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Goblin Squad Member. Organized Play Member. 3,222 posts (13,728 including aliases). 4 reviews. No lists. 1 wishlist. 3 Organized Play characters. 91 aliases.


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Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20

I'm game to switch around. Barry is fine and all but I'm always ready to try something new.

Sczarni

Evindyl wrote:
psionichamster wrote:

Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.

** spoiler omitted **...

He wandered all the way from Krynn!?!?

#DAMN

That's what I get for going off memory. Sure, lets go with that...he's been through some stuff, seen some things, and now he's in the Realms.

:)

Sczarni

Here's Barry, a crafting based Dwarven cleric, focused on protection and healing.

Spoiler:
Baridon “Barry” Dawnguard

Male Dwarf Cleric 2

Medium Anvil Dwarf Humanoid

Senses: Perception +8; Darkvision

Speed: 20 Languages: Common, Dwarf

Defense

AC 18 (20 with shield raised)

HP 30

Fort +8 Ref +4 Will +10

Offense

Melee: Warhammer +7 (Shove) 1d8+3 B

Statistics

Abilities: Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +0

Feats: Additional Lore (Engineering), Dwarven Lore, Specialty Crafting (Blacksmithing, Stonemasonry), Warpriest’s Armor

Skills: Acrobatics +0, Athletics +7, Crafting +4, Diplomacy +4, Intimidation +4, Lore: Dwarf +4, Lore: Blacksmith Guild Bluff +11, Climb +17, Disable Device +17, Escape Artist +17, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Linguistics +15, Perception +20, Sense Motive +14, Sleight of Hand +17, Stealth +17, Swim +17

Equipment: chain mail, backpack, bedroll, chalk, flint & steel, rope, rations (2), torch (5), waterskin, soap, Healer’s Toolkit, Repair Kit, steel shield (Hardness 5, HP 20, BT 10)

Edict:offer your strength to aid others, protect those weaker than you

Anathema:engage in petty showcases of strength, use your strength to take advantage of others

Divine Spells Prepared: DC 18, Spell Attack +8

Healing Font; Rank 1 Heal, Heal, Heal, Heal

Cantrips: Divine Lance, Light, Stabilize, Vitality Lash, Void Warp

Rank 1: Protection, Runic Weapon, Bless

Coin 3gp, 5sp

Description Barry is a very thick, muscular dwarf, who wears sturdy leather and woolen clothes almost exclusively. His hands are heavily calloused from many hours of work at the anvil, and his shoulders and arms show clear evidence of the frequent exercise. He wears his dark brown hair fairly long and tightly braided around his brow and down his back, collected in a series of iron and copper rings at the nape of his neck. His beard is often brushed back and contained in leather and bronze bands, forking towards his armpits and away from the danger area of sparks and such from an anvils surface. When dressed for combat, he wears well-made chain mail and a close-fitted helm, mostly unadorned save for the symbol of Trudd emblazoned on his shield’s face.

Sczarni

Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.

Spoiler:

Jambreth

Male Elf Knife Master Rogue

CN Medium humanoid (elf)

Init: +10; Senses: Perception +20; Low-Light Vision

Speed: 30 Languages: Common, Elf, Goblin, Orc, Dwarven, Gnomish, Undercommon, Celestial, Infernal, Abyssal, Aklo, Giant, Terran, Sylvan

Defense

AC 25 (+6 Armor, +6 Dex,. +2 Deflection, +1 Natural) Touch 18 FF 19

HP 57 (8d8+8)

Fort +5 Ref +14 Will +6

Offense

Melee: +2 Dagger +14/+9 (1d4+8 19-20/x2)

Two-Weapon Fighting +2 Dagger +12/+7 (1d4+8 19-20/x2) ; +1 Dagger +11 (1d4+7 19-20/x2)

Ranged: Hand Crossbow +12 (1d4 19-20/x2) Range 30, Ammo: 10

BAB 6 CMB +8 CMD 26

Statistics

Abilities: Str 14 Dex 22 Con 13 Int 18 Wis 14 Cha 10

SQ: Hidden Blade (+4) Finesse Training (Daggers), Evasion, Blade Sense (+2), Improved Uncanny Dodge, Rogue’s Edge: Perception,

SA: Sneak Stab +4d8, Disorienting Attack,

Rogue Talents: Bleeding Attack (4), Fast Steath, Graceful Athlete, Trap Spotter

Traits: Suspicious (+1 Sense Motive; class skill), River Rat (+1 damage on knives/daggers)

Drawback:Meticulous (-2 on skill checks when untrained)

Feats: Improved Initiative, Piranha Strike, Blind-Fight, Two-Weapon Fighting, Weapon FinesseB,

Skills: Acrobatics +22, Bluff +11, Climb +17, Disable Device +17, Escape Artist +17, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Linguistics +15, Perception +20, Sense Motive +14, Sleight of Hand +17, Stealth +17, Swim +17

Combat Gear: Potion of CLW (4)

Equipment: +2 dagger, +2 mithral chain shirt, +1 dagger,, cloak of resistance +2, silver dagger, cold iron dagger, 10 bolts, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope (50’), soap, torches (10), trail rations (5), waterskin, thieves’ tools

Coin 19

Description Tall, slim, and quiet, Jambreth fits the mold of aloof Elf stranger to most people. He wears his light brown hair closely cropped, and is clean shaven of almost all his people. His dark eyes are commonly hidden beneath a woolen hood over his cloak, and he carries only a single knife at his hip, tool and weapon in one, although has several more secreted about his person as well as a pistol crossbow, just in case.

Sczarni

18, 16, 15, 14, 14, 10

Pretty baller stats, probably something rogue or Stealth ranger related.

Sczarni

4d6 ⇒ (6, 1, 5, 6) = 18
1d6 ⇒ 6
4d6 ⇒ (6, 2, 6, 4) = 18
4d6 ⇒ (4, 4, 5, 3) = 16
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (6, 3, 5, 1) = 15
4d6 ⇒ (3, 5, 6, 4) = 18
1d6 ⇒ 1

Sczarni

Tyvollus Iskandir (or Ty to his friends) is a Kyonin born elf who desperately wants to get into the Tanglebriar and help to drive out Treerazer from his people's ancestral home.

He's fairly young and inexperienced for an elf and his village and family have taken up a collection and "intervention" to send him away to learn more of the world.

He is a School of Protean Form wizard with the Familiar Mastery path of study. He'll go druid with the archetype, and follow the branches of Cascade Bearers, with a secondary branch of the Rain-Scribes.

As for me: been playing TTRPGs since about 1991, having run and played most of the popular games over the years. Re: PbP, it's been a while since I've been in one, but have plenty of experience with both short form and long form messageboard games.

Sczarni

Woot

Sczarni

Ditto on waiting for SoT.

I'll see you on that thread when it pops up.

Thanks, GM & all

Sczarni

1 person marked this as a favorite.

Very cool of you GM.

I would prefer Strength of Thousands to Iron Gods, but am interested in either one.

I have plenty of ideas for PCs that could fit in either AP and am quite willing to tweak/modify to suit a groups needs.

Sczarni

What draws you to role-playing games in general? How long have you been playing RP type games?

I really enjoy the emergent stories that comes with the genre – the best laid plans go awry, crazy lucky rolls can make even the most difficult situation possible, and you’re never sure just what is going to come around the corner. I have been playing and running RPG’s since about 1991, cutting my teeth with Shadowrun 3e and AD&D into D&D 3.0.

Why do you want to join a long-term PBP game that may take several years to complete? Don’t you have better things to do?

The stories and events that come along with the long-form games are the most exciting to me. World building and character building combined with the decisions of all the players at the “table” merge to create an experience that is wholly new. From the start, there simply is no way to predict the ending, let alone the specifics of the journey to get there. As for “better”, I’d ask you to define your terms. Reading and writing new fiction seems like a very valid use of time, and since the majority of my posting/reading occurs in otherwise “dead space time” its better than doom-scroll social media or tapping away at a mobile game.

Who is your favorite fictional character? Why? (Doesn’t have to be fantasy gaming related at all)

It’s a toss-up between Peter Parker Spider-Man and Ender Wiggin from the Ender’s Game saga by Orson Scott Card. I love Spider-Man because no matter what happens, he retains his good spirit and really commits himself to his decided role: he’s a hero and it’s his responsibility to help people, even if that screws up everything and anything in his life. The few times he’s lost control it really stands out and makes the fact that he chooses to do good and be honorable despite his abilities make that even more poignant and striking. As far as Ender, that probably stems from my history with bullying; he’s a person who refuses to back down, and when pushed to the edge he responds with absolute ruthlessness and decisiveness to make sure the threat is put down once and for all. He also learns from his mistakes and changes his behaviors as he grows and matures.

How many PBP games are you playing now? How many do you apply to in a year?

None right now. A few years back I was in a whole bunch and very active on the message boards / online community but due to some life changes I basically dropped off the online map. Now things have changed again and I am interested in getting back into PBP in a more limited scope.
What is the best game you ever played? Why? (Can be any kind of game, no just TTRPG etc.)

Probably my old, heavily modified run of the Savage Tide adventure path. By the end of the game, the PCs had an entire fleet of “merchant” vessels, a massive underground base in Sasserine, and a world-spanning business/organization of teleporting couriers/messengers. Many of the funniest and most bizarre events I’ve had in gaming came about from that AP, which ran about 4 years and showcased more than a dozen players over the whole span.

What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

First and foremost, the have to want to engage with and advance the story. Similar to the improv rule of “Yes, and…” the best players will bite onto adventure hooks, engage with other PCs and NPCs with an intent to drive the plot and action, and work to create something worthwhile together. I believe I try to do all those things whenever I can, reading others backstories and trying to engage and retain the flow as much as possible.

How can I make a good decision about PCs without seeing a crunch and full background? Do you think this is an effective method of finding story-telling partners?

First of all, the PCs are a means by which the humans involved tell the story. They are as important (or not) as the tokens on a board or the pieces of a game. Much more important for an ongoing game is that the players are on the same page, and are willing and ready to work together. Having a bunch of disparate PCs with strangers, especially one as removed from real world communication standards as PbP, is almost a recipe for disaster unless one gets very lucky. It’s probably more effective than rolling the dice on a group making it, especially if the GM (and players) are going to invest quite a bit of time preparing and creating for the game.

What one question would you ask me, or other players to determine if they were a good fit for you?

What can we do together to make this play experience more enjoyable for you and I?

Sczarni

I would love to play in a Curse of the Crimson Throne in PF2, and Kingmaker is just so well designed for PbP it screams "play me".

In either case it sounds like a total blast!

Sczarni

Pyramus Candolle is an Elven wizard who seeks to grow an ideal homestead farm and expand his knowledge of rhe natural world as well as his arcane arts.

As an ancient elf, he has branched out from arcane and into the primal arts of the druid.

I am in EST, and am a longtime player, GM, and (a while ago) poster here.

Here is the Pathbuilder Link

Sczarni

1 person marked this as a favorite.

Interested.

Specifically, would love to play a Kalashtar psion (nomad or kineticist) or a Lyrandar marked pilot (swashbuckler/bard/rogue...something with skills)

Sczarni

I'd like to toss my hat in the ring, full disclosure: I have run Kingmaker in the past (when it first came out) and played about the 1st half of Book 1 of Skull & Shackles.

That being said, I'd love to get back into PbP and being a player in a game.

Sczarni

Stats!: 3d6 + 6 ⇒ (6, 4, 5) + 6 = 21 17
Stats!: 3d6 + 6 ⇒ (2, 2, 5) + 6 = 15 13
Stats!: 3d6 + 6 ⇒ (3, 1, 1) + 6 = 11 10
Stats!: 3d6 + 6 ⇒ (4, 3, 5) + 6 = 18 15
Stats!: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17 15
Stats!: 3d6 + 6 ⇒ (5, 1, 5) + 6 = 17 16

Seems like an ideal paladin, and no AP screams paladin more than WotR.

HP: 1d10 ⇒ 6

Sczarni

@GM:
Updated background to show his parents were a bit foolhardy in their decisions.

Sczarni

Garros, Half-Elf bard:
Garros Rasteon
Male Half-Elf Bard 1
CG Medium humanoid (elf/human)
Init: +2; Senses: Perception +6; low-light vision
Speed: 30 Languages: Common, elven, celestial

Defense
AC 17 (+4 armor, +2 Dex, +1 shield) Touch 12 FF 15
HP 10 (1d8+2)
Fort +2 Ref +4 Will +2 (+2 vs enchantment)
Immune: magical sleep

Offense
Ranged: longbow +2 (1d8 20/x3) Range 100, Ammo: 20
Melee: rapier +1 (1d6+1 18-20/x2)
BAB 0 CMB +1 CMD 13

Statistics
Abilities: Str 12 Dex 14 Con 14 Int 12 Wis 11 Cha 18
SQ: Favored Class (Bard; performance 1), Adaptability, Keen Senses, Elf Blood, Multitalented, Bardic Knowledge,
Bardic Performance:standard action; 9 rds/day countersong, distraction, fascinate, inspire courage +1 (lingering performance = song continues 2 rds after stopping)
Traits: Child of the Crusade (reroll save vs demon possession/incapacitation mental attacks 1/day), Maestro of the Society (+3 bardic performance rds)
Feats: Skill Focus (Perform: Sing), Lingering Performance
Skills: Diplomacy +8, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (planes) +6, Perception +6, Perform (Keyboard) +8, Keyboard Perform (Sing) +11, Spellcraft +5, Use Magic Device +8
Combat Gear:
Scrolls:
Equipment: rapier, longbow, arrows, dagger, leather lamellar armor, buckler, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope (50’), soap, torches (10), trail rations (5), waterskin, spell component pouch
Coin 1gp 9sp 10cp
Spells Prepared: CL 1, DC 14+Spell Level
Cantrips: detect magic, light, read magic, summon instrument
1st:2/day charm person, remove fear

Background: Garros is a child of adventurers, both half-elves who grew discontent with the simple fishing and harvesting life of Erages. Life in Kyonin was pretty mellow for his grandparents and consequently, for his parents. They met one another in the Erages Academy, falling in love with each other, as well as the life of a traveling adventurer. Danger and excitement were in little supply in Kyonin, unless one wanted to go deep in the Tanglebriar and mess with the demonic presence of Treerazer, but that seemed just a little too dangerous for the young couple. Instead, they headed north, joining up with the Mendevian Crusade against the Worldwound.

Once there, they found the truth of adventuring life to be both more exhilarating and boring than they thought, finally settling down to provide information, goods, and entertainment for the other crusaders in the area. Their small cafe/pub grew in popularity in Kenabres, where Garros was born. Having lived around adventurers and crusaders his entire life, Garros was basically destined to be one himself. Strapping his blade to his side, armed with his songs and magic, Garros kissed his family goodbye and set out to find his own way in the world. Starting in Kenabres, near the crusaders seems like a good place to start, so here he is.

Description: Garros is a well-groomed half-elf of about 25. He wears his brown hair pulled straight back and either pinned up under a cap or tied into a ponytail with simple leather and glass bead hair ties. In the cold north, he wears a fur-lined leather jacket with gloves and a hooded cloak trimmed in more fur. He wears simple and functional weapons, a bow across his back with a rapier and dagger at his belt, while his pack is stowed efficiently and securely.

Sczarni

I'm liking all the elf/Kyonin stuff going on here.

Basics of my bard Child of the Crusade half-elf are that his parents were both adventuring bards who joined the Crusade in an attempt to document and understand the demonic forces. Their plan was to send that information back to Greengold and help the elven wizards and other sages find a way to knock back Treerazer once and for all.

Of course, they got tangled up in the Crusade, got stuck in Mendev as soldiers/healers/storytellers, and eventually just settled in for the long haul.

More to follow.

Sczarni

Have a bard in the works, a Child of the Crusade planning on going Marshal.

I'll have more details tomorrow.

Sczarni

Dice Pool Rolls:

24d6[/dice: 24d6 ⇒ (3, 3, 5, 1, 2, 6, 5, 4, 5, 4, 3, 2, 3, 2, 4, 2, 5, 4, 5, 1, 4, 4, 1, 5) = 83

24d6 ⇒ (1, 3, 3, 5, 4, 1, 5, 3, 1, 1, 2, 1, 4, 5, 3, 1, 5, 4, 5, 3, 2, 5, 4, 5) = 76

24d6 ⇒ (6, 5, 5, 3, 5, 2, 4, 3, 4, 4, 1, 1, 2, 3, 2, 5, 2, 3, 1, 3, 5, 3, 3, 1) = 76

24d6 ⇒ (4, 1, 4, 2, 4, 4, 1, 1, 2, 2, 1, 6, 1, 2, 6, 2, 6, 5, 3, 1, 6, 1, 6, 5) = 76

24d6 ⇒ (2, 3, 1, 2, 6, 4, 3, 4, 6, 2, 5, 2, 4, 1, 1, 2, 6, 2, 4, 2, 2, 5, 5, 2) = 76

24d6 ⇒ (4, 4, 6, 2, 4, 5, 1, 1, 5, 1, 5, 3, 4, 2, 2, 2, 1, 3, 5, 6, 1, 4, 4, 2) = 77

24d6 ⇒ (6, 1, 6, 2, 5, 4, 2, 4, 6, 4, 4, 5, 4, 5, 1, 5, 3, 1, 2, 5, 3, 2, 2, 5) = 87

24d6 ⇒ (1, 4, 5, 1, 6, 2, 6, 5, 4, 4, 6, 3, 3, 6, 3, 4, 3, 4, 2, 1, 2, 2, 1, 2) = 80

24d6 ⇒ (1, 3, 3, 5, 2, 3, 3, 6, 2, 6, 5, 3, 3, 5, 5, 2, 6, 2, 3, 4, 4, 2, 5, 5) = 88

24d6 ⇒ (6, 2, 5, 5, 3, 5, 5, 6, 5, 4, 4, 2, 5, 5, 6, 3, 4, 6, 2, 1, 3, 4, 2, 4) = 97

[Dice[24d6[/dice]

Chosen Set

6,6,6 = 18
6, 5, 5 = 16
5, 5, 5 = 15
5, 5, 4 = 14
4, 4, 4 = 12
3, 3, 4 = 10

Totally thinking a Tarutaru Black, and with those stats he's gonna be a beast

Sczarni

Interested, for sure.

I will have to check through the SFS rules for char gen, this would be my first society SF game

Sczarni

Interesting.

In a Final fantasy themed game, I'd be stoked to play a straight Black Mage kinda character. Not Vivi, not Yunalesca or Lilith, but a Black Mage a la 8 Bit Theatre and FF1 fame.

As for why he's entombed and the world is going on without him...someone who uses the concentrated power of love to effect mass destruction is kinda the person you want to keep on ice.

Sczarni

Interested.

Same name on rolegate.

Sczarni

Fixed the feats (took Combat Expertise and Deadly Agility) and am working on the 10minute background stuff now

Sczarni

Image of Rafael

Just picture him with lighter hair and a bunch of daggers in sheaths across his chest.

Sczarni

Good catch. I was just going through the d20pfsrd and must have missed those. Easy enough to correct

Sczarni

Rafael, half-elf swashbuckler:
Rafael Achille Marozzo
Male Half-elf Swashbuckler 16
CG Medium humanoid (human/elf)
Init: +11; Senses: Perception +21; low-light vision, darkvision 60’, see invisibility
Speed: 30 Languages: Common, Elven, Sylvan, Celestial

Defense
AC 34 (+8 Armor, +6 Dex, +3 Defl, +3 NA, +4 Dodge) Touch 26 FF 24
HP 204 (16d10+64)
Fort +13 Ref +24 Will +10 (+2 vs enchantment)
Immune: Magical sleep

Offense

Melee: +4 adamantine rapier +33/28/23/18 (1d6+18 15-20/x2) (+16 precision damage)
+3 to hit, +2 dmg on AoO, 14/turn)
[b]Ranged:
dagger +28 (1d4+3 18-20/x2) (+16 precision within 30’)

BAB 16/11/6/1 CMB +20 CMD 30

Statistics

Abilities: Str 10 Dex 22 (28) Con 15 (17) Int 15 Wis 9 (11) Cha 18 (24)

SQ: Favored Class (Swashbuckler; skills), Deeds, Panache, Charmed Life (+Cha to save; 6/day), Nimble +4, Swashbuckler weapon training +3

Traits: Slippery, Fencer (+1 AoOs with swords), Vainglory

Feats: Skill Focus: BluffB, Weapon FinesseB, Weapon Focus: Finesse Weapons, Fencing Grace, Weapon Specialization, Quick Draw, Toughness, Combat Reflexes, Critical Focus, Deft Maneuvers, Improved Combat Reflexes, Greater Combat Reflexes, Greater Dirty Trick, Quick Dirty Trick

Skills: Acrobatics +28, Bluff +31, Diplomacy +26, Escape Artist +28, Intimidate +26, Perception +21, Perform (Oratory) +18, Perform (Sing) +18, Stealth +28, Sleight of Hand +28

Panache: 7/day
Deeds: derring-do (1 panache - +1d6 to Acro/Climb/EscapeArtist/Fly/Ride/Swim), dodging panache (immediate action, 1 panache - move 5’ as immediate action & gain +Cha dodge bonus to AC), opportune parry & riposte (1 panache & 1 AoO - parry incoming attack with own melee attack, if successful can attack back as immediate action), kip-up (stand from prone as move w/o provoking; spend 1 panache to stand as swift), menacing swordplay (can intimidate as swift action after successful melee attack), precise strike (deal +lvl precision damage w/ finesse weapons, 1 panache to double precision damage for 1 attack), swashbucklers initiative (+2 init, can draw finesse weapon as part of init check), swashbucklers grace (no penalty for moving full speed acrobatics through threatened/enemy squares), superior feint (std action; target denied dex bonus until start of next turn), targeted strike (see below), bleeding wound (1 panache; deal Dex bleed damage / 2 panache; deal 1 Str/Dex/Con bleed), Evasive (gain evasion, uncanny dodge, improved uncanny dodge), subtle blade (immune to disarm/steal/sunder CMB), dizzying defense (1 panache; swift action fight defensively for +4/-2), perfect thrust (full round action; resolve attack against touch ac & ignore DR), swashbuckler’s edge (take 10 on Acro/Climb/Escape Artist/Fly/Ride/Swim)

Combat Gear: potion CSW (2), potion lesser restoration

Equipment: 16th lvl abp: Resistance +5, Armor Attunement +4, Weapon Attunement +4, Deflection +3, Physical Prowess +6/+2, Mental Prowess +6/+2, Toughening +3
Mithral chain shirt (attuned), adamantine rapier (attuned), cold iron dagger (3), silver dagger (3), dagger (6), handy haversack, winged boots, spectral shroud, goggles of night, golembane scarab, ring of invisibility, ring of water walking

Coin 442gp

Description Rafael is a slim, tall half-elf of young appearance. He wears his sandy brown hair cut short and remains clean-shaven for the most part. He wears well-maintained traveler’s clothes in dark blues and purples, and is never seen anywhere without his basket-hilted rapier at his side. When it comes time to go on mission, he dons his enchanted brass and leather backpack, with a plethora of knives strapped onto bandoliers crossing his chest.

Background:Rafael was born into a wealthy family of minor nobles, the 4th son and 7th child overall. From an early age he showed exceptional promise in physical skills, especially when it came to swordsmanship. Two of his older brothers, Edgar (who was 2nd in line) and Mariano (who was 3rd) came to resent his natural talent and feared he may have been favored to inherit ahead of them. So, they set out to sabotage him and cause his early death (or at least drive him away from the family holdings) by convincing him to take up the life of a minstrel.

Surprisingly, Rafael found he had a beautiful singing voice as well as quick wit and an excellent memory. Combining that with his attractive features, confidence, and ability to defend himself if the need arose, he excelled in that role. Perhaps he did a little too well, attracting the attention of a Seelie Court fey princess by happenstance in a roadside tavern. Polite and kind, he managed to avoid all her traps and tricks until he finally goofed; he accepted an invitation to her bed. When she opened the door to the room, the world shifted as he stepped through the now enchanted portal, winding up in the land of the Lady.

Sczarni

Love the concept, lets see what the dice gods provide:

Str: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Dex: 2d6 + 7 ⇒ (6, 6) + 7 = 19
Con: 2d6 + 7 ⇒ (2, 6) + 7 = 15
Int: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Wis: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Cha: 2d6 + 7 ⇒ (4, 6) + 7 = 17

That screams Swashbuckler to me. Come on, Errol Flynn!

Sczarni

Working up a human cleric of Iomedae, a Korvosan native who left the city when the Queen went all evil villain. Sword & shield & fullplate, basically a faked in paladin.

Sczarni

Henrion doesn't really know what's going on with the Aeon Throne. He's more interested in signing on with a new crew and getting back into space, preferably somewhere he can acquire plenty of plunder and reward while fighting worthy does.

Sczarni

Sergeant Henrion is an uplifted polar bear, a Soldier specializing in assault tactics and boarding operations. He was previously working with an independent mercenary company known as the Toughs, but has elected not to continue his contract at this time. He wears a weathered uniform in the Tough colors (red and blue) with the insignia and identifiers removed, and keeps a well-stocked backpack with equipment ready to go.

Henrion is armed with a carbon steel longsword at one hip, with a simple projectile pistol holstered opposite, and carries a laser rifle for longer range engagements. He also has a few grenades strapped to his war-belt, alongside the ammunition for his guns.

Large, imposing, and scarred, Henrion is the picture of a combat creation, with white fur and thick muscles, and hands the size of a human's head. He "speaks" with a soft, deep telepathic tone, and has a habit of chuckling at the end of his sentences when not in stressful situations, almost as if he is laughing most of the time.

Image for Reference

Character Sheet

Sczarni

Howdy!

@EltonJ: how would you feel about an Uplifted Bear Blitz Soldier?

Basically, a genetically modified and uplifted combat creature, working as a Merc and possibly Bounty Hunter?

If that's too out there, a Vesk could fill the role easily enough.

Sczarni

In that case, I'd probably go fighter, either human or half-orc.

Sczarni

I'm thinking an elven rogue. Itinerant wanderer, hopeless philanderer who thinks he's amazing with the ladies, gentlemen, and all in between, who constantly strikes out.

He remains annoyingly optimistic and confident besides this.

Crunch TBD, but a basic unchained rapier rogue with daggers to throw.

Sczarni

Starting Gold: 2d6 ⇒ (2, 3) = 5 x10gp = 50gp

Spoiler:
Bavros Tilyanakovicz
Male Human Storm Druid 1
N Medium Humanoid (human)
[b]Init:
+8; Senses Perception +8
Languages: Common, Druidic

DEFENSE:
AC 18 Touch 12 Flat-Footed 16 (Dex +2, Armor +4, Shield +2)
HP: 10 (1d8+2)
Fort +3 Ref +2 Will +6

OFFENSE:
Speed: 30
Melee: scimitar +2 (1d6+2 18-20/x2)
Ranged: sling +2 (1d4+2; range 50, ammo: 10)

STATISTICS:
Str 14 Dex 14 Con 13 Int 10 Wis 18 Cha 12
Base Atk 0; CMB +2; CMD 14
SQ: Favored Class (druid; HP), Nature Bond (Weather Domain), nature sense, wild empathy (+2)
Feats: Combat Casting, Improved Initiative
Traits Reactionary, Beast of the Society
Skills Handle Animal +5, Knowledge (Geography) +4, Knowledge (Nature) +7, Perception +8, Spellcraft +4, Survival +7 +1 bkgd
Gear: hide armor, wooden shield, scimitar, sling, bullets (10), dagger, animal feed (5days), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin
Coin 9sp

Spells Prepared (Caster Level 1 // Concentration +5 // Ranged Touch +2)
Save DC = 14 + Spell Level, Domain: Weather
0th: Create Water, Detect Magic, Spark
1st: Cure Light Wounds, Entangle

Description: Bavros is a prototypical “mountain man” in style. He wears a heavy leather vest, lined with wool, over a stout suit of hand-tanned hide armor. A well-worn steel scmitar hangs from his belt, opposite a wide-bladed dagger. His bags and pouches are hand-stitched and patched from soft leather, strapped and tied with natural cordage. His hair is long and wild, strewn with bits of twig and his face is streaked with dirt and dust. He speaks with a low gravely voice, quiet and taciturn in most cases.

Background: TBD

Sczarni

Interested, for sure

Sczarni

Statblock:
Durnik Ironmonger
Male Dwarf Fighter 1
LG Medium humanoid (dwarf)
Senses: Perception +7; Darkvision 60
Speed: 20, Languages: Dwarven, Common

Defense
AC 18
HP 23
Fort +8 Ref +6 Will +5
(+2 Fort/Ref to Shove or Tip Me, +2 Perception to notice unusual stonework)

Offense
Perception +7 (Darkvision 60’)
Speed: 20
Melee: greatsword +8 (1d12+3)
Ranged: shortbow +6 (1d6)

Abilities:
Str +3
Dex +1
Con +3
Int +0
Wis +2
Cha +1
Power Attack: 2 actions; if hit, add 1 die to weapon base damage. Subsequent attacks take -10 penalty.
Reactions: Attack of Opportunity, Shield Block, Raise Shield
Skills: Acrobatics +5, Athletics +7, Crafting +4, Intimidation +5, Lore(Farming) +4, Survival +6
Combat Gear: breastplate, dagger, shortbow, 60 arrows, adventuring kit, repair kit
Equipment:
Coin 1gp

Description Durnik is stout, square, and solid. He, like most dwarves, wears his hair long and copious beard well oiled and brushed. He wears well crafted if well-worn woolen and leather traveling gear, along with an oiled leather cloak and his well crafted steel breastplate. He carries a long straight greatsword over his shoulder, long quillions standing over his shoulder with the point grounded.

Backstory: Raised in the foothills of the Mindspin Mountains, where his clan controls a small but wealthy dwarven hold. They maintain their prosperity through a combination of well crafted trade goods and tools, as well as the mushrooms, mutton, goat, wool, and milk from the ranches. Durnik spent his first few decades doing what all dwarven children on the ranch do; chores. There’s never nothing to do on a farm, and Durnik grew up strong, obedient, and with callouses over his hands, feet, and knees the thickness of leather gloves. He knew the farming lifestyle was not for him going forward, so he saved up all the coin he could, getting equipment and gear ready to set out adventuring. Now, finally, he’s out on his own and with no farm chores to handle come daybreak.

Sczarni

Works for me. I'll have stat block up this evening.

Sczarni

Figuring a dwarf fighter/farmhand with the brute combat style should be fun.

Very tanky and hits like a ton of bricks too.

Sczarni

Hooray, thanks for the game GM!

Sczarni

100% interested.

Probably with a fighter type.

Sczarni

Additional rewards & provisions gathered:

58 provision points total

Mundane Stuff:
Masterwork Backpack
Heavy Crossbow w/ 20 bolts & 10 masterwork bolts
marble mortar & pestle (5gp)
wrist sheath w/ masterwork dagger
longsword
2x battleaxes
alchemical silver rapier
masterwork light steel shield
masterwork backpack
climber's kit
8x waterskin
keys from smithy
darkwood buckler
3gp

Alchemical Stuff:
3x antiplague
5x bloodblock
fire ward gel
2x defoliant
portable alchemist's lab
alchemical ingredients (TBD)
stump remover ingredients
4x greenblood oil poison

Magical Stuff:
4x potions of guidance
wand of magic missile
scroll with calm animals, CLW, magic stone
dust of illusion
dust of tracelessness
potion of hide from animals
everburning torch
ring of jumping
wand of grease
2x elixir of tumbling

2x human aristocrats (Farrow and Clidon)

Experience Gained: 930
Hobgoblin x5 :200
Story Reward- Aubrin: 200
Story Reward- Water Barrel: 100
Story Reward- Traders: 50
Ironfang Scout: 60
Grenadier Trainee: 60
Elemental: 60
Alchemist Trap: 50
Story Reward- Stump Remover: 50
Story Reward- Hunters: 100

Sczarni

Missing some players in my recently begun PF2e game, I and another player decided to get some more practice in with the new edition. We also get to finally use some of those PCs we build habitually, and see the story of the Invasion unfold. And boy was I happy we did...this was a blast to play!

Our story begins on the 7th of Gozran, 4721, in the small town of Phaendar, along the Marideth River and the old stone bridge which serves as the reason the town exists. After a couple days of Market Festival time, while everyone has brought in the lumber, foodstuffs, livestock, and the like to trade and all the business of the day has concluded, our party settles in for some entertainment and libations at The Root, or Taproot Inn as outsiders might call it.

Joining the local celebrity Aubrin the Green and the proprietress Jet are our heroes:

Jolly Jollison a dwarf cleric of Torag and farmhand/rancher. Relatively dour and stern, he nonetheless cares for the community and takes his duties as a protector and provider very seriously. A Phaendar local.

Thog an orc fighter and a person who exemplifies "Big Dumb Fighter." Raised from a cub by Jolly on the farm, he has been learning how to fight and work like a dwarf, despite being nearly 7 feet tall and 350 pounds and a teenager.

Karnot Pell, a halfling sorcerer and entertainer. Extremely well groomed and dressed, he speaks about 6 or 7 languages and enjoys sprinkling his magic into his comedy routines.

Khajit a catfolk rogue and the long-term traveling companion and friend of Karnot. Grey and black tabby marked, he loves to travel around Nirmathas and see what new and exciting places and people the pair can find, and thoroughly enjoys coming back to Phaendar for the Market Festivals every season, mostly to tease Jolly and drink his ale.

As the evening wears on and everyone is getting into their cups, the door to the Root is violently breached as a pair of hobgoblin soldiers kick their way in. Unluckily, Aubrin catches a broomstick thick ballista bolt through the guts which takes her out of the fight immediately. Luckily (for the heroes), the hobgoblins don't roll great on initiative. Thog moves to engage at the door, grabbing and holding onto the hobgoblin, while Khajit moves along the wall to get into a flank. That was when we found out just how deadly a rogue with a rapier can be.

Rolling a Nat-20 for his first attack of the game, Khajit then rolled max damage on the rapier, which, when combined with the deadly critical trait and sneak attack, pushed the "off button" for the first hobgoblin through the door. Karnot used a cantrip to hurt the second one while Jolly used a stabilize cantrip and then some healing magic to patch up Aubrin. The invaders didn't manage to get much done beyond minor damage to Thog before he grabbed the second one like the first Athletics vs Fort DC to Grab is such a better Grapple mechanic.... and bashed its head against the doorjamb.

With that excitement over, the team checked for injuries or damage, finding Aubrin now able to move, if barely, and conversed about how best to flee the newly occupied town. A quick plan to get the locals out while trying to secure more resources and people was hashed out, and the team set forth for the trading depot post haste.

Along the way, the team witnessed the various horrors and damages caused by the invaders, seeing their small town and the citizenry fall, all grew angry, but Thog the most so. Adamant that they get some revenge against the army but restrained by his friends in his desire to charge the whole squads running around, they happened across a lone scout, out looking for slaves or loot to acquire. At the end of a short alley, Khajit managed to sneak up close by, but failed to surprise the archer. Once again, the hobgoblin did horribly on initiative, which allowed the team to gang up on her. A bit tougher than the Recruits, Thog got a bit slashed up but still managed to tank and provide more than enough flanking for Khajit and Karnot to take her down. Some quick healing later, and the group was approaching the Trade Depot/Smithy.

On their approach, Thog had the bright idea to make sure as many NPCs had ranged weapons as possible (pretty smart for the guy, I must admit), and the plan was the same as before: Khajit scouts ahead, sneaks up, then the others move up and get violent. One critical success on stealth later, and Khajit managed to get right up next to one of the Recruits milling about the trading yard. He shanked that one right in the brain while the team moved up to assist. A very brief scuffle ensued, and before anyone inside the burning smithy could even get a loud yell out, it was over. Three more dead hobgoblins added their bows and gear to the NPC roster, while the group moved to deal with the burning smithy roof.

Rather than use the conveniently provided buckets and waste all that time, Jolly (Str 16) and Thog (Str 18) worked together after dropping their heavier gear, dumping the entire animal watering trough on the roof. With a big whoosh of steam and smoke, the roof was extinguished and the civilians saved. From there, the team looted the depot thoroughly, despite the protestations from Kining Blondebeard before moving to the smithy itself. Once there, Karnot managed to talk down the angry elemental with some smooth conversational moves, and even convinced the two half-elven hunter siblings Lirosa and Taidel to abort their futile attack against the legion and join the newly growing NPC horde.

From the trade depot, the team decided to head towards Oreld's Fine Shop, figuring the shrine could look after itself (and figuring the town alchemist/doctor would be a good resource to protect). They once again snuck up to the building, seeing Oreld with his gutwound and the hobgoblin Bomber pawing through the goods. The heroes stacked up at the door and made entry, getting up close and personal before the Bomber could do much at all. A few minor blows from Khajit and Karnot wounded him, before Jolly moved up and Nat-20 critted with his warhammer. The poor bomber never even got a chance to act, having his ticket punched by a heavy blow to the top of his bald goblin skull. Jolly then tried to aid Oreld via use of medicine, critically failing his check and nearly killing the poor man. "Hey, what happens if I just yank this javelin out of his belly? Oh, right, he bleeds a lot and passes out. Damnit, now I've gotta use magic to heal him!"

We wrapped up the night at that point, with the team having secured Oreld's Fine Shop, the Trade Depot/Smithy, and the Taproot Inn.

The following NPCs were rescued/healed.

Aubrin the Green (wounded, sickened)
Jet
Kining Blondebeard
Lirosa
Taidel
Oreld (wounded)

Adepts: 1
Aristocrats: 1
Commoners: 7
Experts: 1
Warriors: 4

Treasure Acquired:
6x Ironfang Recruit Gear (leather armor, longsword, wooden shield, shortbow, 10 arrows)

Ironfang Scout Gear (composite longbow, 20 arrows, mwk battleaxe, hatchet, padded armor, alchemist fire (2), potion of minor cure (2))

Grenadier Trainee Gear (leather armor, daggers (3), heavy mace, hooded lantern, potion of minor cure (2), potion of invisibility, alchemist fire (3), antitoxin, healer's kit, oil (5), smokestick (2), tanglefoot bag (2), thunderstone (2)

Sczarni

Vulkanus, psychic warrior:
Vulkanus Ciertato
Male Jettur Psychic Warrior
NG Medium humanoid (human,giant)
Init: +0; Senses: Perception +7; Low-light Vision
Speed: 30 (20), Languages: Somnese, Giant

Defense
AC 15 (+5 Armor) (+2 shield) Touch 10 FF 15
HP 17 (1d8+3+6)
Fort +5 Ref +0 Will +3 (+2 vs fire spells/effects)

Offense
Melee: large falchion +4 (2d6+6 18-20/x2)
Ranged: large javelin +0 (1d8+4) Range 30 Ammo: 4
BAB 0 CMB +4 CMD 14

Statistics
Abilities: Str 18 Dex 10 Con 14 Int 13 Wis 16 Cha 10
SQ: Favored Class (Psychic Warrior; PP), Fire Acclimated, Powerful Build, Naturally Psionic, Psionic Aptitude, Survivor, Psionic Proficiency (PsyWar level = BAB for purposes of req for psionic feats)
Psionic Path: Survivor (vigor)
SA: Stomp (ML 1; DC 10)
Traits: Sommnaran Wanderer (+1 Fort, +1 Survival), Focused Mind
Feats: Psionic TalentB, Psionic BodyB, Psionic Weapon
Skills: Appraise +5, Autohypnosis +7, Knowledge (History) +5, Knowledge (Psionics) +5, Perception +7, Spellcraft +5, Survival +12
Combat Gear:
Equipment: large falchion, large bec de corbin, large dagger, large morningstar, large javelins (4), scale mail, wooden heavy shield, backpack, bedroll, belt pouch, holy text (The Flow), flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5), waterskin, wooden holy symbol (The Flow)
Coin 27gp
Power Points: 4
Powers Known: ML 1, DC 13+Spell Level; Concentration +6
1st:Expansion, VigorP
Description Vulkanus is a very large and powerful man, standing just under 7’ and massing over 300lbs. His skin is a dark chocolate brown, with similarly colored eyes, and he wears his hair shaved clean to his scalp whenever possible. He wears loose, flowing linen clothes over his armor, and carries oversized weapons which most people would find nearly impossible to wield.

Background:A wanderer among nomads, Vulkanus has found himself well away from his Jettur upbringing and the deserts he grew up in. A naturally gifted warrior, he has never found it difficult to gain employment as a guard or mercenary when necessary, or to hunt and gather for himself when it was not. He is equally comfortable in cities and out in the wilderness, and finds himself looking for more adventure and more expertise in his psionic abilities.

Sczarni

4d6 ⇒ (6, 4, 5, 4) = 19 15
4d6 ⇒ (2, 5, 5, 4) = 16 14
4d6 ⇒ (3, 4, 2, 4) = 13 11
4d6 ⇒ (5, 2, 6, 5) = 18 16
4d6 ⇒ (1, 2, 2, 4) = 9 9

Reroll 1d6 ⇒ 1
Reroll 1d6 ⇒ 3
4d6 ⇒ (5, 5, 4, 2) = 16 14

Pretty nice set.

I'm thinking a gnomish paladin of Iomedae or Sarenrae, leaning towards General or Diplomat nation role. I'll flesh out details later

Sczarni

Erkor the Hobgoblin Ranger:
Erkor Boglum
Male Hobgoblin Ranger (Trapper) 7
N Medium humanoid (hobgoblin)
Init: +5; Senses: Perception +12; Darkvision 60’
Speed: 30, Languages: Common, Goblin

Defense
AC 22 (+6 Armor, +5 Dex, +1 Deflection) (+2 shield) Touch 16 FF 17
HP 78 (7d10+32)
Fort +9 Ref +11 Will +5

Offense
Ranged: attuned composite longbow +14/+9 (1d8+3 20/x3) Range 110, Ammo: 60
Melee: masterwork rapier +13 (1d6+2 18-20/x2)
Whip: +8 (1d3+2 non-lethal), reach, trip
BAB 7 CMB +9 CMD 24

Statistics
Abilities: Str 14 Dex 20 Con 16 Int 10 Wis 15 Cha 10
SQ: Favored Class (Ranger; HP), Stealthy, Trap (Alarm Trap, Bludgeoning Trap; +8 to hit, 2d6 damage), Favored Terrain (Underground; +2 init, Kn(Geo), Perception, Stealth, Survival, leave no tracks)
SA: Favored Enemy: Undead (+4), Favored Enemy: Evil Outsider (+2), Track (+3), Trapfinding (+3), Wild Empathy (+7), Hunter’s Bond (Allies), Woodland Stride
Traits: Armor Expert, Prehensile Whip
Feats: Endurance, Precise Shot, Point Blank Shot, Many Shot, Weapon Focus (Longbow) Style: Archery; Rapid Shot, Improved Precise Shot
Skills: Craft (Alchemy) +10, Disable Device +17 (+3 vs traps), Know (Dungeoneering) +10, Know (Geography) +10, Know (Nature) +10, Perception +12, Stealth +19, Survival +12 (+3 to follow tracks)
Combat Gear: alchemist’s fire (7), acid (7), glowrod (2), potion invisibility, potion CLW (4)
ABP: 7th lvl; resistance +1, armor attunement +1, weapon attunement +1, deflection +1, mental prowess +2 (Wisdom), physical prowess +2 (Dexterity)
Equipment: attuned mithral breastplate, attuned composite longbow (+2), rapier, dagger, club, whip, wooden heavy shield, bedroll, belt pouch, flint & steel, iron pot, mess kit, silk rope (100’), torches (10), trail rations (5), waterskin, compass, masterwork thieve’s tools efficient quiver, handy haversack, traveler’s any-tool, silversheen, arrows (60), javelins (18), spear, climber’s kit
Coin 65gp
Description Erkor is a tall, lean hobgoblin in excellent physical condition. He has the common grayish-green skin tone for his ancestry, and wears dark leather traveling clothing over his bright mithral breastplate. He carries a longbow with a beautifully carved leather quiver at his hip, opposite a well-worn basket-hilted rapier. His leather backpack sits tights against his back, tucked under a heavy woolen cloak, with a stout wooden club slung beneath and within easy grasp. A coiled whip also hangs from his belt, ready to be snapped out at a moment’s notice.

Background: Erkor once fought for a Legion of hobgoblins, serving as a forest scout and archer, until he became disillusioned with their vicious battle tactics and practice of taking slaves afterwards. Honest combat and death were one thing, but subjugating and enslaving the civilians was a step too far for him. He scraped together enough coin to buy out his military contract and went mercenary, looking for jobs that afforded him a bit of an easier conscience at night. Hearing about the massive dungeons in the area, especially with the stories of the lost army of Orcus, he set out for the Lost Lands with the intention to earn some coin, slay some undead and monsters, and maybe earn back some of the stored up bad karma from his past.

He's basically a Belmont from Castlevania, out to slay undead with arrows and blade. He can readily find most traps and deal with them, as well as being able to alarm and use some damaging traps on his own. Not too shabby in front line combat, he can really put the hurt on undead (also lesser evil outsiders) with his bow.

Sczarni

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Sounds interesting, I would like to know more

Sczarni

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Interesting.

Definitely considering a jettur (half-giant) psychic warrior

Sczarni

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I believe my Dwarven Inquisitor of Abadar got left off the list above.

Avion Flintheart:
Avion Flintheart
Male Human Inquisitor of Abadar 1
LN Medium humanoid (dwarf)
Init: +3; Senses: Darkvision 60’, Perception +6
Speed: 30, Languages: Common, Dwarven, Undercommon, Goblin

Defense
AC 18 (chainmail +6, buckler +1, dex +1) Touch 11 FF 17
HP 11 (1d8+3)
Fort +4 Ref +1 Will +3 (+2 vs poison/disease, +2 vs spells/SLAs)

Offense
Melee: battleaxe +4 (1d8+4 20/x3)
Ranged: light crossbow +1 (1d8 19-20/x2) Range 80, Ammo 20
BAB 0 CMB +4 CMD 15 (19 vs trip)

Statistics
Abilities: Str 18 Dex 12 Con 14 Int 12 Wis 12 Cha 10
SQ: Slow & Steady, Defensive Training, Hardy, Stability, Greed, Stonecunning, Hatred, Favored Class (Inquisitor: HP), Monster Lore (+1 to ID monsters), Stern Gaze (+1 to Intimidate/Sense Motive)
SA: Agile Feet (4/day), Judgement (1/day)
Traits: A Little Bird Told Me, Reactionary
Feats: Intimidating Prowess
Teamwork Feats:
Skills: Appraise +5, Diplomacy +4, Intimidate +11, Knowledge (local) +5, Knowledge (religion) +5, LinguisticsB +5, Perception +6, Sense Motive +5, Survival +5
Combat Gear:
Scrolls:
Equipment: chainmail, buckler, battleaxe, dagger, light crossbow, bolts (20), backpack, bedroll, belt pouch, flint & steel, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5), waterskin, holy symbol
Coin
Spells Known: CL 1, DC 13+Spell Level; Domain (Travel)
Orisons: Detect Magic, Disrupt Undead, Create Water, Brand
1st: 2/day Cure Light Wounds, Keep Watch

Description Avion is thin for a dwarf, with a muscular frame and large hands. He stands around 4’6” tall, and masses approximately 235 lbs. He wears nondescript clothing over well maintained armor and equipment, and with his hood pulled up he could fit into any dwarven community on Golarion. He favors light colored clothes in grays and khakis, and wears a wooden carved symbol of Abadar tucked into his belt. He stands ready for most activity in a given day, armed with a traditional battleaxe, dagger, and a well-used and maintained crossbow slung over his shoulder.

Background: Avion is an immigrant to Diamond Lake, coming to the city a decade or so ago, after finding his calling from Abadar. He felt the pull to head out into a newly formed civilization and the need to assist its leaders and citizens. He strives to be fair and just, but his stark demeanour, ability to hear and understand all too much of what is said, and willingness to sell that information for coin has not ingratiated him to the community at large. He doesn’t much mind, though, seeing his task as one of building the city at large, rather than helping any one individual themselves.