?! Always be ready for the next shot! Learning new lessons is no excuse to forget the old!" Moran sighed and shook his head, "You may never be ready to receive the grace of Mitra, Arash, so foolish are you. Your heritage will never be forgiven." Moran smirked slightly, just out of sight of his young pupil.

Arash righted himself and with grim determination he nocked another arrow. I am a faithful believer. I will one day be worthy. Focus. Concentrate. Follow the arrow. Remember your lessons. I will be ready. I will serve. My place in the light will be secured.

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

The king sat in this throne surrounded by shining kinghts. The palace itself was a testament to the glory of Mitra, and the opulence of the aristocracy. Arash kept his eyes low, not out of shame, but a distaste for the décor around him. It reminded him so of his tainted heritage. His tail lashed back and forth wildly, his frustration evident. How was I caught? Arash asked himself. I followed the plan outlined by Moran. The king stood up from his throne and stepped forward a couple of steps.

"Did you think you could take my family and I here in the palace, devil spawn?" Markadian shook his head. "Fortunately, I was forewarned about your plan."

Forewarned? Arash raised his head to meet the boots of the king. Who? Moran, Tunivel, Rana, and maybe a few others knew the plan, but... He kept his eyes low as he swept his gaze about the room. "Looking for your co-conspirators? They’re being rounded up as we speak." Arash lowered his eyes to the floor again, confused and searching for possibilities. It was all he had now. He had failed and the tainted king had him. He would never see Mitra’s glory.

Markadian’s boots appeared in front of him. "Lift him up. I wish to look him in the eye as I tell him his fate." Arash felt the cold, sharp metal of the knights’ gauntlets as they roughly lifted him to his feet. I will at least deny him this. He kept his gaze at the king’s feet. "Lift his head! Make him look at me!" More metal, enclosing grasping fingers, was on his head and his face now. They forced him to look the king in the face.

"There, spawn of evil. You now know the face of the man who orders your execution. You will die for your sins, for they are many. Extortion, kidnapping, and murder, but the most recent is high treason. You will die for all of these, and I wish that you had multiple lives so that I could take them all, but for the charge of high treason you will be drawn and quartered. May the pain give you clarity of the magnitude of your damnation as you die." The king gestured to the guards, looking away from Arash. "Take him away. I wish him to taint this room no longer."

The only clarity that I need is th- The thought died in his head as the guards spun him about and he saw Bishop Buram. Why is father here? The guards pulled him on, taking the bishop and the king out of his sight. The king spoke as Arash was being dragged from the chamber. "Bishop Buram Landrhew, I thank you for your aid in this matter. It was fortunate that your men discovered this plot in time."

The world became muted for Arash. Assistance? But father was the one that I aided. I... He... We... destroyed evil. He set me on the road to redemption... right? I...

The bishop’s words broke through his malign reverie, "Of course, my king. I am only too glad to serve. It was through the guidance of Mitra that I and my men were able to discover that foul creature’s plans before they could come any closer to fruition. His punishment is just."

Pain flooded Arash’s world, drowning out everything else. The palace was filled his screams, unholy rage given voice for moments before the knights dragging him gagged the tiefling. He raged and sobbed as he was thrown in the wagon. Death. Death to them all. It was all he had left.

Crunch:

Arash
Tiefling Ranger 1
LE Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Resistances cold 5, electricity 5, fire 5
Fort +1, Ref +7, Will +1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed +4 (1d3+3)
Special Attacks favored enemy (humanoid[human]) +2
Spell-Like Abilities darkness (1/day)
--------------------
STATISTICS
--------------------
Str 17, Dex 20, Con 9, Int 19, Wis 11, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot
Traits Convincing Liar (Bluff), High Treason
Trained Skills Acrobatics +6, Bluff +6, Climb +7, Escape Artist +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +4, Spellcraft +8, Stealth +11, Survival +4, Swim +7
Untrained Skills Appraise +4, Diplomacy -2, Disguise -2, Handle Animal -2, Heal +0, Intimidate -2, Ride +5, Sense Motive +0
Languages Common, Halfling, Infernal
SQ prehensile tail, track, wild empathy +0
Gear None
--------------------
RACIAL ABILITIES
--------------------
+2 Dexterity, +2 Intelligence, -2 Charisma
Type Outsider (Native)
Darkvision 60 ft.
Fiendish Resistance
Skilled
Spell-Like Ability: Darkness (1/day)
Prehensile Tail

I can post once a day typically, although occasionally more. I'm usually at work during the afternoon/evening and up late into the night. I'm playing in a modified Reign of Winter game currently and running two Skull & Shackles games that I picked up from others and a Shattered Star game that I started. I also run a Roll20 Jade Regent game on Tuesday evenings. All times are EST.


Rolling for stats:

Strength: 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity: Focus - 18
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
Charisma: Foible - 8

Alright, here's a character I presented for another Way of the Wicked game.

Ten Minute Background:

Six Important Things about the Character
1. Arash was raised in secret by one of the bishops of Mitra’s clergy, Bishop Buram Landrhew. Bishop Buram had him raised as a secret “inquisitor”, whose goal was to strike at evil in the very heart of the country without raising suspicion. Arash’s seclusion allowed Buram to tightly control Arash’s development as a person and to easily manipulate Arash’s worldview.
2. The tales of Arash’s parentage are that he was born to a devil-worshipping mother and a cambion father who had aided the hidden cell of Asmodean worshippers. He was taken by the Bishop when he was but a child and secreted away from the inquisitors so that he might have a chance at redemption.
3. Arash was trained by Moran, an archer with an unorthodox approach, but one that worked well. As Arash was trained in the bow, Moran also provided lessons in stealth, traps, and more esoteric ways of killing and manipulating others. He took to the lessons well, but the more spiritual pieces have evaded him for the time being.
4. After being confined for so long, Arash longed for the outdoors. He kept to himself outside, but occasionally had close calls with others. On a few instances, he was spotted by hunters, trappers, and others that travelled in the wilds. He ambushed them, determined to keep his existence a secret and praying that Mitra would forgive this as all other things would eventually be.
5. Arash wanted to know more about his past, so that he could hunt down his father, who had supposedly escaped. He investigated it from time to time, but during the reports he read over for another mission, he came across something overlooked in the archives. One of the inquisitors had looked into a report of a mother who had given birth to a fiendish child, but the child had disappeared before the inquisitor could arrive. This occurred in the town that Bishop Buram, then just a Father, served and the vague reports of the baby seemed similar to that of Arash. He was intrigued, but thought nothing of it until recently.
6. He truly believed that what he was doing was striking down opponents of the faith, but in reality it was those that prevented Bishop Buram’s rise in the ranks of the clergy. Even when pursuing the king, he had been convinced that the king was corrupted, much like Markadian III had been.
7. This came crashing down around him when he was taken. He’s spent the time since going over the events of his life again and again. Everything has been a lie. The salvation he sought has been ripped from his grasp, his own actions taking it further from him. In this state, he’ll probably lash out at things that remind him of what was done to him, but eventually he’ll stabilize and channel that hatred and rage into a new goal.

Four Goals:
1. Short Term: Arash wants to see Bishop Buram, Moran, and the others in Buram’s employ die slowly for what they did to him
2. Long Term: Arash will want to find a new purpose, particularly salvation through something. That salvation doesn’t need to be a removal of his “sins” but rather a justification of his life and actions. It is likely that the Church of Asmodeus will provide that for him, but another faith, such as Norgorber or even a cause may lend him that.
3. Long Term: Find out the truth surrounding his mother and father. The seed of doubt was sown long ago, but now it has taken root and he wishes to find out more about his parentage.
4. Long Term: Arash wants a last name. He long ago thought about using Bishop Buram’s, but that was too dangerous. Now, it is a reviled thing to him. He wants a last name that shows his purpose and carries meaning. It is important that he earn it rather than simply decide on one.

Two Secrets, One Known and One Unknown:
1. Arash deeply believed in the power of Mitra and salvation brought by faith in him. He followed the twisted doctrine that Bishop Buram taught him. This now shames him that he believed in such a lie.
2. Although his father was indeed a cambion, his mother was far from a devil-worshipper. She was a faithful Mitran and young woman, Lucasta Torvine, who was seduced by a passing dark stranger, the cambion Theribus Vordeth. Theribus had been working as a mercenary at the time in Talingarde, using magic to keep his identity secret.

Five People that are tied to Arash, Three Friends and Two Enemies:
1. Rana Edelvin: A young human girl that worked in the church that Arash was kept at. She was Arash’s handler and surrogate mother. He wants to hate her for everything, but can’t bring himself to. Little known to him and to Bishop Buram, she is a follower of Asmodeus who has been whispering in the bishop’s ear and provoking him to further atrocities.
2. Tunivel Sorish: Tunivel is a scoundrel and information broker that has helped Arash in the past in accomplishing the missions that were given to him. He seems to be only interested in coin, but seems to have taken a liking to the naïve tiefling.
3. Theribus Vordeth: A cambion who fathered Arash and then left. Whether or not he knows about Arash, he seems to have little interest in the tiefling he created.
4. Cardinal Buram Landrhew: The bishop that raised Arash, used him as a tool to rise in power, and then discarded him when it was convenient. His activities were close to being discovered, but in a twist of fate and a cunning maneuver, Bishop Buram managed to elevate himself and implicate a few of his opponents by sacrificing a pawn and forging some documents.
5. Moran: The harsh instructor of Arash. The tiefling has little love for the man, but seeks to apply his lessons as best he can. Arash suspects he had a hand to play in all of it beyond molding the tiefling as a tool, but Arash is not sure how much of one.

Five Mannerisms:
1. Arash is extremely uncomfortable being away from his weapon. It holds significance to him, including a feeling of safety and power, but also, he feels incomplete when he is separated from his bow. The weapon he wielded previously reminds him too much of the shattered delusions he believed in before, so he will seek to find a new one.
2. Arash stares at people in a manner that leaves them feeling a bit uncomfortable. If asked, most people say that it reminds them of being watched by a predator.
3. He hates the indoors and will often seek to be outside rather than stay inside. Nature appeals to him and outside lets him feel free. These feelings will deepen after he escapes.
4. Arash has had to lie numerous times about unusual things about him, even though he tries to avoid social encounters with others. This has led him to embracing the well-known silver-tongue of tieflings. He does this mostly to avoid problems and to try and compensate for his utter lack of socialization otherwise.
5. Arash has a keen mind that lends itself well to reading. His stunted upbringing combined with his training as an assassin have given him a great deal of book knowledge on esoteric topics, but relatively little practical know-how.

Writing Sample/Background:

"The bow and you are one. Think not of it as a tool, but as an extension of yourself." Moran examined Arash’s form, nodding slightly and mumbling to himself all while adjusting Arash’s posture with slight pushes and slaps.

"What does that mean, teacher? I don’t understand it." Arash asked, careful to keep his eyes straight, focused on the target. Avoiding a beating was almost as important as learning the lessons taught. His volatile teacher ensured that he learned quickly or earned a new scar to remind the boy.

"You will, Arash, or you will suffer, but this is a lesson best grasped over time." He looked once more at the boy, giving a final examination. “Perfect form… Now release. Let the arrow take flight and follow it. Never let it leave your sight.”

The arrow flew straight, striking the target perfectly, nearly a hundred feet from where student and teacher stood. He followed the arrow the entire time in its flight, letting his arms sink as the arrow flew. Yes, Arash thought, that’s sure to please. He turned to look at his master, but found Moran staring at the target, a frown on his face.

Moran lashed out at Arash, striking the boy in the face. "When did I say let your weapon fall?! Always be ready for the next shot! Learning new lessons is no excuse to forget the old!" Moran sighed and shook his head, "You may never be ready to receive the grace of Mitra, Arash, so foolish are you. Your heritage will never be forgiven." Moran smirked slightly, just out of sight of his young pupil.

Arash righted himself and with grim determination he nocked another arrow. I am a faithful believer. I will one day be worthy. Focus. Concentrate. Follow the arrow. Remember your lessons. I will be ready. I will serve. My place in the light will be secured.

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

The king sat in this throne surrounded by shining kinghts. The palace itself was a testament to the glory of Mitra, and the opulence of the aristocracy. Arash kept his eyes low, not out of shame, but a distaste for the décor around him. It reminded him so of his tainted heritage. His tail lashed back and forth wildly, his frustration evident. How was I caught? Arash asked himself. I followed the plan outlined by Moran. The king stood up from his throne and stepped forward a couple of steps.

"Did you think you could take my family and I here in the palace, devil spawn?" Markadian shook his head. "Fortunately, I was forewarned about your plan."

Forewarned? Arash raised his head to meet the boots of the king. Who? Moran, Tunivel, Rana, and maybe a few others knew the plan, but... He kept his eyes low as he swept his gaze about the room. "Looking for your co-conspirators? They’re being rounded up as we speak." Arash lowered his eyes to the floor again, confused and searching for possibilities. It was all he had now. He had failed and the tainted king had him. He would never see Mitra’s glory.

Markadian’s boots appeared in front of him. "Lift him up. I wish to look him in the eye as I tell him his fate." Arash felt the cold, sharp metal of the knights’ gauntlets as they roughly lifted him to his feet. I will at least deny him this. He kept his gaze at the king’s feet. "Lift his head! Make him look at me!" More metal, enclosing grasping fingers, was on his head and his face now. They forced him to look the king in the face.

"There, spawn of evil. You now know the face of the man who orders your execution. You will die for your sins, for they are many. Extortion, kidnapping, and murder, but the most recent is high treason. You will die for all of these, and I wish that you had multiple lives so that I could take them all, but for the charge of high treason you will be drawn and quartered. May the pain give you clarity of the magnitude of your damnation as you die." The king gestured to the guards, looking away from Arash. "Take him away. I wish him to taint this room no longer."

The only clarity that I need is th- The thought died in his head as the guards spun him about and he saw Bishop Buram. Why is father here? The guards pulled him on, taking the bishop and the king out of his sight. The king spoke as Arash was being dragged from the chamber. "Bishop Buram Landrhew, I thank you for your aid in this matter. It was fortunate that your men discovered this plot in time."

The world became muted for Arash. Assistance? But father was the one that I aided. I... He... We... destroyed evil. He set me on the road to redemption... right? I...

The bishop’s words broke through his malign reverie, "Of course, my king. I am only too glad to serve. It was through the guidance of Mitra that I and my men were able to discover that foul creature’s plans before they could come any closer to fruition. His punishment is just."

Pain flooded Arash’s world, drowning out everything else. The palace was filled his screams, unholy rage given voice for moments before the knights dragging him gagged the tiefling. He raged and sobbed as he was thrown in the wagon. Death. Death to them all. It was all he had left.

Crunch:

Arash
Tiefling Ranger 1
LE Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Resistances cold 5, electricity 5, fire 5
Fort +1, Ref +7, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed +4 (1d3+3)
Special Attacks favored enemy (humanoid[human]) +2
Spell-Like Abilities darkness (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 20, Con 9, Int 18, Wis 14, Cha 6
Base Atk +1; [b]CMB +4; [b]CMD 19
[b]Feats
Point Blank Shot
Traits Convincing Liar (Bluff), High Treason
Trained Skills Bluff +6, Climb +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Stealth +11, Survival +6, Swim +7
Untrained Skills Acrobatics +5, Appraise +4, Diplomacy -2, Disguise -2, Escape Artist +5, Handle Animal -2, Heal +2, Intimidate -2, Ride +5, Sense Motive +2
Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal
SQ prehensile tail, track, wild empathy -1
Gear None
--------------------
RACIAL ABILITIES
--------------------
+2 Dexterity, +2 Intelligence, -2 Charisma
Type Outsider (Native)
Darkvision 60 ft.
Fiendish Resistance
Skilled
Spell-Like Ability: Darkness (1/day)
Prehensile Tail


Yeah, I just had a couple of questions that where mixed in, so I was hoping to get them answered. I just get worried that they're overlooked or the GM is annoyed by it. It's happened to me in other recruitment forums, sadly, although the vibe I've gotten from Lucent doesn't indicate the latter to me.

Edit: I'll just build as if things are okay and keep alternates on the backburner.


@Lucent: Could I get an answer to the questions I asked? I'm not sure if it just got overlooked in that block of text or do you want to see a completed character first?

@Kagehiro: Another really great drawing. I really love the tattoo design and the overall facial design makes him seem both bestial, but civilized. Alien yet understandable. Very cool.


Kagehiro wrote:
Aerŷn Blȧkkrrǫnd wrote:

I have been doing it for 3 Years for 100+ Campaigns.

Now if you build a single World or a small number and just reuse the Worlds but change the Adventures it is easy.

I find building the World and a detailing a single area at a time as needed to work wonders.

If you allow the Players to roam their PCs through the World as a Sandbox it is ridiculously easy as they seem to design the Adventure Hooks for you. I often times only need to provide the Maps and build the Encounters most of which are reusable.

That's the thing about the most carefully laid plans. The PCs never want to follow 'em. Use the same approach, myself.

I have yet to try that approach, but I've heard a lot about it. I need to try it someday.


Designing your own world is a massive undertaking that is never to be underestimated. However, I'm not surprised it's easier than using other, pre-written sources for some. The amount of customization you can do freely, without having to worry about the other pieces that you didn't create is quite freeing and makes the job of making things fit to your group so terribly much easier.

I'm loving the amount of customization that Lucent is doing to not only the Reign of Winter AP, but the world of Golarion itself. It shows fantastic amount of familiarity with the lore of the world, something that I wish I had, but alas, I've only been working with Pathfinder for about 10 months now, and such things take time. Curse my decision to play 4e for so long!

Anyways, I've been working on a character for this game and been having a hard time to get an erutaki to work until recently. Thought about an osirian flame oracle, but couldn't get that to work. So, I picked up the People of the North companion and started rummaging around in the Guide to the Crown of the World in AP 51. I'm finally settling on something, but I'm not quite there yet.

I'm not seeing a whole lot of full divine casters, so I'm leaning towards a druid. However, I have a few questions. Is the Giant Weasel animal companion available from the Bestiary section of AP 67: Snows of Summer? What of the Rugged Northerner feat in the Inner Sea World Guide? Would I be allowed to take the Animalistic Affliction trait normally reserved to Ulfen characters?

I might have more questions, but I'm being forgetful now. Oh well.

For the backstory, I was thinking of an erutaki spirit-talker (arctic druid) who grew up amongst the Miusunnit clan. In her childhood, she had issues with urges that pulled her into the wilds on a regular basis, unlike some of her more settled kin. Eventually, she learned to cope with them during an apprenticeship with an elder spirit-talker. Shortly before the disasters that befell much of the erutaki (and I'm assuming that they didn't completely ruin her home, but left it with many refugees and assaulted from all sides), she had a vision in one of the spirit-lodges of a great shining city suddenly cast down by a great storm. This leads her to leave her home and travel the length of Golarion in an attempt to find the city in her vision, Almas.

Still really rough, but I'll work it into something prettier and with greater detail. Any feedback is appreciated. Thanks.


Understood. You had responded to a couple of others with questions so I figured I was being overlooked. I took a chance and was hoping to get a bit of dialogue.

That's what I thought you were leaning towards, but I was wanting confirmation. I like the idea of having a group with shared dedication and purpose, but I'm not sure it'll be diverse enough for what I like, so I'll withdraw. I wish you the best of luck with the game.


Well, I suppose I'll take the lack of response as a resounding, "No." I'll see if I can drum up another character idea.


What has happened to the Erutaki with the failure of the heroes in the Jade Regent AP?

One thought I had for a character is a displaced Erutaki whose home was destroyed by the morozkos the villain from the third book had been creating.


1 person marked this as a favorite.

This is a character I submitted for the Avatar of Mitra's Way of the Wicked game. The idea for the character was that he was raised in secret by a member of the Mitran clergy for use against the man's competitors and has only recently become introduced to other faiths. I wanted him to become a follower of the Asmodean faith as part of the gameplay. I'm curious if there's a way to work this into what you've outlined or if I'll have to either submit another character or wait for another Way of the Wicked game to open up.

Ten Minute Background:

Six Important Things about the Character
1. Arash was raised in secret by one of the bishops of Mitra’s clergy, Bishop Buram Landrhew. Bishop Buram had him raised as a secret “inquisitor”, whose goal was to strike at evil in the very heart of the country without raising suspicion. Arash’s seclusion allowed Buram to tightly control Arash’s development as a person and to easily manipulate Arash’s worldview.
2. The tales of Arash’s parentage are that he was born to a devil-worshipping mother and a cambion father who had aided the hidden cell of Asmodean worshippers. He was taken by the Bishop when he was but a child and secreted away from the inquisitors so that he might have a chance at redemption.
3. Arash was trained by Moran, an archer with an unorthodox approach, but one that worked well. As Arash was trained in the bow, Moran also provided lessons in stealth, traps, and more esoteric ways of killing and manipulating others. He took to the lessons well, but the more spiritual pieces have evaded him for the time being.
4. After being confined for so long, Arash longed for the outdoors. He kept to himself outside, but occasionally had close calls with others. On a few instances, he was spotted by hunters, trappers, and others that travelled in the wilds. He ambushed them, determined to keep his existence a secret and praying that Mitra would forgive this as all other things would eventually be.
5. Arash wanted to know more about his past, so that he could hunt down his father, who had supposedly escaped. He investigated it from time to time, but during the reports he read over for another mission, he came across something overlooked in the archives. One of the inquisitors had looked into a report of a mother who had given birth to a fiendish child, but the child had disappeared before the inquisitor could arrive. This occurred in the town that Bishop Buram, then just a Father, served and the vague reports of the baby seemed similar to that of Arash. He was intrigued, but thought nothing of it until recently.
6. He truly believed that what he was doing was striking down opponents of the faith, but in reality it was those that prevented Bishop Buram’s rise in the ranks of the clergy. Even when pursuing the king, he had been convinced that the king was corrupted, much like Markadian III had been.
7. This came crashing down around him when he was taken. He’s spent the time since going over the events of his life again and again. Everything has been a lie. The salvation he sought has been ripped from his grasp, his own actions taking it further from him. In this state, he’ll probably lash out at things that remind him of what was done to him, but eventually he’ll stabilize and channel that hatred and rage into a new goal.

Four Goals:
1. Short Term: Arash wants to see Bishop Buram, Moran, and the others in Buram’s employ die slowly for what they did to him
2. Long Term: Arash will want to find a new purpose, particularly salvation through something. That salvation doesn’t need to be a removal of his “sins” but rather a justification of his life and actions. It is likely that the Church of Asmodeus will provide that for him, but another faith, such as Norgorber or even a cause may lend him that.
3. Long Term: Find out the truth surrounding his mother and father. The seed of doubt was sown long ago, but now it has taken root and he wishes to find out more about his parentage.
4. Long Term: Arash wants a last name. He long ago thought about using Bishop Buram’s, but that was too dangerous. Now, it is a reviled thing to him. He wants a last name that shows his purpose and carries meaning. It is important that he earn it rather than simply decide on one.

Two Secrets, One Known and One Unknown:
1. Arash deeply believed in the power of Mitra and salvation brought by faith in him. He followed the twisted doctrine that Bishop Buram taught him. This now shames him that he believed in such a lie.
2. Although his father was indeed a cambion, his mother was far from a devil-worshipper. She was a faithful Mitran and young woman, Lucasta Torvine, who was seduced by a passing dark stranger, the cambion Theribus Vordeth. Theribus had been working as a mercenary at the time in Talingarde, using magic to keep his identity secret.

Five People that are tied to Arash, Three Friends and Two Enemies:
1. Rana Edelvin: A young human girl that worked in the church that Arash was kept at. She was Arash’s handler and surrogate mother. He wants to hate her for everything, but can’t bring himself to. Little known to him and to Bishop Buram, she is a follower of Asmodeus who has been whispering in the bishop’s ear and provoking him to further atrocities.
2. Tunivel Sorish: Tunivel is a scoundrel and information broker that has helped Arash in the past in accomplishing the missions that were given to him. He seems to be only interested in coin, but seems to have taken a liking to the naïve tiefling.
3. Theribus Vordeth: A cambion who fathered Arash and then left. Whether or not he knows about Arash, he seems to have little interest in the tiefling he created.
4. Cardinal Buram Landrhew: The bishop that raised Arash, used him as a tool to rise in power, and then discarded him when it was convenient. His activities were close to being discovered, but in a twist of fate and a cunning maneuver, Bishop Buram managed to elevate himself and implicate a few of his opponents by sacrificing a pawn and forging some documents.
5. Moran: The harsh instructor of Arash. The tiefling has little love for the man, but seeks to apply his lessons as best he can. Arash suspects he had a hand to play in all of it beyond molding the tiefling as a tool, but Arash is not sure how much of one.

Four Mannerisms:
1. Arash is extremely uncomfortable being away from his weapon. It holds significance to him, including a feeling of safety and power, but also, he feels incomplete when he is separated from his bow. The weapon he wielded previously reminds him too much of the shattered delusions he believed in before, so he will seek to find a new one.
2. Arash stares at people in a manner that leaves them feeling a bit uncomfortable. If asked, most people say that it reminds them of being watched by a predator.
3. He hates the indoors and will often seek to be outside rather than stay inside. Nature appeals to him and outside lets him feel free. These feelings will deepen after he escapes.
4. Arash has had to lie numerous times about unusual things about him, even though he tries to avoid social encounters with others. This has led him to embracing the well-known silver-tongue of tieflings. He does this mostly to avoid problems and to try and compensate for his utter lack of socialization otherwise.

Writing Sample/Background:

"The bow and you are one. Think not of it as a tool, but as an extension of yourself." Moran examined Arash’s form, nodding slightly and mumbling to himself all while adjusting Arash’s posture with slight pushes and slaps.

"What does that mean, teacher? I don’t understand it." Arash asked, careful to keep his eyes straight, focused on the target. Avoiding a beating was almost as important as learning the lessons taught. His volatile teacher ensured that he learned quickly or earned a new scar to remind the boy.

"You will, Arash, or you will suffer, but this is a lesson best grasped over time." He looked once more at the boy, giving a final examination. “Perfect form… Now release. Let the arrow take flight and follow it. Never let it leave your sight.”

The arrow flew straight, striking the target perfectly, nearly a hundred feet from where student and teacher stood. He followed the arrow the entire time in its flight, letting his arms sink as the arrow flew. Yes, Arash thought, that’s sure to please. He turned to look at his master, but found Moran staring at the target, a frown on his face.

Moran lashed out at Arash, striking the boy in the face. "When did I say let your weapon fall?! Always be ready for the next shot! Learning new lessons is no excuse to forget the old!" Moran sighed and shook his head, "You may never be ready to receive the grace of Mitra, Arash, so foolish are you. Your heritage will never be forgiven." Moran smirked slightly, just out of sight of his young pupil.

Arash righted himself and with grim determination he nocked another arrow. I am a faithful believer. I will one day be worthy. Focus. Concentrate. Follow the arrow. Remember your lessons. I will be ready. I will serve. My place in the light will be secured.

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

The king sat in this throne surrounded by shining kinghts. The palace itself was a testament to the glory of Mitra, and the opulence of the aristocracy. Arash kept his eyes low, not out of shame, but a distaste for the décor around him. It reminded him so of his tainted heritage. His tail lashed back and forth wildly, his frustration evident. How was I caught? Arash asked himself. I followed the plan outlined by Moran. The king stood up from his throne and stepped forward a couple of steps.

"Did you think you could take my family and I here in the palace, devil spawn?" Markadian shook his head. "Fortunately, I was forewarned about your plan."

Forewarned? Arash raised his head to meet the boots of the king. Who? Moran, Tunivel, Rana, and maybe a few others knew the plan, but... He kept his eyes low as he swept his gaze about the room. "Looking for your co-conspirators? They’re being rounded up as we speak." Arash lowered his eyes to the floor again, confused and searching for possibilities. It was all he had now. He had failed and the tainted king had him. He would never see Mitra’s glory.

Markadian’s boots appeared in front of him. "Lift him up. I wish to look him in the eye as I tell him his fate." Arash felt the cold, sharp metal of the knights’ gauntlets as they roughly lifted him to his feet. I will at least deny him this. He kept his gaze at the king’s feet. "Lift his head! Make him look at me!" More metal, enclosing grasping fingers, was on his head and his face now. They forced him to look the king in the face.

"There, spawn of evil. You now know the face of the man who orders your execution. You will die for your sins, for they are many. Extortion, kidnapping, and murder, but the most recent is high treason. You will die for all of these, and I wish that you had multiple lives so that I could take them all, but for the charge of high treason you will be drawn and quartered. May the pain give you clarity of the magnitude of your damnation as you die." The king gestured to the guards, looking away from Arash. "Take him away. I wish him to taint this room no longer."

The only clarity that I need is th- The thought died in his head as the guards spun him about and he saw Bishop Buram. Why is father here? The guards pulled him on, taking the bishop and the king out of his sight. The king spoke as Arash was being dragged from the chamber. "Bishop Buram Landrhew, I thank you for your aid in this matter. It was fortunate that your men discovered this plot in time."

The world became muted for Arash. Assistance? But father was the one that I aided. I... He... We... destroyed evil. He set me on the road to redemption... right? I...

The bishop’s words broke through his malign reverie, "Of course, my king. I am only too glad to serve. It was through the guidance of Mitra that I and my men were able to discover that foul creature’s plans before they could come any closer to fruition. His punishment is just."

Pain flooded Arash’s world, drowning out everything else. The palace was filled his screams, unholy rage given voice for moments before the knights dragging him gagged the tiefling. He raged and sobbed as he was thrown in the wagon. Death. Death to them all. It was all he had left.


Thanks for the compliment, Avatar. After writing my last post saying I was bowing out, I was hit with some inspiration, so I'll post the character I drafted up, if only to get some feedback on him. Vengeance is something I can actually sink my teeth into.

I originally was thinking along the lines of a zen archer monk, but I ended up with an archer ranger instead.

Ten Minute Background:

Six Important Things about the Character
1. Arash was raised in secret by one of the bishops of Mitra’s clergy, Bishop Buram Landrhew. Bishop Buram had him raised as a secret “inquisitor”, whose goal was to strike at evil in the very heart of the country without raising suspicion. Arash’s seclusion allowed Buram to tightly control Arash’s development as a person and to easily manipulate Arash’s worldview.
2. The tales of Arash’s parentage are that he was born to a devil-worshipping mother and a cambion father who had aided the hidden cell of Asmodean worshippers. He was taken by the Bishop when he was but a child and secreted away from the inquisitors so that he might have a chance at redemption.
3. Arash was trained by Moran, an archer with an unorthodox approach, but one that worked well. As Arash was trained in the bow, Moran also provided lessons in stealth, traps, and more esoteric ways of killing and manipulating others. He took to the lessons well, but the more spiritual pieces have evaded him for the time being.
4. After being confined for so long, Arash longed for the outdoors. He kept to himself outside, but occasionally had close calls with others. On a few instances, he was spotted by hunters, trappers, and others that travelled in the wilds. He ambushed them, determined to keep his existence a secret and praying that Mitra would forgive this as all other things would eventually be.
5. Arash wanted to know more about his past, so that he could hunt down his father, who had supposedly escaped. He investigated it from time to time, but during the reports he read over for another mission, he came across something overlooked in the archives. One of the inquisitors had looked into a report of a mother who had given birth to a fiendish child, but the child had disappeared before the inquisitor could arrive. This occurred in the town that Bishop Buram, then just a Father, served and the vague reports of the baby seemed similar to that of Arash. He was intrigued, but thought nothing of it until recently.
6. He truly believed that what he was doing was striking down opponents of the faith, but in reality it was those that prevented Bishop Buram’s rise in the ranks of the clergy. Even when pursuing the king, he had been convinced that the king was corrupted, much like Markadian III had been.
7. This came crashing down around him when he was taken. He’s spent the time since going over the events of his life again and again. Everything has been a lie. The salvation he sought has been ripped from his grasp, his own actions taking it further from him. In this state, he’ll probably lash out at things that remind him of what was done to him, but eventually he’ll stabilize and channel that hatred and rage into a new goal.

Four Goals:
1. Short Term: Arash wants to see Bishop Buram, Moran, and the others in Buram’s employ die slowly for what they did to him
2. Long Term: Arash will want to find a new purpose, particularly salvation through something. That salvation doesn’t need to be a removal of his “sins” but rather a justification of his life and actions. It is likely that the Church of Asmodeus will provide that for him, but another faith, such as Norgorber or even a cause may lend him that.
3. Long Term: Find out the truth surrounding his mother and father. The seed of doubt was sown long ago, but now it has taken root and he wishes to find out more about his parentage.
4. Long Term: Arash wants a last name. He long ago thought about using Bishop Buram’s, but that was too dangerous. Now, it is a reviled thing to him. He wants a last name that shows his purpose and carries meaning. It is important that he earn it rather than simply decide on one.

Two Secrets, One Known and One Unknown:
1. Arash deeply believed in the power of Mitra and salvation brought by faith in him. He followed the twisted doctrine that Bishop Buram taught him. This now shames him that he believed in such a lie.
2. Although his father was indeed a cambion, his mother was far from a devil-worshipper. She was a faithful Mitran and young woman, Lucasta Torvine, who was seduced by a passing dark stranger, the cambion Theribus Vordeth. Theribus had been working as a mercenary at the time in Talingarde, using magic to keep his identity secret.

Five People that are tied to Arash, Three Friends and Two Enemies:
1. Rana Edelvin: A young human girl that worked in the church that Arash was kept at. She was Arash’s handler and surrogate mother. He wants to hate her for everything, but can’t bring himself to. Little known to him and to Bishop Buram, she is a follower of Asmodeus who has been whispering in the bishop’s ear and provoking him to further atrocities.
2. Tunivel Sorish: Tunivel is a scoundrel and information broker that has helped Arash in the past in accomplishing the missions that were given to him. He seems to be only interested in coin, but seems to have taken a liking to the naïve tiefling.
3. Theribus Vordeth: A cambion who fathered Arash and then left. Whether or not he knows about Arash, he seems to have little interest in the tiefling he created.
4. Cardinal Buram Landrhew: The bishop that raised Arash, used him as a tool to rise in power, and then discarded him when it was convenient. His activities were close to being discovered, but in a twist of fate and a cunning maneuver, Bishop Buram managed to elevate himself and implicate a few of his opponents by sacrificing a pawn and forging some documents.
5. Moran: The harsh instructor of Arash. The tiefling has little love for the man, but seeks to apply his lessons as best he can. Arash suspects he had a hand to play in all of it beyond molding the tiefling as a tool, but Arash is not sure how much of one.

Four Mannerisms:
1. Arash is extremely uncomfortable being away from his weapon. It holds significance to him, including a feeling of safety and power, but also, he feels incomplete when he is separated from his bow. The weapon he wielded previously reminds him too much of the shattered delusions he believed in before, so he will seek to find a new one.
2. Arash stares at people in a manner that leaves them feeling a bit uncomfortable. If asked, most people say that it reminds them of being watched by a predator.
3. He hates the indoors and will often seek to be outside rather than stay inside. Nature appeals to him and outside lets him feel free. These feelings will deepen after he escapes.
4. Arash has had to lie numerous times about unusual things about him, even though he tries to avoid social encounters with others. This has led him to embracing the well-known silver-tongue of tieflings. He does this mostly to avoid problems and to try and compensate for his utter lack of socialization otherwise.

Writing Sample/Background:

"The bow and you are one. Think not of it as a tool, but as an extension of yourself." Moran examined Arash’s form, nodding slightly and mumbling to himself all while adjusting Arash’s posture with slight pushes and slaps.

"What does that mean, teacher? I don’t understand it." Arash asked, careful to keep his eyes straight, focused on the target. Avoiding a beating was almost as important as learning the lessons taught. His volatile teacher ensured that he learned quickly or earned a new scar to remind the boy.

"You will, Arash, or you will suffer, but this is a lesson best grasped over time." He looked once more at the boy, giving a final examination. “Perfect form… Now release. Let the arrow take flight and follow it. Never let it leave your sight.”

The arrow flew straight, striking the target perfectly, nearly a hundred feet from where student and teacher stood. He followed the arrow the entire time in its flight, letting his arms sink as the arrow flew. Yes, Arash thought, that’s sure to please. He turned to look at his master, but found Moran staring at the target, a frown on his face.

Moran lashed out at Arash, striking the boy in the face. "When did I say let your weapon fall?! Always be ready for the next shot! Learning new lessons is no excuse to forget the old!" Moran sighed and shook his head, "You may never be ready to receive the grace of Mitra, Arash, so foolish are you. Your heritage will never be forgiven." Moran smirked slightly, just out of sight of his young pupil.

Arash righted himself and with grim determination he nocked another arrow. I am a faithful believer. I will one day be worthy. Focus. Concentrate. Follow the arrow. Remember your lessons. I will be ready. I will serve. My place in the light will be secured.

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

The king sat in this throne surrounded by shining kinghts. The palace itself was a testament to the glory of Mitra, and the opulence of the aristocracy. Arash kept his eyes low, not out of shame, but a distaste for the décor around him. It reminded him so of his tainted heritage. His tail lashed back and forth wildly, his frustration evident. How was I caught? Arash asked himself. I followed the plan outlined by Moran. The king stood up from his throne and stepped forward a couple of steps.

"Did you think you could take my family and I here in the palace, devil spawn?" Markadian shook his head. "Fortunately, I was forewarned about your plan."

Forewarned? Arash raised his head to meet the boots of the king. Who? Moran, Tunivel, Rana, and maybe a few others knew the plan, but... He kept his eyes low as he swept his gaze about the room. "Looking for your co-conspirators? They’re being rounded up as we speak." Arash lowered his eyes to the floor again, confused and searching for possibilities. It was all he had now. He had failed and the tainted king had him. He would never see Mitra’s glory.

Markadian’s boots appeared in front of him. "Lift him up. I wish to look him in the eye as I tell him his fate." Arash felt the cold, sharp metal of the knights’ gauntlets as they roughly lifted him to his feet. I will at least deny him this. He kept his gaze at the king’s feet. "Lift his head! Make him look at me!" More metal, enclosing grasping fingers, was on his head and his face now. They forced him to look the king in the face.

"There, spawn of evil. You now know the face of the man who orders your execution. You will die for your sins, for they are many. Extortion, kidnapping, and murder, but the most recent is high treason. You will die for all of these, and I wish that you had multiple lives so that I could take them all, but for the charge of high treason you will be drawn and quartered. May the pain give you clarity of the magnitude of your damnation as you die." The king gestured to the guards, looking away from Arash. "Take him away. I wish him to taint this room no longer."

The only clarity that I need is th- The thought died in his head as the guards spun him about and he saw Bishop Buram. Why is father here? The guards pulled him on, taking the bishop and the king out of his sight. The king spoke as Arash was being dragged from the chamber. "Bishop Buram Landrhew, I thank you for your aid in this matter. It was fortunate that your men discovered this plot in time."

The world became muted for Arash. Assistance? But father was the one that I aided. I... He... We... destroyed evil. He set me on the road to redemption... right? I...

The bishop’s words broke through his malign reverie, "Of course, my king. I am only too glad to serve. It was through the guidance of Mitra that I and my men were able to discover that foul creature’s plans before they could come any closer to fruition. His punishment is just."

Pain flooded Arash’s world, drowning out everything else. The palace was filled his screams, unholy rage given voice for moments before the knights dragging him gagged the tiefling. He raged and sobbed as he was thrown in the wagon. Death. Death to them all. It was all he had left.

Crunch:

Arash
Tiefling Ranger 1
LE Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 12 (1d10+2)
Resistances cold 5, electricity 5, fire 5
Fort +4, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed +3 (1d3+2)
Special Attacks favored enemy (humanoid[human]) +2
Spell-Like Abilities darkness (1/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; [b]CMB +3; [b]CMD 17
[b]Feats
Point Blank Shot
Traits Convincing Liar (Bluff), High Treason
Trained Skills Bluff +7, Climb +6, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +6, Stealth +10, Survival +6, Swim +6
Untrained Skills Acrobatics +4, Appraise +1, Diplomacy -1, Disguise -1, Escape Artist +4, Heal +2, Intimidate -1, Ride +4, Sense Motive +2
Languages Common, Halfling, Infernal
SQ prehensile tail, track, wild empathy +0
Gear None
--------------------
RACIAL ABILITIES
--------------------
+2 Dexterity, +2 Intelligence, -2 Charisma
Type Outsider (Native)
Darkvision 60 ft.
Fiendish Resistance
Skilled
Spell-Like Ability: Darkness (1/day)
Prehensile Tail


I've been racking my brain for some time to create an evil character that would enjoy playing, but honestly, I don't think it'd last long for me. Nothing I formulate works out in my head.

Thus, I'm going to just note I'm out. I won't be making a submission. I'll keep following it, however. I wish everyone good luck. I'm sure the game will be great.


Agreed with Jman72. I love reading Nadja's posts as DM.

Excellent set up. I'll see if I can draft a character for later. I'm thinking a lawful evil monk.


I'll throw my hat in for it. I've been wanting to play a druid for a while now.

6d6 ⇒ (5, 3, 4, 1, 6, 6) = 25 = 17
6d6 ⇒ (1, 6, 4, 2, 2, 6) = 21 = 16
6d6 ⇒ (3, 6, 5, 4, 2, 1) = 21 = 15
6d6 ⇒ (1, 1, 3, 2, 4, 1) = 12 = 9
6d6 ⇒ (1, 3, 4, 2, 4, 5) = 19 = 13
6d6 ⇒ (3, 2, 6, 4, 6, 2) = 23 = 16

So, the point buy total is 13 + 10 + 7 - 1 + 3 + 10 = 42. Not bad, plus I got a stat lower than 10... where to put it...

Dwarf Druid

Strength 16 = 16
Dexterity 9 = 9
Constitution 16 + 2 = 18
Intelligence 15 = 15
Wisdom 17 + 2 = 19
Charisma 13 - 2 = 11


I'm not coming up with a character concept that once worked out that I like, so I'm withdrawing.


Dotting for interest. I'm thinking of a tiefling alchemist looking to explore the Greenbelt for new alchemical ingredients.


So, there was a request for a more melee-bruiser style character. Here I present a ranger:

Ordezi Korasani:

Ordezi Korasani
Race: Human (Varisian)
Class: Ranger 1
Alignment: Neutral Good
Deity: Erastil, Desna

Ability Scores
Strength: 16
Dexterity: 14
Constitution: 14
Intelligence: 10
Wisdom: 12
Charisma: 8

Base Stats
HP: 12
Initiative: +2
Speed: 20 ft (base 30 ft)

Offense
BAB: +1
Melee: +4
Ranged: +3
CMB: +4

Defense
AC: 19 FF: 17 T: 12
CMD: 16
Fort: +4
Ref: +4
Will: +1

Melee
Unarmed Strike: +4, 1d3+3
Longsword: +4, 1d8+3/19-20
Spiked Quickdraw Light Shield: +4, 1d4+3
Dagger: +4, 1d4+3/19-20
Ranged
Shortbow: +3, 1d6/19-20
Dagger: +3, 1d4+3/19-20

Skills
Climb +8 (-6)
Handle Animal +3
Knowledge(geography) +4
Knowledge(nature) +4
Perception +6
Stealth +6 (-6)
Survival +5
Swim +7 (-6)

Traits
Cliff-Master
Pioneer

Feats
Quick Draw
Improved Shield Bash

Racial Abilities
Bonus Feat
Skilled

Class Abilities
Favored Enemy: Humanoid(Human) +2
Track
Wild Empathy

Equipment
Scale Mail
Spiked Quickdraw Light Shield
Longsword
Dagger (2)
Shortbow
Arrows (10)
Bedroll
Small Tent
Compass
Map Making Kit
Hemp Rope (50 ft.)
Grappling Hook
Backpack
Signal Whistle
Explorer's Outfit
Flint and Steel
Belt Pouch
Backpack
Waterskin
Flint and Steel
Trail Rations (8 days)
Alchemist's Fire (1)
Acid (3)

Money and Valuables
17 gp
1 sp
Various pieces of cheap jewelry (10 gp)
Scarf (5 gp)
Kapenia (15 gp)

Miscellaneous Statistics
Age: 20 years
Height: 6 ft. 0 in.
Weight: 190 lbs.

Appearance: Ordezi is a Varisian man just entering the prime of his life. Black scrubble covers his cheeks and chin and his long black hair is kept tied up by multiple loops in a long braid. Multiple tattoos cover his body and he dresses in brown and green clothes with a splash of orange. Various pieces of cheap jewelry pierces his ears and nose, and a couple of rings adorn his fingers. The most notable piece of clothing he wears is a bright orange and green scarf that he keeps tied around his waist.

Background: Ordezi shifted uncomfortably in the somewhat more ostentatious than he was used to chair that had been provided for him. "Tell you about myself? I thought you called me here... Alright, here goes, I guess. I never was much of the storyteller."

"I was born across the length of the Inner Sea region in the city of Magnimar. I didn't live the entire time there, mind you. I was born in my parents caravan and I ended up traveling the length of that land, several times over. I remember the days of climbing the bluffs and hills of the land, running through its forests, and generally trying to worry my mother and father as much as possible." He smirks at that thought and his eyes grow distant for a moment.

"However, we couldn't have spent our entire lives in that place. My parents said that Desna had called them to leave their, our, caravan, and to travel far away. I think I was 5 at the time that we left. I still want to make my way back there someday, climb on the spires and just remember the land. Maybe when I'm older." He shakes his head. "Back to the story... So, we had left our homeland behind, traveling to the east, until we reached Lake Encarthan. My parents sold their wagon in order to help finance the construction of a flatboat. We apparently had relatives amongst one of the fleets. Distant relatives, to be sure, but relatives none the less."

"We were welcomed warmly and lived amongst the boats for a number of years. It was during my stay there that I began to learn more about surviving off the land and began training to defend myself. They favored lighter armor and weapons than my heavier frame seemed to support, so it was decided that instead of the styles they favored, ones that worked well on the shifting decks of the boats, I was to be trained in a more solid style, something more suited to land-based combat." He chuckles to himself. "However, there wasn't anyone in the fleet that favored such a style. Oh my, did they ever talk that one out. I'd say it was a week before it was decided that an outsider would be hired to teach me. I was against it, but they'd have none of that. The elders had made the decision and my parents had gone with it, so I was stuck. They hired a mercenary, most likely a bandit, or maybe a former one, to teach me to fight. Austwick did just that, often leaving me with vicious bruises. He wasn't a kind master, but he made sure that I understood the movements and could repeat them reflexively. Once he was done, he left." He stops for a moment, in thought. "Wierd man, he was."

"After some time, probably when I was around 15 or 16 years, the other members of the fleet found out why my parents had left Varisia. Apparently, they were thieves, and ones of quite some skill. They had robbed a couple of powerful and rich figures in Magnimar in Varisia and they were eventually identified. We had fled before the authorities had managed to catch us. Most of the fleet didn't care, but a couple of unscrupulous figures saw a potential for profit. They managed to get word back to Magnimar of my parents location... I had been out, scouting ahead of the fleet, when agents from Magnimar had arrived at the fleet." He pauses, a look of sadness, pain, and rage darkening his face. "They slew most of the members of the fleet and burned the boats. My uncle and a cousin, their names I will no longer speak, were the only survivors. They were also the informants. When I found them, they were weeping on the shore, a bag of gold sitting nearby them. They told me the tale, professing that the didn't think that the entire fleet would be punished. Disgusted, I struck my uncle, knocking him unconscious. My cousin scrambled away from me and a picked him up, hoisting him into the air by the neck and crotch, before throwing him into the river. My eyes streaming with tears, and my burning anger abated for the moment, I took the purse they had been given and left the two there." He stares coldly at the floor for a bit, as if living through the encounter again.

"It wasn't a day before a pair of bandits attempted to rob me. I laughed coldly and slew them both. I took a nasty wound from the exchange though, and sought a nearby town to recover. It was there, while I was recovering, that I found that there was a bounty on the bandits." He grins. "So, I took up my sword and bow and started hunting them. Sure, it wasn't easy, but with patience, a good sword arm and eye, and some ingenuity, you can pick them off, one by one. Here's the thing, though. As I worked, I made maps, which I found I could sell as well. So now I had two sources of income, one reliable and one not so much. I'll leave you to guess which is which." He grins again and there's a sparkle in his eyes. "I worked my way around the River Kingdoms, although I found that Brevoy gave more consistent work. Perhaps its the fact that they've got a 'single' ruling power."

He leans back in the chair. "So, that's my story. What was it that you wanted to meet with me about anyways? I get a little anxious around such fancy places as this."


Dotting for interest.

The character I'm thinking of is a ranged, bomb-throwing alchemist. I like characters capable of crafting and I figure with Kingmaker's a perfect place to do it.

Since the ARG has subsequently come out, is anything from there available? Understandable if not, just thought I'd ask. I'm looking at tiefling if available, but human otherwise.

As for background traits, I'm looking at Bastard, Bandit, or Pioneer, although the first is only an option if he's human. His main motivation for exploring the Stolen Lands is the chance to gather new alchemical ingredients for his creations as well as secure a safe place to experiment.


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My experience has taught me that the threat of death is the important part of the game, not the death itself. You only need enough death to create a suitable level of threat that shows that the player's actions have consequences. One issue is that eveyone's threshold is different, but in general, most people hate loosing things, like characters, that they've put work into.

I've found that NPCs who know the world and its workings, tend to finish off characters if it'll remove a threat (or at least make it harder to make that character a threat again) if the removal doesn't place them in further danger. I can understand not wanting the final attack to kill the player outright, so if they're separated enough from the player group, I could see the villain forgoing the final attack that should mechanically kill them, to make a coup de grace that will almost certainly do the trick. More cinematic in my mind.

Most animals won't risk significant harm to themselves unless they are direly hungry, sick, frightened, or defending the young. It's too difficult to heal from such wounds and leaves them less able to defend themselves. When talking about food and depending on the animal (or monster), I'd see them as likely trying to feed on the character or drag the body off elsewhere to feed in peace. Sick animals often have poor judgement, frightened ones lash out until allowed to remove themselves from the situation, and those defending the young lash out until the threat is gone.

Frankly, I see it more boiling down to the DM's style. Everyone plays and runs games differently. Even those DMing styles that I might not like are still good styles, because they fit a different personality type and play style.


Quote:


On the particular point you quote I would agree with him. But I just don't think that a challenge that can be overcome by something as trivial as a "take 10" perception check is going to lead to much of a sense of real accomplishment, so I'm not going to worry too much about how that particular obstacle is surmounted.

The thing is, I doubt that there is much feeling of accomplishment to be earned at all in finding a secret door, no matter the DC. The idea is not about generating accomplishment for minor actions, but rather major ones.

On a slightly different note for a moment, why ever use a DC sufficiently low to be overcome by such a check? I've found that the same reasoning is found when throwing NPCs of low power at the players. Yes, they'll mop them up quickly, but every adventure needs ups and downs. Otherwise, everything is constant challenge and the PCs don't feel like they've become more powerful and everything becomes a slog-fest, or they seek to always throw those thoroughly trained in the skill or ability to overcome it. I've found it massively annoying that as the party progresses in level, that people are reluctant to speak to NPCs because they might have to make a Bluff, Diplomacy, Intimidate, etc. check. The same goes for other skills, it's just most noticeable to me in social situations.

Back to the focus for the moment, in this situation, I find it more important to have a system that helps to simulate the ability of characters, not just PCs, to perceive and react to the world around them. The quote from Monte Cook is directed at the notion that making people follow the rules exactly is not necessarily derived from a desire to force a Player vs. DM mentality, but rather to generate a system of the rules that allows the players to shine on their own with or die trying. This is just one of the little nuances that helps to reinforce that the world follows certain immutable rules rather than generating a sense of accomplishment itself. While I do not necessarily agree with the entirety of the approach he outlined, I still find it a valid method of running a game.


Quote:


A Pathfinder session is ideally a co-operative exercise involving the GM and the players. A GM who insists on treating his players' characters as idiots unless explicitly directed otherwise so that he can impose penalties on them when the players forget to do something seems to be instead treating the session as "GM vs. players".

Just read through a Dungeoncraft article in an old issue of Dungeon, Issue 118, written by Monte Cook. He spoke about two styles of DM, the Referee and the Guide, and their combination, the Compromise. He speaks about how the Referee is more than just an impartial master who lets the players move about the world, affected by their choices and they must deal with the outcomes. It's not necessarily about punishing players for not searching for secret doors everywhere they go. It's about letting the players feel some level of real accomplishment for achieving what they did or didn't do. I'm not saying that I think this is the best type of DMing style, nor is it mine, but rather that it is one and a valid one at that.

Not saying that Monte Cook is the god of roleplaying arbitration or anything, just that I had just read the article and this made me think of it.

Besides, well-done dungeon construction and sensical placement of things such as secret doors, traps, and other such features can be used to encourage players to search in such areas rather than forcing them to go room by room looking for things. I prefer a system using 'take 10' for things because it works more for my way of thinking rather than expediency.


I generally prefer to handle Perception checks as such:

Everyone is assumed to be taking 10 all of the time. Most of the time, people aren't very alert, so the DC's for their Perception checks increase by 5, although I usually just simulate this by giving the Perception check a -5 penalty instead. This assumes an average level of alertness that people maintain in everyday activity.

If they have a decent reason to be alert (guards on duty and not bored, adventurers moving through an area that is reasonably dangerous i.e. a dungeon, and so on), then that distraction penalty disappears. This represents a heightened level of alertness. The subject is trying to be aware of their environment, but there is nothing immediately threatening that would force them to a higher state of alertness. This is a state that most creatures can maintain for extended periods of time, but eventually need to drop to a lower level to rest.

Finally, if there is some reason that a creature is actively trying to search their environment, either for threats or something difficult to notice, I have them roll checks. At this point, they're actively scanning the environment with their senses, trying hard to find something out of place or unusual. This is also where instinctual mechanisms such as 'fight or flight' kick in and the subject has perceived some danger and is attempting to react to it. This level of alertness is the highest for most creatures and cannot be maintained for very long, as it is tiring. Without constant input from a source of perceived danger, eventually any creature will slip down into a lower state, no matter how much it is trying to keep actively searching.

For the question of dwarven stonecunning, I'd let the dwarf take the better of the take 10 or a roll. Most of the time, traps aren't seen with passive perception, so the roll is going to make the difference, but at least they don't feel like they have to risk being less perceptive compared to a non-dwarf.

However, I rarely use traps, as unless they're incorporated into a combat encounter or a large and intricate, they usually just boil down to a skill check for the party member that might've specialized in it, the spellcaster casting a spell to bypass it, or someone eating it. After that the party either moves on, or spends time dealing with the effects of the trap for a lot longer than is really entertaining.


Anxiously awaiting the final selection. :)


I was thinking about it, but I didn't want to poke for 2 hp per level. However, since it has been brought up, would ya' mind, GM?


Finally finished with crunch and a bit more fluff.

Crunch:

AVAKOR MAEKRIDIZ
Male Undine Dual-Cursed Oracle of Life 1
CG Medium Outsider (native, aquatic)
Init +3; Senses Darkvision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +3 armor, +1 shield)
hp 13 (1d8+5) ;
Fort +2, Ref +0, Will +4
Resist Cold 5
--------------------
OFFENSE
--------------------
Spd 20 ft., swim 30 ft.
Melee Shortspear -1 (1d6-1/20/x2) and
. . Dagger -1 (1d4-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Shortspear +1 (1d6-1/20/x2/20 ft) and
. . Dagger +1 (1d4-1/20/x2/10 ft) and
. . Light Crossbow +1 (1d8/19-20/x2/80 ft)
Oracle Spells Known (CL 1, -1 melee touch, 1 ranged touch):
1 (4/day) Cure Light Wounds (DC 15), Endure Elements, Shield of Faith
0 (at will) Create Water, Detect Magic, Ghost Sound, Guidance, Mage Hand, Mending
Mystery Life
--------------------
STATISTICS
--------------------
Str 9, Dex 12, Con 14, Int 12, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Toughness
Traits Abendego Spellpiercer, Besmara’s Blessing
Skills Diplomacy +7, Heal +6, Profession (cook) +6, Profession (sailor) +7, Survival +6, Swim +13 (-3)
Languages Aquan, Common, Varisian
SQ Amphibious, Dual-Cursed (Lame), Oracle’s Curse (Haunted), Revelations (Channel 4/day)
Combat Gear studded leather armor, buckler, shortspear, dagger, light crossbow, case with bolts (10), holy symbol of Besmara (wooden), holy symbol of Desna (wooden), holy symbol of Gozreh (wooden), backpack, signal whistle, hammock, traveler’s outfit, spell component pouch, flint and steel, belt pouch, various scarves (5gp), worn bracelet (5gp), 3 gp, 1 sp
Total Weight 48.5
Current Encumbrance Medium
--------------------
SPECIAL ABILITIES
--------------------
Abendego Spellpiercer +2 trait bonus to Concentration checks while spellcasting
Besmara’s Blessing +1 trait bonus to Perception and Profession (sailor) checks; may reroll 1 Profession (sailor) check per week
Dual-Cursed (Lame) Oracle’s base land speed is reduced by 10 ft.; your speed is never reduced by encumberance
Oracle’s Curse (Haunted) Retrieving an item from gear takes at least a standard action; any item dropped lands in a random square 10 ft away; add select spells to spells known.
Revelation: Channel 4/day Oracle may channel positive energy as per a cleric of the same level
Water Affinity Undine sorcerers with elemental (water) bloodline treat their Charisma score as +2 sorcerer spells and class abilities. Undine clerics cast Water domain powers and spells at +1 caster level.

More Fluff:

Age 74 years
Height 6’4”
Weight 165 lbs.
Appearance Avakor is generally a turquoise coloration that pales in the front nearly to white and darkens in the back to a deep turquoise blue. A series of spots of dark turquoise gather thickly on his back and gradually thin as they wrap around his body, disappearing entirely just as they reach the front of his chest. His eyes are large and bulbous, nearly fishlike, and his nose is almost non-existent except for a pair of slits. His ears are flush against his head, with only a small hole visible, but occasionally fold out into a fin-like fan when resting. Small, fin-like ridges lie flush against his calves and forearms, only folding out when underwater. His hands are webbed. Thin slits are visible along his neck, only opening in the water. He is completely hairless. Avakor dresses in open vests and short, loose pants that stop above the calf and rarely, if ever, wears boots. A scarf of green or orange is often seen on his head, but he always wears a violent scarf covered in intricate designs around his waist.
((Think Abe Sapien from Hellboy in terms of appearance.))


I'll get the crunch up after work later tonight. It should be around 10-11 EST.


So here's the fluff. I'll get the crunch up for review later, but I'd like to get a bit of feedback on it sooner rather than later.

Spoiler:

“My first memories are hazy at best, but such are the recollections of childhood, no? I remember a face, that of my adoptive mother, Ilyana Maekridiz. Even as a hazy memory, her face still brings a smile to mine. I remember her retelling of how she found me, a young child, nearly a babe, on the ruined coast of the Sodden Lands. I was laying nearby the corpse of a young Taldane woman, presumably my mother. She wore a bracelet of silver, tarnished and missing most of its gems, with the symbol of Desna on it. Ilyana took it as a sign from Desna and took me into her care.” He pauses for a moment before holding up his right wrist. “I wear that bracelet to this day.”

“Ilyana was the remnant of a small Varisian family that had taken residence in the Sodden Lands before they had earned that name. She was a child when the Eye had struck and flooded the land. Most of her family had been lost in the initial floods and time, or monsters, had taken the rest. She was a fortune-teller with no one’s fortune left to tell. Whenever I had asked about the reason that she had stayed in those lands, she’d simply smile at me and say, ‘Twas Desna’s will.’ I never corrected her on that, mainly because I’ve wanted it to be true. It was only later that I’d figure it to be the blessing of Besmara, but I’ll never be one to curse either of those goddesses.”

“We wandered for many years, just the two of us. I learned a great deal about Varisian life and culture during that time. I suppose that my fondness for scarves comes from that.” He pats the intricate scarf that he wears around his waist. “Eventually, we made contact with a group of survivors hidden up on the mountaintop abode of Jula. It was a godsend, even if the leader of the group was a follower of Erastil. Not that I have anything against him in specific, just a bit too focused on structure for my taste. Anyways, we spent many years in that place. I learned a great deal there, beyond just the necessities of survival and the culture of the Varisians. The place was diverse enough that I began to understand a bit more about how big this world just was. I also discovered a love of cooking, one that I continue to practice today. Ahhh… While there was little food, I used whatever I could to cook anything that the other people there could think of. Not the best of cuisine, but I managed.”

“I found another love there as well, the weather. While some of the residents hated the constant storms that lashed the area, I found them refreshing. Every time that I needed to recover a bit of energy, I would walk outside into the wind and rain. The feeling of it against my skin…” He shivers. “Nothing replaced it… well, except for the feeling of being submerged, but that comes a bit later.”

“During my time there, I found that my leg began to hurt more and more, at a place where a piece of debris had pierced it when Ilyana found me, and that strange happenings began to occur around me. Small objects would occasionally skitter away from me, weird noises would occur, and such. I was beginning to get worried about it when the pain in my leg grew immense and it erupted into a vicious wound so suddenly that it took the healers best efforts to stem the flow and save my life. Divinations were done after the strange event and all I was told was that Gozreh had seen fit to touch me or something as such. The priests were puzzled as to the exact reasoning for my plight, but it seemed to settle down… mostly, and it was largely left alone. I was left with a decided limp, though, one that I still carry, despite my attempts to heal it.” He smacks his right calf, which bears a strange scar.

“Ilyana saw something else in my miniature trial and decided to give me some tutelage in the art of magic, which resulted in fairly little. I was not a caster in the arcane arts, as she was, but eventually, it was found that I could perform small miracles, like those of a cleric, but without praying to a specific deity. Ilyana and I kept it mostly hush hush, lest everything be brought under more scrutiny and I be feared possessed or some other such nonsense.”

“About 30 years ago, Ilyana passed away. She had grown old while I had barely progessed through half my teen years, at least by human reckoning. She bequeathed to me kapenia upon her death, telling me to add to the family, to ensure it lived on. After that, I left Jula, and headed to the coast. The water there, so close, called to me and I began to swim, following the coast south. I had heard about the tales of the pirate captains to the south, and the thought of a life on the water appealed to me. I just hoped that I could find a captain to sign on with that wouldn’t be a black-hearted scoundrel.”

“Eventually, I found myself in Port Peril. When the initial awe at the place wore off, I suddenly realized how despicable this place really was, but the idea of adventure, of freedom and the allure of coin drove me forward. I did research, mostly by asking around the somewhat inebriated populace, and found a good captain to sign on with. They needed a cook, as the last one had found some bit of bad business to involve himself with in port, and it just so happened that I had some skill in the kitchen. I remember those days fondly, with Captain Brandershine. He was a halfling, a former slave of Imperial Cheliax, and a damn fine person. He had never let his time a slave embitter him, but rather used it as reason to treat others a bit better… and make Chelaxian vessels a prime target. After a few years of sailing with him, I left to investigate the Eye of Abendego from the town of Drenchport. I was sad to hear of his death at the hands of those that had enslaved him previously, but I had always known it would happen.”

“In Drenchport, I sailed with many ships that skirted the Eye on a regular basis, and I began to understand my love of the sea that much better. I wasn’t just someone with the blood of genies, but I had been blessed by The Pirate Queen for one reason or another. Things on board ships just seemed to favor me. A knot tight for someone else would slip loose in my grasp, I’d catch the winds just right from time to time at the helm, or other such things. Even with this luck, though, it seemed like my magics came from a different source, like I was blessed by more than one deity, although I had little clue as to who the other one was.”

“After many years in Drenchport and sailing around the edges of the Eye, I travelled back to Port Peril, hoping to find old crewmates from my time with Captain Brandershine. I’ve found that one frequents the Formidably Maid, so that’s my next stop this eve.”


Well, even with the ability to breathe underwater and a swim speed, I'd still have to make con checks to keep swimming after a certain point or start suffering non-lethal damage.

Although, they might just slap a ball-n'-chain to my leg...

Otherwise, instead of being all for myself, I might just be staying aboard to find a way to help the other people on the ship.

Also: I'm going for the spot of Cook.


I was looking at a catfolk bard in another Skull & Shackles game, but I couldn't get the concept to work for me.

I'd like to try an Undine Oracle of Life or Nature. Would the Amphibious alternate racial trait be available?

Do you have preferences as far as Oracle's Curses are concerned? I've wanted to play a Deaf Oracle, but I'm not sure it would do well on a ship.


I've got a concept for a character I'd like to submit for this PbP game, but it relies on a few things outside the Core Rulebook and the APG. How are Catfolk and their alternate racial traits, Clever Cat and Climber? I'm thinking of a Catfolk Bard (Sea Singer), born to an outcast from the Mwangi Expanse in the town of Port Peril.

Full Name

Mirinde the Elf Quester

Race

Elf

Classes/Levels

Level 3 ; HP 15 (of 15)

Gender

Female

Special Abilities

Heightened Senses; Infravision 60'; Immunities; Iron Vulnerability

Alignment

Chaotic

Deity

The Lady in Blue

Languages

Common; Elf, Chaos

About Mirinde the Elf

Class / Level Elf / 3
XP 50

STR 10
AGI 6
STA 12
PER 10
INT 10
LCK 16

HP 15 (of 15)

Refl Save +0
Fort Save +1
Will Save +2

AC 11 [Leather Armor; Check -1]

Attacks:
Shortbow [1d20 +1 ranged; 1d6 damage]
Mithril Dagger [1d20 +2 melee; 1d4+1 damage]

Equipment Worn:
Leather Armor
Shortbow w/10 arrows
Mithril Dagger

Backpack holds:
5 Days of rations
Waterskin
Flask (empty)
50' Rope
Small sack
2 Vials of Holy Water
3 Candles
Flint/Steel
Grimoire
[Large sheet, measuring 6 feet by 8 feet when completely unfolded].
Scroll of Ward Portal
Flakes of emerald tiles, pieces of emerald flying skulls.
Spellbook with the following spells:
(level 1) cantrip, find familiar, invoke patron, magic missile, magic shield, patron bond, runic alphabet, spider climb.
(level 2) wizard staff
(level 3) make potion
432 gp
100 sp
5 cp

Base Speed 30'

Lucky Sign: The Raging Storm (Spell Damage +0)

Spells: Spell Check +3

Patron Bond - Cannibal Magic: The caster suffers damage equal to 1d4+the spell’s level each time he casts it, unless he is physically touching another individual willing to suffer the damage in his stead. Unwilling or unknowing individuals cannot be forced to suffer for the wizard.
Invoke Patron 2x/day at +1 - Health Bane: Casting this spell always temporarily reduces the wizard’s Stamina by 1d3 points. This ability loss is in addition to any spellburn and is deducted before spellburn occurs.
Animal Summoning- Manifestation: A flash of dark clouds and the animals appear.
Chill Touch - Must use Spellburn in order to cast. Manifestation: Hands appear skeletal. Can only cast this spell in the dark of night.
Comprehend Languages - Terror Inducing: Casting the spell inspires terror in animals and creatures with an Intelligence score of 3 or less. All such creatures within 50’ flee the caster as quickly as possible for 1d14 rounds. If restrained, the animals panic, insensate to all commands. The caster’s familiar, if any, is immune.
Magic Missile: Manifestation: Force Arrow. Spell killer: Casting the spell steals energy from a dying world, and any use of the spell causes the death of untold thousands. Every night following a casting of the spell, the wizard is haunted by dream-communications from an ancient sorcerer-king desperate to save their people.
Mending - Manifestation: Object glows. Anima drain: The wizard suffers corruption every time he casts the spell, regardless of spell check, unless he spellburns.
Speak with the Dead - Manifestation: Corpse moves jerkily.

Notes: If you speak the word "yasmilon," make a successful DC 14 spell check and accept at least 1 point of spellburn, all emerald eidolons within 40 feet will be transformed back into their original human form.

Spell Folder