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![]() Storyteller Shadow wrote:
Oh I didn't even see we were going with mostly the DAV20 versions of disciplines. Now I'm slightly sad I can't hide quite as well yet, but I do get the only thing I wanted from Quietus, so... ![]()
![]() Yeah, I had actually been wondering about that too as Ashia is from Osirion. So while the "You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations" part of Issian fits, the "You see yourself as a citizen of Brevoy through and through" does not. Alternatively, the "Life has been hard for you... [and has] lead you to fall in with thieves and worse" part of Brigand could make sense since they have no connections to Brevoy and wanted to search tombs and ruins, and "you’re looking to get away to somewhere no one would ever think to look for you" part of it works especially if they're still being pursued by Nethysian purists. Dm Joseph Rauel wrote: The variant multiclass system is cool, but I think for what we are doing we will stay away from it. No probalo! ![]()
![]() Well, originally I encountered the archetype on d20pfsrd where it was called "False Priest," so I didn't know it had anything to do with Razmir. Because of that, I imagined a different Golarion based flavor on the archetype. Ashia's power comes from Nethys (since he's the god of magic and has access to both arcane and divine subdomains of magic). When her people saw her birthmark, they began to worship her as a descendant of Nethys. The worship went to her head and she believes it. She is fervently devoted to Nethys. Her husband, on the other hand, is skeptical of her divinity, but loves her all the same and is certain Nethys has plans for her. So sorry if I was unclear about the reflavor. If it's not cool, I can totally do something else mechanically. Also, I'm not sure what her heirloom would be. I've been drawing a blank there. ![]()
![]() Here's one of the sheets I've been working on if you'd like to review it.
I SWEAR I CAN BE USEFUL WITHOUT THAUMATURGY: Name: Badger
Chronicle: Concept: Artifact Thief/Smuggler
Clan: Tremere
Apparent Age: 28
Blood Pool: ??/20
XP Earned: 0
ATTRIBUTES
Social (8)
Mental (6)
ABILITIES
Skills (12 + 6 Freebie Points)
Knowledges (7)
ADVANTAGES
Backgrounds (8 + 3 Freebie Points)
Virtues (7)
Humanity
Willpower (3 Freebie Points)
Health Levels ( ̷ x ӿ)
MERITS
FLAWS
HISTORY
Since the Embrace Badger rather enjoys his unlife. He gets to do what he enjoys regularly and is well taken care of. If he didn't hate to travel so much, it would be perfect... ![]()
![]() KnightOfTheDinnerTable wrote:
Where are these from? Edit: To add my reasoning re: Fortitude, it feels bad to be unable to spend blood to guarantee some success/effect with it like you can with Potence and Celerity. And spending blood on either of the other two is more efficient than it is on Fortitude even if you can do it multiple times per turn because you'll burn through your blood pool much faster than the Celerity or Potence user. ![]()
![]() Another important question! How many freebie points do additional Thaumaturgy/Necromancy paths cost? It's never been specified as far as I can remember, but if the pattern holds, it would be 4 freebie points. Most things (with the exception of Attributes) cost a number of freebie points equal to the multiplier used for their experience cost. ![]()
![]() So far I've built out a thaumaturgically inept thief/smuggler. He's like a British Lupin III. I'm also working on an electricity-obsessed physicist/inventor. I figure I'll probably go with whichever one has less overlap with the rest of the coterie, but I'm leaning toward the guy that can't use Thaumaturgy at the moment. ![]()
![]() It's worth noting that there's also a catch all for each category that I think is supposed to represent a potentially infinite number of skills: Hobby Talent, Professional Skill, and Expert Knowledge. I mention it because Archaeology was one of the suggestions for an "Expert Knowledge" and I remember someone had that concept. ![]()
![]() i have a couple of old PFS characters (from long ago) that i always wanted to run together because they were husband and wife. Ashia, the one that would be the primary character, is a Garundi Razmiran Priest reflavored as just a natural affinity with magic. She was born with a birthmark taking up most of her back that resembles the mask of Nethys and was raised in a cult that worshipped her as his scion. Parumartish, a Keleshite (eventually Divination Wizard), came to investigate her cult and was struck by her poise and charisma. She felt a similar infatuation, and they became close. The cult's camp was eventually beset by another group of Nethysians who did not believe in Ashia's divinity and did not want this fringe cult to grow into something dangerous. Ashia and Paru managed to escape together and have been raiding tombs and looking for any information that might, at the very least, reveal Nethys's plans for Ashia ever since, falling in love in the process and eventually marrying. They were headed to the Stolen Lands to investigate some rumors of ancient magicks when they heard the Swordlords' call and thought it a convenient means to acquire assistance. ![]()
![]() Merits for Linguists: Language (1 pt. Merit) wrote: You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language. Natural Linguist (2 pt. Merit) wrote: You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages, and each purchase of the Language Merit (previous page) gives you two languages instead of just one.
Edit: Upon re-reading the beginning of the V20 Merits and Flaws section, it seems there is no cap on merits RAW, so just the fact that you can't learn languages later RAW is weird. Am I remembering a cap on merits from Revised or is it just a coincidence that Shadow and my ST from high school had a 7 point cap? ![]()
![]() Wandering Wastrel wrote: As far as I can tell, being 'partially' blood bound isn't a thing by RAW - you either are or you aren't; but if I'm wrong then please correct me. There's more detail on Blood Bonds on pages 286-288 of the V20 book, but the relevant text follows: Second drink: The drinker’s feelings grow strong
More importantly, though, I was commenting on how this would affect the clan's policies. The Pyramid is maintained in no small part by an expectation of loyalty reinforced with a second level blood bond. That would mean any Tremere with an out of clan discipline also has another bond tugging at their loyalties. It's a thing the clan would view unfavorably if the practice wasn't outright banned in favor of finding ways to replicate other disciplines via Thaumaturgy. ![]()
![]() So about the clan weakness... Originally, we didn't have one and the practice of the Transubstantiation of Seven was treated as the clan weakness since it bound us to the clan not just the seven. In V20, that stuff still happens, but we have an actual weakness of being more susceptible to blood bonds. I don't have a problem with this in itself, but it does create issues given another V20 change: learning an out-of-clan discipline requires ingesting a point of the teacher's blood. I don't have any real preference about how all this is resolved. I just want to know how it's all going to work because having to become partially blood bound to learn any out of clan discipline would significantly impact the clan's policies toward anyone doing that given loyalty is one of the clan's highest values. ![]()
![]() I feel that, Wastrel. I got too excited when the first range of dates was presented and came up with this thaumaturgically inept hardboiled private detective, but it's a little early for that stuck-in-the-golden-age-of-detective-stories image I had in mind for the character. So, it's back to the drawing board, and I'm leaning toward a recently (as in within the last decade) embraced contemporary of Tesla who had collaborated with him on wireless lighting (prompting his study of the Path of the Levinbolt).
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