Austrailan Diver

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Goblin Squad Member. RPG Superstar 8 Season Star Voter. ***** Pathfinder Society GM. 1,190 posts (5,374 including aliases). 2 reviews. No lists. No wishlists. 36 Organized Play characters. 55 aliases.


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Alright, based on the other concepts, I think I'll drop investigator and lock in on something tankier. It might be the ghost rider cavalier, or I might just go straight up Fighter, but I'll make sure to have some brawn.


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I'm looking at probably a bonded investigator eventually getting a Nosoi Psychopomp , possibly a swash dip, and possibly later going Mortal Usher.

Looks like alchy/investigator is a popular idea too though, unsurprisingly. And you mention ghost rider cavalier...I may look into this as a backup. Having a random cowboy in the monster-hunting party is a grand tradition, after all.


It's very much a gestalt-light.

Also, added a little clarification on my last post.


Keep in mind that the mythic tiers - which will equal the PrC class progression - isn't 1:1 with the regular progression so you'll fall behind if you're purely relying on it to progress a spellcasting class. That is to say, the mythic tiers are fairly back-loaded from what I understand so you'll catch up eventually but through mid-levels, you'll probably end up a bit behind.


For campaign traits for my Dragon Disciple, I'm leaning towards Stolen Fury, but Exposed to Awfulness could work too and I'm certainly willing to work with Delmoth and the other players to make the story work.

Also, probably going Silver dragon for good campaign tie-in, and I do like the potential tie-in of a silver dragon sorcerer (and/or another tiefling tbh). To expand on what Aldizog mentioned, there are 6 traits/archetypes and I'd be surprised if we didn't have some overlap between concepts, backgrounds, and roles. We'll need all of us to fight the forces of the Abyss!


Howdy, one of the pre-anointed here. I'm 90% locked in on a tiefling bloodrager/dragon disciple bruiser-type. Looking forward to seeing what everyone else comes up with!


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Dot!


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Dotting! I've got a basic concept put together and I'll work to flesh out the details.

A character concept: briefly explain who they are and what they bring to the party.

The character will a wide-eyed kid looking for adventure and discovery and maybe occasionally fighting those weird teenage urges like forming a coven or cooking and eating the rest of the party.

She'll be a melee-focused Occultist, starting with a relatively small toolbox which grows significantly larger over time, which may eventually expand to bringing in expendable mooks and such.

Backstory: A brief overview of your character's history, showing what motivates them.

Hekla doesn't have much of a story so far. She grew up in a comfortable estate just outside of Oppara, daughter of one of Stavian's retired Ulfen Guard. What she doesn't know is that her father had originally retired back to the Land of the Linnorm Kings, where he barely survived an amorous encounter with what he found out soon afterward was a Winter Hag. When he heard that a child appeared 9 months later on a doorstep in a neighboring town in the middle of a blizzard, he claimed her and made his way back to Taldor to shield his daughter from her mother's influence. She has spent her years loved, going to good schools, studying history and magic, and generally being doted upon by her father.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Over the past few months she's been overcome by wanderlust. She has taken up her father's axe and struck out for adventure, seeking glory in Qadira. Heldren is a great stopover point as she continues her journey.

A little crunch:
Hekla Nornsdottir is a snow may changeling and an Occultist (haunt collector).


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Rumors of the imminent appearance of Macgruff the Crime Dog begin circulating the station....


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Howdy folks. Sorry I've been MIA. There were a few compounding factors but suffice to say that I wasn't particularly enjoying playing the character. I'd like to pick back up if y'all are cool with that, but with a different character that hopefully I'll be happier with.

I'm considering a bard, possibly a Kitsune from the new Ancestry Guide.


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Nikrir Leldro wrote:

For Impact and Lead Blades, I'd like to point out that Impact sets the damage to be for the actual size+1, and lead blades says "deal damage as if one size category larger than they actually are", which would be size+1 since it's the actual-size rather than effective-size-for-the-purpose-of-damage-dice :3

I'd also like to point out that I like that ruling and I feel that it should probably be similar to Mithral stacking with Comfort.
Which reminds me, would a Mithral Armor Breastplate have 0ACP? (4 -3mithral -1comfort)
I think I just figured out my favorite suit of armor for (very wealthy) casters that don't suffer % failure in light armor...

Mithral Kikko is pretty popular for that, but isn't quite as protective.


The Archlich wrote:
Vishkanyas are not from the Featured Races group.

So they aren't. Nevermind then.


I'm mulling over some sort of Vishkanya Mesmerist.


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I'm planning on being trained in thievery but probably won't advance it further.


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I'm leaning towards Braggart Swashbuckler, eventually buffing up my acrobatics, intimidate, and likely deception.


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Checking in.

I'm strongly leaning towards making a kobold swashbuckler. Anyone else got character ideas yet?


Warded against nature is an interesting one from that perspective. What about something like this - Nusku was hired through the Guild to escort a noble through some dangerous woods. Standard fare for him, but this particular noble happened to bring their cherished, prize-winning, tiny yappy dog with them. The contract did not explicitly include the dog, and Nusku watched as a large hawk carried the dog off somewhere close to the destination. The noble was not pleased and filed a complaint, and here we are.


Hey folks, I just wanted to say that I'd written up and posted my backstory here before I became aware of the catastrophic warehouse blast that happened in Beirut recently. I didn't intend to make light of what happened, downplay the tragedy of the actual events, nor cause any offense. I'd be happy to to alter the backstory in whole or in part and if anyone playing desires that, feel free to PM me or post here.

As a blanket statement, I'm here to have fun with the game and I want the game to be fun for everyone else too. I'm up for tackling some controversy if that's the way the game goes, but not at the expense of a positive gaming environment. I'm also a proponent of the X card.


Case File: “Broadcastle Street Bombing”
Location: Broadcastle Street, Warehouse District, La Grande
Person of Interest: Myri Myriad de Volant Myri of Broadcastle Street
-----
Remarks: Broadcastle Street Adventurer’s Guild Office was found in extreme state of disarray approximately 2 hours after nightfall. Contents of the office were scattered throughout the building and over the block, some being found up to 40 yards away. The roof of the building was partially collapsed over the blast epicenter and windows of buildings were blown out up to a block away. Blast appears to have emanated from an unidentifiable magic item that was destroyed during the event. Subject claims the item was a Staff of Understanding. Blast appears to have been force-based in nature rather than fire-based.
Subject was found under the influence of drugs and/or alcohol and laughing with heavy bruising and broken right arm across the street from the lodge, having been thrown there by the blast. Two workers in the warehouse next door suffered minor lacerations and were treated at the scene.
A large crowd had gathered from the taverns a block away by the time I arrived, but there were no direct witnesses.
Subject initially resisted questioning and treatment while dancing and singing. Subject was then placed under arrest, at which point subject calmed down and was treated and taken into custody. Afterward, subject was marginally cooperative. Subject was questioned and claimed that the blast was caused by an accidental malfunction of the magic item. Subject confirmed that no one else was in the building when the blast happened. The building administrator, Harvus Loytimer, has not yet been reached for questioning.
When questioned, the workers next door commented that they heard raised voices coming from the Guild Office approximately one hour before the event.
-----
The haggard, aging gelnet investigator puts down his quill an hour after midnight and looks over at the young malinger girl, Myri, in the holding cell. He lets out an exasperated sigh. She's young, barely out of her teenage years, and she seems annoyed by how her night has ended up. Her Mage's cloak, gray wool and patched up with numerous, definitely non-regulation symbols, is sitting on the investigator's desk along with a few of her other belongings. She's dressed in a black tunic and trousers, higher quality than the investigator could ever afford but both chopped up to suit the girl's whims. Her white hair is streaked through with colorful dyes, and heavy handed black eye shadow and lipstick almost hide her perfect bone structure. She performs a rude gesture and goes back to picking her nose as she blesses the investigator with her sharp insight. "Locking up people who didn't do anything wrong is no good way to make the world a better place, you know. Idiot." The investigator sighs again as exhaustion really kicks in.
A sharp knock erupts from the precinct door and both of them jump as the door opens. A vitor man steps in, with droopy eyes and an even droopier mustache. He is bedecked in the red and white checkered livery of the Chateau de Volant. Despite the late hour, he looks sharp and alert. The woman in the cell looks confused but relieved and blurts out, "Weffery, what are y-" before the new arrival curtly cuts her off, addressing the investigator. "Good sir, I am Weffery Ballon, Seneschal of the Château de Volant. You have in your custody one Myriad de Volant. The matter at hand has transpired without loss of life, and the Château de Volant would like to see this resolved quietly and...internally. The aggrieved parties will of course be compensated for loss of property. Please remand the young lady into my custody and we shall be on our way."
The bleary eyed investigator takes a cursory look at Weffery's ring and shrugs, glad to have the problem off his plate. "Less paperwork for me." He scribbles a few 'corrections' on to the report he was writing as Weffery looks on over his shoulder and Myri smirks from inside her cell. Within moments, the investigator has released her and she gives Weffery a hug in the moonlight outside the precinct office, favoring her broken arm. "I am so happy to see you here, it really was not my fault but I was sure I would face the pillory fo-" She trails off as the pulls back from the embrace and sees the stern look on the Seneschal's face.
"Young Lady, your ring please." He waits for a moment as she fishes out a ring and removes it from the chain around her neck before he continues. "You were quite clear when you left the Château that you desired a degree of independence, despite the expert apprenticeship that your parents kindly arranged with Magister Portnard. With this scandal, my dear, they have had enough. They have decided to give you what you want. Independence, and a chance to really learn to take responsibility and to live your own life. Effective immediately, your allowance is suspended for the next five years. Do not expect me to ride to the ends of the earth to bail you out of trouble again." While his expression remains stern, he clasps her on the shoulder. "However, they are still your parents - we are still family. They have not - YET - disowned you." His expression finally softens, if only slightly, and he hands her back her ring. "Please refrain from causing any further trouble that will make them reconsider."
Myri's expression shifts from confusion to anger as the older gentlemen outlines her fate. "What the elf is this?! They can't do that to me! I'm their daughter!" She throws the ring into the street with a look of betrayal as tears start to well in her eyes.
Weffery weathers the outburst impassively until she throws her ring. Frowning sadly, he bids her, "Goodnight, Myriad." Then he turns and walks away, leaving her bawling under the moonlight.
Once the tears have run out, she slumps with exhaustion to the empty street. With a start, she scrambles to retrieve her ring.


GM Gobbledygook wrote:
Right-o. When you're satisfied with it, please make the character and the char sheet here on the paizo forum. (Annnd maybe tone down the property damage a little. ^^; The Middle Nations may be sucky, but anyone who blows up half a city block would likely be hunted down and cut in half lengthwise... with a rusty spoon.)

There are some mitigating circumstances, and that's where the Infamous drawback comes in - she may or may not actually have wanted posters up, but people have heard about what happened, and you know how rumors are...


I've got my character sheet at a good state with gear and everything, here. I've got the bones of a backstory in mind but have yet to put anything down yet, I'll try to get to that over the next few days. The overview version is that Myri is a rebellious punk who had a very priveleged, comfortable upbringing. She started a black magic apprenticeship in the Adventurer's Guild to learn magic and explore ruins and found that the Middle Kingdoms sucked, so now she's eager to give the world the finger and live life how she sees fit. Then she blew up a Guild office and half a city block with it, and here we are.


The traits do feel pretty limited - I've worked with what we've got from the APG, but opening up traits from Ultimate Campaign too would add a ton more variety without going completely hog wild with all the splatbook traits. @ GM Gobbledygook, would that be reasonable?


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I like these monster deities a lot. I'm not sure my character is going to be particularly religious, but I'm kinda thinking a bit of a punk rebellious vibe, with a gray black mage cloak that's been torn and modified with patches added. I'm envisioning somewhere having an oval/M patch that has a color stripe representing each of the monster gods, so that the whole represents them as a pantheon.


GM Gobbledygook wrote:
MINIMUM starting gold.

Oooh, you REALLY wanna make things difficult, doncha?:D

Hmmm....do I actually need thieve's tools, or would I prefer to have both a weapon and some armor?

Challenge accepted!


Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.


To note, if someone wants to play a more dedicated rogue, that's fine with me too. I'm adaptable.


Occultist can fill a lot of different roles, depending on the implements I pick. I'm planning on grabbing a sword and being decent with it. I have medium armor to start with and could grab heavy with a feat, and can cast in armor just fine.

I'm planning on taking disable device but heavier armor does hurt that somewhat. I won't have trapfinding either, but eventually I can grab dispel magic.

The conjuration implements can give me basic healing a limited number of times per day, but it'll never match what a cleric or life oracle can do, so its probably still helpful to have a more dedicated healer.

It all kinda depends on what's most helpful to the party, but my current plan is to be a melee and archaeologist/rogue-lite sort of character.


Perfect, thanks! I'll take another look through the traits to make sure.


I hear you there...I'd probably be three builds deep at this point but I've been wanting to build an occultist since my last recruitment. Malinger seemed like a really good fit.

I've started to put together a character sheet here.

@GM Gobbledygook, I had a couple questions on details. I noticed that Herders get Ancient Mercantillia and Ancient Mithou, are those considered separate languages from Mercantillia and Mithou? For an Occultist, I think it makes sense to know an ancient language or three for exploring ancient ruins and dusty old tomes. Are there any (other) ancient languages that would be appropriate? Lastly, for now, is there anything wrong or unusual about taking the Hidden Blood trait as a Malinger? I figured it could make some sense if the character is from a Malinger family that had an ancestor a ways back who was serving a noble human househould, and there was a dalliance that ended up being legitimized somehow.

And for character creation, are traits limited to the listed sources as well?


Howdy all! I've taken a look through and I'm currently leaning towards a Malinger Occultist, played as a disgraced black mage and archaeologist. That could also help the language problem since I'd start with 6 or 7.


Congrats!


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Hope everything gets better for ya.


zefig wrote:

I've finally got things mostly sorted with my character, ended up going Tengu Hunter, Flood Flourisher Archetype. Neither Tengu nor Occultist had enough in the way of underwater survival, so here we are.

@Oxnard, would you consider opening up the Mammoth Rider animal list to appropriate undersea creatures? I'm planning on starting with a gator and potentially moving to either a Dunkleosteus or an Orca later in the campaign, and it would be fun to get them closer to their adult sizes.

Second, is there any real-world cultural similarity for the tengu before I finalize everything?

Just in case it got lost, since it looks like I posted while you were composing your message.


I've finally got things mostly sorted with my character, ended up going Tengu Hunter, Flood Flourisher Archetype. Neither Tengu nor Occultist had enough in the way of underwater survival, so here we are.

@Oxnard, would you consider opening up the Mammoth Rider animal list to appropriate undersea creatures? I'm planning on starting with a gator and potentially moving to either a Dunkleosteus or an Orca later in the campaign, and it would be fun to get them closer to their adult sizes.

Second, is there any real-world cultural similarity for the tengu before I finalize everything?


Oxnard Kettlebeak wrote:

@zelfg- I'm not sure I understand your first question? You have to wield it to get the shield bonus, you have to possess it if it's acting as the implement for the panopoly (but not wield it), you can purchase in order to possess even if you have no capability to do either initially

And yes, the tengu racial feats are allowed.

That answers what I wasn't sure about. Thanks!


Ok, now I'm thinking a Tengu Occultist.

@Oxnard Kettlebeak, If I'm looking to eventually take Trappings of the Warrior, would I be able to invest in the shield and leave it on my back like some sort of feathered turtle, or would I need to actively wield it for the benefits? Looking at potential feat choices. Also, are all the tengu racial feast fair game?


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Alright, here's my entry for Shiyara the seamstress, up and coming fashion mogul with the ear of Countess Basri, and for The Ragamuffin, a smiling pile of rags that's been attacking thieves and muggers in the streets of the Narrows. She's an Elf Tatterdemalion Witch//Stalker Vigilante. Further development will certainly depend on the party makeup but I envision her being primarily a debuffer and controller and a secondary damage dealer, as tatterdemalion lets her use her int for str when animating her clothing.

Background:
Have you SEEN what the Basri Countess is wearing tonight? Say what you will, that is a bold dress. I've heard it's elven-made, there are magic fibers in it. The countess brought in a designer from Iadara, in Kyonin. Some sort of avant-garde seamstress, looking to make a name for herself. She's no Valentinos, at least not yet, but she's got talent. She almost sculpts the cloth, it's like something I've never seen. I'm thinking of commissioning something from her for the Grand Day of Exaltation - I'd love to make an impression at the brunch at least, you know? That's the time to take risks. Shiyara...that's what she's been going by.
---
Shiyara has been designing clothing primarily for the Basri family for the past few months and is starting to be recognized in Oppara as a talented fashionista. Privately, she agreed to travel to Taldor at the Basri's expense mostly as a diversion. Politics moves slowly in Iadara, and Shiyara was looking for a more dynamic environment to amuse herself for the next few decades. She came to Taldor, content for the time being to play the part of Exotic Curiosity, with vague ambitions to shake up their quaint fashion scene, talk some senators into passing a few nonsensical laws, maybe destroy some stuffy careers if she feels sassy.
The shine of the gilded city looked like Kyonin from a mile out, and she was excited to be leaving the center of Elven culture to experience the height of Human achievement. She stepped off the boat, and the collected refuse of humanity assaulted her like a wave. She nearly turned back right there. In Kyonin, at least, they took care of their people. As she settled in, the Countess Basri tried to shield her from the squalor all around the city. A little apartment above a little shop in Canal row, what more could she want? She had an in with the nobility, plenty of work to keep her busy, and a comfortable life here well within reach. All she had to do was ignore the beggars as she walked to the market. Stand aside for the highborn as they travelled by in their carriages. Wipe the mud and worse from her skirts and carry on with her day. The first and second times she was robbed she tried going to the Oppara Constabulary, soon determining that avenue to be less than helpful. At least they took down her information, which is more than she could say for the others she saw seeking help at the overwhelmed precinct. She witnessed a broad daylight mugging, one peasant robbing another, when travelling with the Basri Countess and the Countess’s niece. Shiyara remarked at the unfairness of it all as the Countess’s guards marched on. The Countess presented platitudes with a patient sigh. Her niece questioned why squabbles between peasants mattered at all. Shiyara realized that, with the right whispers in the right ears, it would take time to change the minds of nobles - time that she, as an elf, certainly had. Perhaps she could even become a champion for the downtrodden in time. But that wasn’t going to help those people in the here and now. If she spent what little political capital she had crusading for small gains for the voiceless now, she would flare out quickly. Shiyara the seamstress wasn’t in a position to provide the help that the people needed.
Shiyara came to Oppara with some small arcane power. Lindúin, the little thrush, started speaking to Shiyara on behalf of an entity calling itself Rosovon only about 15 years ago. She was already a skilled tailor at that point, but with Rosovon's interest came certain powers and influence. Textiles began to move at her whims. A combination of Linduin’s insight and her arcane studies brought spells into her grasp. Shortly thereafter, little Lindy asked her to help weave certain events together through time to create something greater, much as she crafted garments. So far, it has mostly been a word in the right ear here and there. Once, she had to curse misfortune upon an archer in the annual games. So far, Lindy had never asked her to do anything against her morals. Aside from his occasional odd requests, Shiyara was free to use her powers as she pleased. Thus far she has closely guarded her powers, believing discretion and influence to be much more useful than overt displays of might.
But discretion and influence can’t stop a knife in the dark. The muggers on the streets hardly fear the Constabulary, why would they fear threats of ire from a noble they’ve never heard of who doesn’t care about them? But humans are superstitious, and thanks to Rosovon and Linduin, Shiyara commanded very unusual powers - powers that she could use to stop those who would seek to take advantage of the less fortunate. As a frail elf, she would need to stay unnoticed, be as invisible as the piles of garbage around the city. Try to end fights before they started. As a pile of rags, The Ragamuffin was born.

Character Sheet


Vrog Skyreaver wrote:
Aquatic Adventures wrote:

Electricity Spells: While normal electricity, such as that from a natural thunderstorm, tends to disperse in all directions underwater, magical electricity spells hold their integrity enough to have normal effects underwater, with one exception: visible and audible lightning bolts and sparks are the result of combusted air, and they don’t happen underwater.

Because of this, creatures that fail to identify an electricity spell that requires a ranged touch attack are flat-footed against the first such ranged touch attack during a fight, as they don’t realize they need to dodge the invisible projectile (unless they otherwise have reason to expect it, like a spellcaster who can cast such spells). This doesn’t apply to melee touch spells like shocking grasp, since the creature can still see the spellcaster’s hand moving towards it.

CRB Rules on casting underwater wrote:

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater).

Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Thanks Vrog, that's very helpful.


This looks pretty awesome. I'm considering something storm-based, maybe air kineticist or druid. I'm not 100% on my underwater rules, is there anything that makes shooting lightning underwater a bad idea?


I'm going to be reworking my witch to be a tatterdemalion witch//stalker vigilante. Vigilante caters well to being an influential fashion mogul by day and a fearsome controller and debuffer when it's time for fisticuffs.


Dotting in, I'll find a way to adapt my witch.


Here's Moira's character sheet - I haven't added equipment or traits yet, leaning towards Minor Technological knowledge. It turns out that between Sensei and Fey Obedience: Magdh, she's actually got a lot of bard functionality for inspire courage and knowledge skills without actually being a bard.

I know we've got a handful of paladins kicking around here, I'm actually kinda curious to see how a whole group of paladins would fare on a covert mission.


the Committee:
Moira stands to one side of the room, leaning against a sideboard and taking everything in with a knowing smile. "This place doesn't sound too different from my old world. Maybe not quite to the airships yet...you say it's a nice place, Gorgio you old scoundrel? Maybe less like my world then...or were you only paying attention to the wenches?" She winks at the half-orc then adopts a more somber expression, casting a sidelong glance at Kargal. "I am glad to hear we don't need to burn the place though. Always better to quietly nudge a few stray cogs back into place to keep the whole machine running as fate would have it, eh? Are you sure it's the Dark Traders and not just some genius pushing tech forward by leaps and bounds?"

Motivations:
Moira thinks of her job description primarily as an arbiter of fate. She strives to do so in the least destructive way possible, but understands that in the natural cycle, sometimes disaster wins out. She focuses on the big picture. Sometimes forests need to burn in order to thrive, and controlled burns save far more lives than wildfires. She doesn't relish those moments, but she's been at this long enough (and due to First World time shenanigans, that's longer than most know) that she only lets those times bother her enough to serve as motivation for the times when she does have the freedom to choose a more immediately positive outcome. She tries to tread carefully the fine line between the will of Fate and the path of righteousness. In terms of smaller choices, she pursues truth, discovery, and joy. She has unanswered questions about her own past that bother her from time to time - why exactly did her world have to burn? Where did her scrap of silk come from? - but she figures she has plenty of time to figure out those mysteries before her job is done.


GM Hansj wrote:


Shorticus wrote:
I'll throw out one more question... Would a paladin be usable in this campaign? I get the feeling it could make subterfuge a little harder, but I want an opinion there.

A traditional paladin would be challenging two ways - make subterfuge harder and would generally create a situation where a lot of choices are already made.

I understand the paladin archetype proposed earlier as not necessary having the same problems.

In fact, any paladin that could be interpreted as the idealistic follower of a fairly abstract, the ends-might-or-might-not justify the means religion or philosophy would be fine.

This is an approximately "good" campaign but with multiple versions of good (and evil) perhaps competing and arguing so I'd like see the characters be able have tough but not unsolvable moral quandaries in front of them.

I figured Magdh as an inscrutable god of fate fit that bill pretty easily as far as paladinhood goes. Moira's main concern is making sure that grand-scale fated events happen as they should. If she can save a bunch if lives in the meantime, all the better.


Portrait of Moira:
Moira is a tall woman with an easy smile that draws people in, anywhere from a knowing smirk to a full-blown open-mouthed grin. Short red-brown hair with the first streaks of gray tops her head, the first lines of aging crease her eyes as she smiles. Her typical attire, a short jacket and blouse over riding pants and sturdy boots, flattering but unremarkable against a wide number of crowds.

A short introduction to Moira Monday:
Where and to whom Moira Monday was born is anyone's guess. There may, in hindsight, even be a question of when. She was first found as an infant on the steps of St. Luther's Waifarium, the one in the shadow of the foundry that makes the screws for the big transoceanic airships. They found her screaming bloody murder clutching the corner of a green silk knot, looking as though it had been torn from something bigger. The nuns took her in, saw to her education along with the rest of the children, raised her as best they could. They did not know where she slipped off to when she left. They certainly did not believe her when she told them she visited her Teachers, dismissing her wild adventures as the fanciful stories of a precocious child. She was never gone long enough to have spent even a third of the time she claimed. But the nuns had taught her not to lie, and the lesson stuck with her more than they realized. Her Teachers had merely provided Moira with paths to visit them along a golden thread that the nuns were never willing to see, much less comprehend. "We'll hear no more of these fairytales, Moira dear," the half-orc matron of St. Luther's would say with a smile, as any notion of punishment would evaporate in the fervent warmth of the child's charm.
And so the waif grew up to become a woman free. She left on an airship for parts unknown, and she tried the things forbidden by the nuns. She experimented with lying, and she found that it suited her. But her world, grimy and sour, disappointed her. She stopped believing in her fairytales. Her fairytales, as luck would have it, never stopped believing in her. On the eve of her third decade, her world looked to the sky and found it burning. Moira Monday looked to her heart, and she found her green silk knot. Once more, it trailed a golden thread. At the other end, she once again found her Teachers, for the first time within her own world. One pulled golden threads from across her world, tarnished and twisted and wrong. One prepared the shears. One held Moira's golden fate and beckoned her onward. "Come, my child," they said. "Your world has doomed itself, that is fate. But you have not, not yet. As a child, I tought you to seek truth. I will teach you to seek fate, and you will make right what must be." Without looking back, the young Moira joined them.

Once their duty was done, she followed her Teachers, the Norns, into the First World, the realm of the fey. A realm constant and timeless, yet full of ever-shifting variation. For an unknowable time, Moira learned. In her world, Moira's education had consisted of Facts and Subjects and Topics. These things were ephemeral and different everywhere, she found, and in the First World they were. From the Norns she learned Truths, she learned of Laws and of Fate. These, while not unbreakable she learned, had immeasurable costs for violating. They taught her of their mother, Magdh, from whom they had learned their Truths. The Norns found Moira distracted, for in the exuberant First World, she also learned about Life. She also learned about death, in this place where death comes cheap and never lasts. At one point in her education, Moira swore herself to Magdh. To uphold Fate, and Truth. She added for herself, to uphold Life. At one point, she moved on, and her time in the Forst World ended.
Moira found Sigil, the City of Doors. In ways, it reminded her of her old world, grimy and sour. While her world was fated to be destroyed, Sigil's fate was to exist, a punishment for all those who called it home. It gave Moira a lot to work with. Fates to be fulfilled or enforced, Truths to seek, Life to protect. Portals to anywhere and everywhere, and everywhere in need of help. Many places in need of a reckoning. Along the way, she has inevitably drawn a small horde of friends and allies to herself. Of course, she has made enemies as well, as few good deeds go unpunished across the many planes. Now, she's reached her middle years, but how long she has taken to get here is anyone's guess. She runs with a small cabal of good-hearted operatives working to set wrongs right wherever they may happen, rarely resting but often taking time to enjoy living.


Build Notes:
I'm planning to make Moira as an almost entirely charisma-based character, adept at social skills but also a capable grappler. I'm planning on starting the character out with two levels of monk with the nornkith and sensei archetypes, two levels of brawler with the strangler and verdant grappler archetypes, and two levels of paladin with the Faithful Wanderer archetype, worshipping Magdh of the Eldest.


This sounds like this could be a lot of fun. I've got a little planescape experience. I've got some vague ideas to make a skillsy, strikery multiclass character of some sort. Possibly involving sensei monk, and maybe gloomblade fighter. Things might get a little weird. I'm going to do some research, but a higher level start might allow for some weirdness that wouldn't be as easy to build from the ground up, and hopefully it won't break anything.


Mike, my condolences for your loss.


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Torin Argentus wrote:
No slumber hex? D'awww. :P

Not planning on it to start anyway. If it seems like we need the help in combat, I'm open to having the conversation with everyone playing. I know it can be a divisive issue on how fun for the gm and the rest of the party it is, and I'm not looking to ruin anyone's fun.

Also, rolling for cash:
3d6 ⇒ (2, 3, 2) = 7 70 gp. Guess business isn't as good as she'd like.


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Here's the character sheet for my tatterdemalion witch submission, Shiyara.

What you've heard about this newcomer:
Have you SEEN what the Basri Countess is wearing tonight? Say what you will, that is a bold dress. I've heard it's elven-made, there are magic fibers in it. The countess brought in a designer from Iadara, in Kyonin. Some sort of avant-garde seamstress, looking to make a name for herself. She's no Valentinos, at least not yet, but she's got talent. It's like the cloth just bends to her will. I'm thinking of commissioning something from her for the Grand Day of Exaltation - I'd love to make an impression at the brunch at least, you know? That's the time to take risks. Shiyara...that's what she's been going by.

Behind the curtain:
Shiyara has been designing clothing primarily for the Basri family for the past few months and is starting to be recognized in Oppara as a talented fashionista. Privately, she agreed to travel to Taldor at the Basri's expense mostly as a diversion. Politics moves slowly in Iadara, and Shiyara was looking for a more dynamic environment to amuse herself for the next few decades. Content for the time being to play the part of Exotic Curiosity, she has vague plans to shake up their quaint fashion scene, talk some senators into passing a few nonsensical laws, maybe destroy some stuffy careers if she feels sassy. As a bonus, she may even be able to affect some positive change in the world. That is, assuming Rosovon doesn't interfere.
Lindúin, the little thrush, started speaking to her on behalf of an entity calling itself Rosovon only about 15 years ago. She was already a skilled tailor at that point, but with Rosovon's interest came certain powers and influence. Textiles began to move at her whims. Shortly thereafter, Lindy asked her to help weave certain events together through time to create something greater, much as she crafted garments. So far, it has mostly been a word in the right ear here and there. Once, she had to curse misfortune upon an archer in the annual games. So far, Lindy had never asked her to do anything against her admittedly flexible morals. Aside from his occasional odd requests, Shiyara was free to use her powers as she pleased. Thus far she has closely guarded her powers, believing discretion and influence to be much more useful than overt displays of might.

Party dynamics:
Shiyara would fulfill the Arcane role, primarily as a debuffer and controller. I don't currently plan to take slumber or any of thr blatantly evil or thematically problematic hexes. Backstory-wise, I'm certainly flexible on the details. The Basri family as her artistic patron makes sense from the Kyonin perspective, but I'd be happy to switch over to a different noble patron if anyone from the party ends up being from a major noble house.


Definitely going with a fashionista seamstress with aspirations of glory, rising star tatterdemalion witch.