Verik Vancaskerkin

swordwarden's page

Organized Play Member. 21 posts (149 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.


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This seems like a good setting. Still reading the Player's Guide, but I am considering playing some sort of psionic character.


Yeah, PF1 sounds good to me.


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Slim pickin's remaining.

Would it be alright to try a Spiritualist (Fractured Mind archetype, since it's all in her head, so to speak) from the Occult Handbook?


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Would you allow the Highlord or Voyager, from Psionics Augmented, found here on this site someone else linked to?

I know they're not on the SRD, but they are Dreamscarred.


Thanks!

ok:
1) 24d6 ⇒ (1, 5, 2, 3, 5, 3, 6, 2, 1, 4, 5, 1, 5, 6, 2, 5, 3, 6, 2, 1, 6, 4, 4, 3) = 85
2) 24d6 ⇒ (4, 2, 1, 6, 5, 4, 1, 1, 2, 3, 4, 6, 5, 1, 2, 1, 3, 5, 6, 5, 1, 2, 2, 1) = 73
3) 24d6 ⇒ (6, 3, 6, 1, 5, 2, 6, 1, 3, 2, 4, 1, 5, 2, 5, 6, 2, 4, 6, 2, 4, 5, 6, 4) = 91
4) 24d6 ⇒ (6, 3, 3, 4, 3, 6, 5, 1, 5, 4, 2, 1, 5, 5, 1, 2, 4, 4, 2, 6, 1, 2, 6, 4) = 85

rerolls for 1's:
1) 4d6 ⇒ (5, 6, 6, 3) = 20
2) 6d6 ⇒ (1, 6, 6, 1, 4, 5) = 23
3) 3d6 ⇒ (4, 3, 4) = 11
4) 4d6 ⇒ (3, 1, 5, 4) = 13


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Ok, I'm definitely interested.

I looked through the whole thread and couldn't find an explanation of how the attribute rolls work. So how do they?


I sent you a PM, RIZZENMAGNUS, with backstory for a human wizard.

Working on character sheet and will be done by Friday morning, if not sooner.


So the good news is I am playing a socially and geographically isolated character.

The bad news, even with web research, I am not able to grasp how to get from Lemish Forest to Palanthas.

I understand the timeline element of the game, but I am completely lost on the geographical and can't find a decent world map.


RIZZENMAGNUS wrote:


Originally i was going to say no, but i instead did some research on the monks. Turns out, theyve existed since pre-cataclysm. But, they are a rarity, as Majere doesnt actively pursue or convert followers.

Yeah, you can make a monk follower of Majere.

you going to be from that monestary located on the northern edge of the Lemish forest?

Cool, thanks. And yes, Lemish forest.


So, to double check before I put in the effort, monks are cool, right?


Is being a monk of Majere in the correct time period?

I read Chronicles and Saga, but it's been 30 years. Ha.


3d6 + 6 ⇒ (6, 5, 2) + 6 = 19 : 17
3d6 + 6 ⇒ (4, 1, 4) + 6 = 15 : 14
3d6 + 6 ⇒ (2, 4, 5) + 6 = 17 : 15
3d6 + 6 ⇒ (5, 4, 5) + 6 = 20 : 16
3d6 + 6 ⇒ (4, 3, 5) + 6 = 18 : 15
3d6 + 6 ⇒ (1, 1, 5) + 6 = 13 : 12

ok, wow those are amazing stats, alright.
will look through what everyone is already leaning toward and decide from there.


Ability 1: 4d6 ⇒ (2, 3, 2, 5) = 12 = 10
Ability 2: 4d6 ⇒ (6, 3, 2, 3) = 14 = 12
Ability 3: 4d6 ⇒ (6, 4, 2, 5) = 17 = 15
Ability 4: 4d6 ⇒ (3, 6, 2, 5) = 16 = 14
Ability 5: 4d6 ⇒ (1, 4, 1, 1) = 7 = 6
Ability 6: 4d6 ⇒ (5, 2, 4, 2) = 13 = 11

Hmm. This set of stats might take some thought.

So Monks (Core) exist but Mystics (DLCS) don't? A little confused.


I'm an experienced GM and player, of an age with you guys.

I just now cracked open PF2 for the first time.

I run one game on Google Meet, and it's not a bad medium. Which is handy, because I live in Tucson, and many of my friends are elsewhere.

So I think I'd be interested in gaming with others besides the ones I always game with. *grin*

PM me if you wish to yak.


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Wow, I would be so down for this, too.

Will wait for your recruitment thread with eagerness!


Could I please get more information on elves, if it's not a problem?


Since some other ingenious soul called the seiðr...

I'm imagining a monk, originally from Hedmark, who went up to the Boreal Monastery for dark, personal reasons I haven't come up with, yet. *smile*

He has a sister back down in Hedmark, which is why he finally decided to leave the monastery (after mastering more than one fighting style): she could be in danger from the Reapers.

I didn't note any details in the Player's Guide about elves, but I am thinking he is half-elf.

Also, I see him with a full head of hair and a beard. Going with the bald look in the North seems a bit impractical.

I'll have a full character sheet to submit by the 22nd.

Great setting!


1. What was your world of origin like
__A. Technology-level?
Late Bronze Age.

__B. "Values"? (honorable? Corrupt? Trading oriented?)
Trading mostly, aside from some set-piece battles between city-states on the mainland.

__C. What was geography of the world?
A thick circle of land around a central sea, with her island roughly in the middle. Land has a lot of forest, some rocky desert.

__D. What races existed and how did they relate?
Just humans and the occasional plane-touched (aasimar, undine, et al.)

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
Marella looks human, with the only sign of her lineage being a forelock of blue hair.
She's a trained dancer, and she has the silk outfit to prove. Dancing with or without scimitar is optional.

3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?
Marella was recruited on the second world where she had gone to fight against evil forces.


backstory to planar background to meeting an organization agent:

While Marella was still on the island, troubling news came by ship from landward nations: war.Marella had no innate wanderlust, but she could not stand idly by. She knew that violence would soon come to the island. Unsure of what she could do alone, Marella still set out, heading to the country from which the ill tidings had come.

The front of the war lay yet far from the capital city. Most of the enemy were human; the rest were true monstrosities. Their appearance varied immensely. Some had horns, some had talons for hands, others had a spiders’ set of eyes. Many of these monsters had some sort of enchantment about them to demoralize or bewitch enemies.

Marella joined with four mainlanders to seek the army’s leader beyond its lines. After weeks of travel and engagement, they reached a short, hastily-built keep. They battled and slew a gargantuan, plasmic beast that served as guard. Entering, they at last saw the architect of the war. He stood twelve feet high--humanoid but with a the head of a bull. Despite his fell sorceries, they downed him, though one of the party died. The remainder rested in the great hall, tending their wounds and wondering what lay beyond the black surface filling a doorway at the back of the room. That was answered sooner than they thought.

Three humans, but with pointed ears, emerged and started talking to the party. Marella used her magic to understand them. Apparently, these elves belonged to a different place in which beastly creatures such as the minotaur king, a group named the Trux-Wev, had already won. There remained but a frantic and fragmented resistance. The rest of Marella’s companions were sorry to hear the fact, but only Marella decided to go to the elves’ aid. She stepped through the portal.

Three years of grim fighting followed. She made elven friends and lost them violently. She spoke with the humans who labored under the Trux-Wev, before some of them were agonizingly mutated into monsters. Heroes of the land rose and joined the fight. They found epic victory, but only as a result of the information gathering of Marella and her elven compatriots.

Rather than attend the celebrations, Marella sought solitude at the coastline. Swimming and exploring miles and miles to try and get the savage and abominable memories out of her her head, she finally emerged; only to find a strange woman standing on the beach. The woman’s eyes were multi-colored, mirroring the rainbow of gems embroidered into her clothing. The woman said, “There are still more worlds to save, beyond number. You seem to have concern for places far beyond your homeland. And you’re a survivor. I belong to an organization that would like to speak with you.”

Marella buckled on her scimitar. “Let’s go, then.”


GM Hansj wrote:
So basically the standard for inquisitor; damage doer, healing and "strong sense of purpose".

Pretty good single target melee damage, debuffs, scouting, mostly out-of-combat healing. But isn't most healing like that?

And lie-detector. Plus, she has a pretty neat way of gathering information on a subject fast, magically.


Marella Galanis hails from a large island of scenic hill-scapes surrounding a dormant volcano. Her culture glories in ritual worship: Marella grew up training to be a sword-dancer like her mother before her. That was until she was pulled under while trying to save a boy who had been drawn too far into the sea. Marella began to breathe water, uncovering that she had within her some blood of the mythical nereids. Further exploration of the seabed near the island revealed a sunken temple. As she ran her hand across the stone, a strange symbol burned into her left palm. As she emerged onto the beach, Marella was overwhelmed by some mysterious power that portented a change coming to her Bronze Age world.

Marella is an undine witchy (with hexes) version of Inquisitor. Oh yeah, she is pretty stealthy and has a familiar who is invisible in the scene below.

sample post:
The child pickpocket started sprinting down one of Oomsatta’s few alleyways as soon as he saw Marella’s blue-eyed gaze fall upon him.
<Why do they always have to run?>, she thinks.
While the crowd in the street behind her focuses on the slayer and the slain, Marella waves her left hand sinuously and speaks a soft plea. Then her slight form begins dashing after the boy at preternatural speed. She quickly overtakes him; he whirls to face her, a look of fear twisting his dirty face.

[cast Expeditious Retreat]

Coming to a stop, Marella brushes her dark blue forelock from her eyes and kneels down.
“Easy now, I just want to talk.”
The boy’s only reply is to look at her uncertainly.
Marella needed to figure out what was sparking the outbreak of violence in town. As the sudden, lethal fight between two men with daggers had broken out in the main street at sunset, she had known in her gut that the cause must be nearby. The only peculiar thing of note had been the hooded woman on the far side of the gathered crowd. Marella had not been able to get a look, but she had seen this boy plying his trade near her.
“Who was the woman standing near you while you... stood at the edge of the crowd?”
She calls upon her eldritch patron’s power to sense the truth.
The boy shakes his head. “I didn’t see anyone.”

[Sense Motive 8+16=24 to see if he’s Bluffing and Detect Lies spell-like ability DC 18. Assuming he misses one of those…]

Marella arches one thin, dark-brown eyebrow. “I know you’re lying.”
The boy coughs. “Ilsina, that was. She runs the candle-shop on Vintner’s Street. Please don’t tell her I told you.”
“Of course, not. Run along.”
The boy is more than happy to.
Heading back toward the street, Marella passes the mysterious sigil on her left palm down over her face: her aspect changes to that of a fair-skinned redhead.
She turns and heads in the direction of the candle-shop.

[cast False Face]

<I am curious to meet this Ilsin.>