| The Dorf |
Here's Symuel Deverin, conjurer. I will focus more on utility, buffing and control rather than direct damage. The sheet would be cleaned up if I am selected. The character background is at the end.
SYMUEL DEVERIN CR 1/2
Male Human (Chelaxian) Wizard 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +2
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OFFENSE
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Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light -1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 Mage Armor (DC 16), Grease (DC 16), (2/day)Burning Disarm (DC 15)
0 (at will) Ghost Sound (DC 14), Detect Magic, Read Magic (DC 14)
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STATISTICS
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Str 10, Dex 13, Con 12, Int 18, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 11
Feats: Scribe Scroll, Spell Focus: Conjuration, Toughness +3
Traits: Reactionary, Best Friend: Sandru
Skills: Bluff +8, Diplomacy +3, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: The Planes +8,
Linguistics +8, Ride +2, Spellcraft +8
Languages Aquan, Auran, Celestial, Common, Ignan, Terran
SQ Abjuration, Acid Dart (7/day) (Su), Bonded Object: Ring (1/day) (Sp), Conjuration, Enchantment,
Summoner's Charm (+1r) (Su)
Combat Gear: Crossbow, Light, Dagger;
Other Gear: Backpack, Masterwork (5 @ 6 lbs), Bag, Waterproof
(3 @ 3 lbs), Bedroll, Case, map or scroll (empty), Case, map or scroll (empty), Ink (1 oz. vial, black) (2),
Inkpen (2), Paper (sheet) (2), Parchment (sheet) (2), Pouch, belt (1 @ 0.42 lbs), Pouch, belt (1 @ 1 lbs),
Ring, Shaving kit, Soap, Bar (50 uses), Spell component pouch, Spellbook, wizard's (blank), Traveler's
outfit, Travelling Spellbook (blank)
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SPECIAL ABILITIES
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (7/day) (Su) 30' Ranged touch attack deals 1d6+0 Acid damage.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per
day, you can cast any spell in your spellbook for free.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his
will.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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Sym grew up in Sandpoint, son of one of the lesser nobles in town and a cousin of the town's mayor, Kendra Deverin. He was a small, bookish child and, although he had a happy life at home, Sym often had trouble with other children when he left the house. Larger boys like to pick on him and it didn't help that Sym often liked to make jokes and sly comments at some of those boys' expense. Unfortunately, his size meant that he was often beaten and bullied. Only one other child ever stood up for him, Sandru Vhiski. Sandru was a much more athletic child and had a quick wit. Through fists or words, it was often Sandru who kept the bullies from seriously hurting Sym. As time went on Sym and Sandru became close friends even though Sandru was several years older.
Sym's father noted his bookishness and encouraged him by hiring expensive tutors to expand his education. One of these tutors noted Sym's natural leanings toward arcane studies and suggested to his
father that he be sent to a magical college in Magnimar. Sym excelled at his studies, particularly in thestudies of the planes and conjuration.
Sym and Sandru were sad that he had to leave for school, but theypromised one another that they would remain friends regardless. Shortly after Sym left for school, Sandru began to work as a caravan guard. Whenever on of Sandru's caravans visited Magnimar, he made a
point of visiting Sym at the college. Sandru returned to Sandpoint several years later, but Sym has only recently graduated from college. Undecided what life had in store for him next, Sym has returned to
Sandpoint, hoping for an opportunity to present itself.
Sym is studious, but friendly and agreeable. He is quick witted and can have a sharp tongue, especially if he feels someone is being intimidating or forceful.
| Sorin Nicusor |
Alias of Sir Jolt posting and presenting Sorin Nicusor, Paladin of Shelyn (Warrior of the Holy Light archetype).
DM_Hamied: I've taken one of Sorin's traits (Intense Artist) from Faiths of Purity. I was also planning on using the Shelyn paladin code from the same book; is that okay?
Sorin is the son of Ikursa Nicusor by his second wife (now deceased). He had two older half-brothers froms Ikursa’s first wife. They were quite a bit older than Sorin and both were committed to becoming great warriors. They left home almost ten years ago and haven’t been heard from since. His brothers had paid little attention to him so Sorin focused his attention, whenever he could, on Ameiko.
Ikursa was sort of Sandpoint’s odd-job man; sometimes doing carpentry one day, mending sales the next, or helping out at the local tavern. Sorin would often help though he had little skill for such work and it often made him restless. But Sandpoint has been through some rough times and he knew he had to do whatever he could to help. Ikursa often worried about his son as he knew Sorin didn’t really have the skill to join the most common respectable trades around town. He was happy to see sorin hanging around Ameiko, as her family was very important, but sometimes worried that Ameiko’s attitude didn’t seem much more focused than Sorin’s.
Sorin’s epiphany came at the Swallowtail Festival many years ago where a half-elven lass sang a wondrous tune (she was actually a Cleric/Bard of Shelyn though Sorin didn’t know that at the time). Sorin was completely entranced; he had never heard anything like it (admittedly, he wasn’t exactly very wordly). After the performance, he begged her to teach him to sing. Laughing merrily, she agreed to teach him a few simple songs. He was able to recite them back, in quite a good voice, after only one hearing. His fingers proved nimble enough to show promise with the wind instruments even though he had never shown any great manual dexterity before.
Excited, he ran to show his father what he could do. Ikursa was startled but pleased. He never even remotely imagined Sorin as an entertainer but any skill was better than none. This was not to be however. When the festival ended, the half-elf asked point blank if he wanted to come with her and learn the ways of Shelyn. Sorin agreed immediately, despite having only a vague notion of who Shelyn was. But it felt right; more right than anything had ever felt before and so he packed his few belongings and left; though it was a bitter blow to leave Ameiko. He actually apologized to her for leaving which she just laughed it off saying that anything that could get Sorin this excited must be important. His father was sad to see his last son move away but if some goddess had really chosen his son, then who was he to question it?
Ikursa passed away a couple of years back, and Sorin returned home shortly after. He was delighted to see Ameiko again though a bit surprised to learn that she had adventured briefly and was now in charge at the tavern. Sorin begged her to teach him her language so he could sing songs other than the common and Varisian songs he had heard all his life and she agreed; he’s even filled in as a singer at the tavern when the need arose and would spend most of his evening there. Apart from the benefit of getting to be around Ameiko, even when he wasn’t performing he would ask others to teach him songs and music, all of which is a testament to Shelyn.
Sandpoint had seen a lot of unhappiness and ugliness in the past and he wanted to do his best to change that but the next crisis that came was solved without him playing any part. Though he is dedicated to Shelyn and honors his paladin code he knows little of other faiths and he’s never really been confronted with the ugliness and evil that exists in the world. He knows it’s out there of course but he’s never had to test himself against it. He’s begun to see this as a weakness and wonders if he could serve Shelyn better outside of Sandpoint (though leaving Ameiko again would be hard). When he learned that Ameiko would be going on an expedition, and to her native homeland no less, Sorin leapt at the opportunity. This is his chance to finally test himself as well as protect Ameiko.
I deliberately left Sorin's age unspecified as he should be about the same age as Ameiko. The player's guide doesn't mention how old she is though and I also have no experience with RotRL
Appearance
Sorin stands at a fairly husky 6'2" with blonde hair and golden eyes. His skin tone has the usual Varisian duskiness. He has no facial hair and couldn't grow any to save his life so he doesn't bother shaving. He has an open and friendly smile.
Goals
Stay as a Paladin. The Glaive (being Shelyn's preferred weapon) is his also. He'll only switch to shield and hammer if the use of the glaive is impractical. He can also serve as a good face and entertainer as well (preferred instrument is the flute which he carries on him, the other being the trumpet but he keeps that in his small chest). He's very much looking forward to traveling; the chance to see/hear any type of new art, especially music, is something to look forward to as all such things are a testament to Shelyn.
Another question If I'm selected, the campaign trait I choose is Childhood Crush: Ameiko. If another selected player has that trait, I would like to switch to Best Friends: Ameiko. This won't require any change in his background story but Sorin would never stand in the way of someone elses developing love; the idea would be completely abhorent to him. Should it come to matter, is that okay? Either way, my initial rating with her will be 7.
| Hrakar Orcbane |
And here's my character:
Name: Almar Ashfield
Allignment: CG
Class: Gunslinger
Selected Traits: Alkenstar defender; Caravan Guard
Background: Born in Alkenstar from a military family, it was soon clear to everyone Almar would have followed in his father and grandfather's footsteps becoming a Shieldmarshal for the Duchy. As his forebears before him Almar showed exceptional aptitude for fighting with firearms and melee weapons both.
Becoming a shieldmarshal is usually a lenghty and difficult task, but Almar was able to get into the ranks pretty quickly, graduating at 18. He asked to be assigned to patrol the Alkenstar - Nex border, and this was garanted. He was sent to patrol the zone near Cloureaver Keep with a seasoned shieldmarshal named Koras Terth as his companion. Almar's first year of service was spotless, he distinguished himself in several missions, catching smugglers and sending many unsavory things creeping out of the wastes back to their creator. Al of this changed when Almar and Koras were sent to deal with the "carrion crows", a band of outlaws operating intra-border, held responsable for robbing caravans from nex to Alkenstar and enslaving their crews. It wasn't easy but, after several weeks of fruitless chasing, the two shieldmarshals were able to track the crows and follow them to their base, after their last hit on a spice caravan. They reached the outlaw camp near midnight. It appeared the outlaws were forcing the people from the caravan to enter some ruins, and as almost all the outlaws began descending after them, it was clear something was going on.
Koras recomended caution, retreating and coming back in forces but the young Almar felt full of confidence and decided to sneak into the encampment and then in the ruins, to discover what was going on. He overpowered the few sentries left and gained access to the ruins. There he saw the outlaw chief, a pale man with oriental features garbed in black robes sacrificing the last remaining slaves upon a crude basalt altar, while his followers chanted in a strange language whose words hurt as thousand of needles. Meanwhile a crimson gem positioned behind the man in black increased its brightness after each sacrifice. Clearly magic was at work, although it shouldn't have been possible inside Alkenstar borders.
At that point Almar decided to try to stop whatever was happening: he was outnumbered 20 to 1 but allowing these knaves to kill more innocent people went against everything he believed in. He sprang into action, guns blazing: a couple of outlaws fell under his fire but he was soon forced to retreat resorting to his rapier to keep his enemies at bay. When an outlaw managed to bypass his guard Almar felt sure he was going to die, but the stab he was waiting for never landed. A gunshot took care of his assaliant as Koras joined the fray. Taken aback by the new threat the outlaws staggered, and tried to retreat giving Almar the oportunity to press his attack on. Meanwhile the man in black had finished sacrificing people. Almar had only of a brief glimple of him reaching for the gem shining crimson behind him... then the world exploded in pain. Alamar never knew what happened: he could rememember only feeling a huge weight on his chest and pain. When he opened his eyes he saw Koras laying on him and staring to the floor with dead eyes. Desperate and full of guilt, Almar regained his feet. He was among a scene of carnage: everyone, including the "carrion crows" was dead. The only one missing was the man in black. Somehow Koras had saved him from the gem, but he had paid dearly for his heroism, and now Almar was left with the shame of failure and the knowledge his rash actions had costed his partner his life. Suddenly Almar felt like he was undeserving of the honor of being a shieldmarshal of Alkenstar. All he was was an arrogant pup who had costed a true hero of the Duchy his life. Almar knew he had failed and nothing he could do could bring his friend back. Even so he also knew the man in black was somewhere, escaping with his prize, and someone had tos top him, exacting revenge for all the lives he had claimed. So, after burying Koras, Almar gave chase. he followed the man in black through half of Garund and then half of Avistan. No matter how quickly he went, the man in black was always a step away from him. Several times Alamr believed he reached his pray only to discover he went away just a few hours before him. Desperation and loath were Almar new companions. In the town of Trunau, in the region called the hold of Belkzen Almar learned the man in black travelled disguised as a merchant and had joined a caravan meant for the varisian city of sandpoint and then for the east. Almar did the same, joining the caravan lead by Sandru Vishki as an hired guard. Although Almar hoped to finally catch his prey in Sandpoint he was disappointed once again: the man in black and his caravan had left for the east some days before. Fortunately Sandru and his caravan had the same journey before them. As he liked the man, and being wary of the risks of travelling alone Almar decided to stay with the caravan, at least untill he could catch the man in black.
Character Infos:Almar Ashfield
| Hu5tru |
More on Lisabett:
Lisabett's mastery of her magics came not through study, as wizards might, but through repeated trial and error. Recognizing the need to travel among companions, especially in her harsh lands, she forfeited the bulk of the treasures Maens had gifted her with to buy passage with a mercenary company marching south to Varisia. Initially mocked for her lack of strength, it was assumed by the company that she would be a liability, but when hit landed in melee sparing effectively drained the will to fight from her opponent, the captain, a scoundrel formerly of Irrisen saw the opportunity for profit. After all, subdued warriors were far easier to enslave than raging ones, and worth quite a bit more in ransom if they were of any note.
This period of her life is not one Lisabett is willing to share easily. For the most, she is ashamed of her actions then, being a party to slavery. She was not allowed to distinguish herself from the group, however, as it would negatively affect morale. She had several acquaintances among them, burly men like her uncles of varying degrees of honor and belief in their cause who encouraged her continued interest in arms, sparred with her and even put ink to skin beside her. Her dreams during this period were of death, and she had an increasing sense that though she oft stared up at the night sky and conversed with Desna, that the goddess could no longer hear her words, or simply stopped listening.
Unawares of their location, Lisabett first became aware that they had reached Varisia when the party scouts reported sighting a brightly colored caravan loosely guarded, trailed by farm animals and dogs. Lisabett listened with growing displeasure as the captain outlined a plan to raid the group. Having attained some support in her own right among the company, Lisabett shored up her courage and spoke out against the plan. Sheep and goats may feed their bellies for a week, but women and children were not warriors, and to take them as slaves would hamper their progress, she reasoned. The captain took offense at the mutiny, and suggested that his lieutenants seize and pacify her, but there were more men in the company who feared her magics than were willing to obey. When Lisabett quit the company, several of the raiders followed. Knowing no other alternative, they set forth to join the caravan and offer their assistance to defend it should the captain persist in his attack.
When Lisabett identified herself to the riders dispatched to meet them in the field, she asked her men to surrender their arms as a show of faith, so that they might in peace receive an audience with their captain. Bound and dejected, with no company for conversation other than her companions, Lisabett waited as calmly as a prisoner might for her audience while the young of the caravan peered at the intricate tattoos and even boldly tugged at the braids in her scout's red beard. They were scolded and shooed by an elderly matron in brightly colored skirts, who looked upon the company and frowned. The woman asked Lisabett a number of questions about her intent, which Lisabett answered honestly, highlighting her desire to protect the young her former troupe, and she nodded and exited, returning with a handsome man shortly.
It was clear that Sandru, as he identified himself, did not quite believe Lisabett's tale, but his mother, who remained beside him for the duration, seemed to empathize. A leader of men, he announced that Lisabett and her misfit band should travel among them, but as his prisoners. He insisted that their troop, and his guard had no time to trouble with Sczarni and tethered them to a wagon. Miserable and humiliated, Lisabett had no choice but to agree to his terms, she could only hope that her fears did not come to pass.
Their journey was slow, and arduous, but the mother Koya infrequently arrived to check the condition of their wrists in the bonds. Lisabett recognized the symbol of Desna and attempted to engage the woman in conversation, with little effect. Her dreams continued to be of blood, and bound, she could not even reach out for the stars that they slept beneath. The spheres seemed all but lost to her now. She busied her mind recalling passages of conversation between the various children that congregated around her troop, attempting to divine their method of speech from mime alone.
One evening, as though ordained by chance the leader Sandru happened upon Lisabett in her practice, and laughed at her crude attempt. They sat together in the cool of the evening and he taught her the correct pronunciation and association. He became very quiet for a time, and they both looked to the stars, sharing the silence of them, Lisabett supposed, and then he asked her what had made her stand up to her captain then, and not dozens of slaves before. Lisabett explained the practice of thralldom, whereby one who had not died in battle would be provided for for a term of service which he might earn enough to purchase his freedom, and it being preferable to death in the cold while raiding for coin one could not eat. He nodded and left, rejoining the ranks of his own company.
The attack upon the caravan did not occur at the hands of Lisabett's former company, but by goblin raiders. Lisabett cursed and strained at her bonds as chaos erupted around them, frightening the children. She begged to be released so that she might assist, and Sandru, after a hard glance, struck her free. Summoning her magics, Lisabett rained the fires of the heavens upon the raiders, and inspired many to flee. Having proved herself able, Lisabett negotiated with Sandru to free the men who had followed her, to support his own strength, and was heard.
Lisabett's attraction to Sandru was slow to rise. Following her defense of the caravan, Koya spared more time for her, and even on occasion heard her dreams. The clan's children assisted her with her Varisian, and the guard with whom her men found greatest ease in conversing smatterings of Shoanti. Lisabett, slowly coming into her self volunteered to join ranging parties to look for goblin sign, or that of large predators before they camped, demonstrating her abilities in that regard. In the evenings, at the changing of the shift, Sandru might sit beside her while she observed the stars. They rarely spoke, and only in her extremely coarse Varisian, and he playfully mocked her and encouraged her improvement.
Lisabett did not recognize that she had formed any manner of romantic attachment to Sandru until she found herself disappointed that he did not join her daily observation on what was known to be the last night of their journey. Her heart heavy with a curious sense of loss, sleep eluded Lisabett for a time, but when she at last embraced it, Desna sent her a dream of ice, her spheres, and the borealis. Delighted to have her goddess's favor again, Lisabett begged Koya to give her the location of the nearest temple so that she may pay appropriate tithe and give her devotion upon hallowed ground, and was directed to the cathedral at Sandpoint.
As Lisabett's strength is more of a reflection of the harsh way in which she lived previously, I do not believe I will be playing her as a melee caster, simply that she is a bit better built than the typical arcanist.
At a glance, I should say that feat progression would be intelligent metamagics like bouncing spell, focused spell and disrupting spell (depending on the challenges, of course), and using her sorcerer bloodline feats to improve her physically with toughness, endurance, and dodge.
Ah, since others have done this, you can find an example of how I have begun playing an intelligent sorceress and the frequency and style of my posts; Here. I've played clerics and bards primarily, so I am pretty familiar with the ways of support casting. Sorta want to test my mettle a bit with a blasty type.
Wandslinger
|
Putting together a concept here.
I've been looking at making a Bard(Arcane Duelist) that eventually moves into the Duelist prestige class. Focus would be on spells that make life for the enemy difficult, as well as engaging enemy spellcasters. Other than that, I'd also be there to operate as a party face and all around skill monkey.
I'll have more on the story concept part sometime later this weekend.
| Celina Miyal |
Some more information regarding Celina:
Standing 5'8" tall, Celina possesses an athletic, graceful build, yet blends it with attractive curves that has drawn the attention of young men - and a few women - for several years already. While working at the Rusty Dragon, she likes to wear a simple, black dress that clings to her figure in all the right places, but when dressed for adventure, she is much more practical in her outfit; beneath her plain traveler's outfit, she wears a shirt of chainmail, and along her body she has almost half a dozen daggers strapped in various places, each one within easy reach for her nimble fingers. At her belt hangs a sheathed scimitar, the curved blade ready to be drawn at a moment's notice. Though she is divided in her worship, holding Calistria, Desna, and Shelyn all high in her heart, she wears a silver holy symbol of Calistria around her neck, a gift given her by her maternal grandmother during her time spent in Kyonin.
Celina will be primarily a melee-based fighter, specializing in the use of her scimitar. Her spells will be a blend of combat enhancers, party support/healing, and utility, with a very few mind-affecting spells for our opponents. She's most likely to multiclass into Fighter eventually, taking the Weapon Master archetype, though Bard will still be her 'primary' class. Her roles in the party will be as a secondary warrior/utility caster in combat and as a 'face' type character in social encounters.
| Thimble Flittershot |
Ok here is my submission. Shinzen Tomaka was born and raised among the shadowy underworld of Tian's criminal element. Orphaned when he was very young, he was adopted into a ninja clan and raised as one of them. He came up through the ranks quickly, the natural proclivities of his race allowing him to get into and out of places that many others were not able to. Swift and silent, Shinzen deals out death from afar when possible but is not averse to closing quickly, striking and then melting away.
Male Halfling Ninja 1
CG Small Humanoid (Halfling)
Init +4; Senses Perception +8
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DEFENSE
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AC 17, touch 15, flat-footed 13. . (+2 armor, +4 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +7, Will +3
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +5 (1d2/20/x2) and
. . Wakizashi +5 (1d4/18-20/x2)
Ranged Blowgun +5 (1/20/x2) and
. . Shortbow +5 (1d4/20/x3)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Traits Dirty Fighter
Skills Acrobatics +8, Bluff +5, Climb +4, Craft: Alchemy +6, Disable Device +8, Escape Artist +8, Fly +6, Linguistics +6, Perception +8, Sleight of Hand +8, Stealth +12, Use Magic Device +5 Modifiers Swift as Shadows
Languages Common, Elven, Goblin, Halfling, Tien
SQ Fearless, Poison Use
Combat Gear Arrows (20), Arrows, Blunt (20), Blowgun, Darts, Blowgun (30), Leather, Shortbow, Wakizashi; Other Gear Grappling hook, Rope, silk (50 ft.), Thieves' tools
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SPECIAL ABILITIES
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Dirty Fighter +1 damage when flanking.
Fearless +2 morale bonus vs Fear saves.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Swift as Shadows reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
I will have more background and information up later.
| Mina Seewicket |
Here is my submission for Zanneriros Darkeyes, half elf summoner. He has a crush on Shalelu.
Zanneiros Darkeyes
Zanneiros is the off spring of two other half elves. His mother and father both favor the human side of their heritage in appearance and fit in well enough in the local society. However, the elven blood does run through their veins and they are both conjuring sorcerers. His parents met at the Twilight Academy but soon left do to the uptight and structured nature of instruction. The family has found work protecting caravans and traveling across the local area. Their travels have brought them to “settle” in Sandpoint.
Zannerios’ father took him most places he would go for business. One such place was the Rusty Dragon. It was here that his father would conduct business, they would sit an enjoy the entertainment of Ameiko Kaijitsu, and he first caught a glimpse of Shalelu Andosana, the exotic half elf ranger and was smitten. Zanne would make sure he accompanied his father any time he was going to the Rusty Dragon after that, just on the off chance that he would run into her. Zanne also took to spending a lot of time exploring the wilderness nearby to Sandpoint. Once or twice he was able to see Shalelu, although it was most likely only because she wanted him too, and that kept him coming back.
Zannerios also had a knack for conjuration, however, because of his infatuation with Shalelu, he would practice on animals leading him to take on the role of a summoner. He would practice summoning creatures and creating an Eidolon that reflected a perfected creature. He hoped beyond hope that Shalelu would take an interest in him and his creations.
Plan is to make Zannerios into and Arcane Archer. He will alternate between summoner levels and fighter level (archer archetype) with a max fighter level of 3. Then will alternate between summoner and Arcane Archer. This combines his bloodline conjuration with his idolization of the Ranger Shalelu. He will use fighter levels to gain feats dealing with fighting with a bow. First increase of stats will be Dex followed by Strength, then con and finally Cha.
I have created a character sheet and will have it posted tonight.
| DM Hamied |
Here is the applicant field so far...
Characters (22)
Ayrphish - Tanglar, Human Witch (Childhood Crush: Shalelu)
Azure_Zero - Mai Sagara, Half-Elf Ninja (Younger Sibling: Shalelu)
Ravenath - Fist, Dwarf Monk (Best Friend: Shandru)
Hrakar Orcbane - Almar Ashfield, Human Gunslinger (Carvan Guard: Shandru)
Alexander Kilcoyne - Alezandru Viorec, Human Rogue (Childhood Crush: Ameiko)
sunshadow21 - Garidan Hawk Dancer, Human Bard (Foster Child: Koya)
Craig Mercer - Raziel Holheim, Human Cleric (Friend of the Family: Koya)
Shanosuke - Takeda Tojimaru, Human Samurai (Childhood Crush: Ameiko)
Hu5tru - Lisbet Errikson, Human Sorceress (Childhood Crush: Sandru)
fnord72 - Jebediah, Human Wizard (Best Friend: Ameiko)
Camris - Finrod Moruin, Elf Ranger (Rescued: Shalelu)
Meena Seewicket - Zanneriros Darkeyes, Half-Elf Summoner (Childhood Crush: Shalelu)
The Dorf - Symuel Deverin, Human Wizard (Best Friend: Sandru)
Darth Prefect - Celina Miyal, Half-Elf (Childhood Crush: Ameiko)
DukeRuckley - Jakim Bakhet, Human Rogue (Best Friend: Sandru)
halplm - Haldaval, Elf Cavalier (Rescued: Shalelu)
imimrtl - Shinzen Tomaka, Halfling Ninja (unknown trait)
Inquisitor Leet - Rently Compass, Human Cavalier (Foster Child: Koya)
Neltji - Korag Urlot, Dwarf Cleric (unknown trait)
Kiradia - Emilah, Human Barbarian (Childhood Crush: Ameiko)
Groth - Zangeti Kalderas, Half-Orc Barbarian (Foster Child: Koya)
Sir Jolt - Sorin Nicusor, Human Paladin (Childhood Crush: Ameiko)
Interested (2)
Shaundakul
Wandslinger - Bard
That's a lot of interest. Great concepts so far, folks. Not looking forward to what will be a very tough decision.
I think I've listed everybody. If you're not on this list, or something is inaccurate, feel free to yell at me.
| Sir Jolt |
One thing I liked after reading the Player's Guide was that, in many of the previous AP's, there was often one Campaign Trait that stood out as being (mechanically) so much better than the others.
In this one, while some are (mechanically) more useful to some classes than others, I didn't really pick one out as a "must have" which I liked.
EDIT: Looking at the list I see a lot of humans but no gnomes.
| Mai Sagara |
Here's a copy of Questions GM_Todd asked the players, to help give you a better idea of me.
The Questions
1. Why are you in Sandpoint? Are you visiting or a local?
I am a local resident and have lived here all my life
2. Which NPC are you connected to (I am assuming story wise, * marks trait selection)?
I am a Half-sister of Shalelu* and look up to her, and she has taught me how to survive in the forest if need be. I also know Ameiko as a childhood friend.
3. How would you describe your personality?
That depends on the persona I use when disguised.
But as myself (the base persona), I am protective of my family and friends, Kind, polite**, observant, and love challenges.
As the Pai (Martial artist) persona, I am more tomboyish and reckless, and even more honorable when I fight***, I sometimes even swear, but have a dislike of the prefix honorific when being addressed.
As the Twin Tails (Thief) persona, I am more cautious, plan things out more, and show a dislike for women with average and above average busts (even though she has above average, the bandages make it look below average)
4. What will your character contribute to the group?
Skills in scouting, talking, and information. Supporting comrade combatants by flanking targets, and weakening targets with modified sneak attacks.
5. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her?
My design is for the most part laid out all the way to 20th level.
I will dip into Monk(Martial artist) for either 2 or 4 levels, but the rest is all Ninja. The gaps are to allow for flexibility as needed.
6. What is your day job?
I work as a barmaid in the Rusty Dragon and I make cloths on the side as a seamstress. The barmaid job is so I can watch over Ameiko as part of the Yuki Ryu clan's orders.
**(Using Japanese honorifics when speaking in Tein, I read enough manga)
***restricts her ninja tricks
****Second batch of questions****
1b. Why would character consider leaving Sandpoint to travel to the other side of the world?
I have orders that, if Ameiko moves out of Sandpoint I am to follow and protect her.
2b. Are you already participating in a JR PbP game?
Nope, not in any Jade Regent games, applied for one and did not get in.
| Lucky the Horse |
Just a quick update on Korag. For the campaign trait, I would take the 'Hero Worship' trait as it applies to Shalelu.
Upon arriving at Fort Rannick, the devastation was still apparent even a couple of months after the fort was reclaimed. The Broken Arrows, a shell of thier former selves, were not adequate to man the fort so other troops from Magnimar were being sent north. The two people that haven't left the area yet were Shalelu and her father that she hadn't seen in years. Many a night after long days of toil in rebuilding the fort Korag would overhear the 2 of them talking while he took his turn on watch. The stories that the 2 of them told each other filled Korag's heart with even more passion to travel to other areas. However, his dedication to his clan would hold paramount for the time being.
It wasn't long until Korag asked to join Shalelu and her father on the nights that he was not on watch. On one of those nights when Shalelu's father was telling tales of far off places about remote cities and dangerous beasts that Korag finally spoke out loud his yearning to travel like they did in their past. Shalelu gave him some wise advice, Your only fettered in one place if your heart is not free to roam. When your heart is free, then even if you are chained to a wall, your mind can take you to distant areas and parts unknown. Alas it was hard to understand these words at the time because dreaming of parts unknown required a bit more adventure than what Korag had experienced.
Finally the day came when the dwarves were finished in their repairs and the soldiers from Magnimar arrived. It was with a heavy heart that Korag said good-bye to Shalelu yet promised to visit again when he could. Some time passed without Korag being able to leave the caravan and travel on his own. When the time did come and the caravan was back home and no trips were planned, Korag asked leave of his clan to visit friends he has made and to chart new areas for possible trade lines. He headed back to Fort Rannick to visit with Shalelu nly to realize that she was back in her home town of Sandpoint. Figuring that heading west was as good a direction as any and that there was a destination in mind he took off. Korag arrived in Sandpoint just recently and hasn't had much time to search out idol and here more of her travels and adventures.
Ferav
|
I submit Ferav the Mounted Type Barbarian
Hailing from Korvosa, Ferav was orphaned at an early age and learned to fend from himself on the streets. Stealing mostly just to survive, he wanted more. He knew the law would eventually catch up with him, and really needed some steady work. Seeing some of the rest of world, intrigued him also. So he decided being a caravan guard would fulfill both needs. When old enough he approached Sandru for a job. Turned down the 1st time for being scrawny, Sandru said he need to be bulkier to fight off bandits. But Seeing He needed a job, hired him for loading and unloading caravan goods. Ferav used this opportunity to put some muscle on, and eventually was taken on for caravan guard. Caravan duty was fine but after 5-6 years, it had been getting boring as of late. Seeing the same places, rarely seeing bandits, he longed for the excitement of years past. Hearing of the caravan to Tian, he decided this was his chance to get that old feeling back. He thanked Sandru for the opportunity to get him on straight and narrow, but he just needed more. Sandru understood and wished him luck.
Profile has his stats and rest of info
Just need to add some more equipment
| DM Hamied |
| Azure_Zero |
The Yuki Ryu (trans; Snow Dragon, I think) are a ninja clan that has been protecting the Kaijitsu family line for generations, and even traveled the Crown of the World with Ameiko's ancestors, disguised as Common folk, merchants and royal servants.
The clan has declined in size over time, but still pursue their duty of protecting the family line. Ameiko's father knew the clan was protecting the family, But decided he would only tell his children when the time was right, but died before he could tell Ameiko about it.
Since, Ameiko is the last official heir to the throne, the clan would like Mai to watch over her since they are childhood friend, but also due to the fact that Mai, shows the most potential, and is a survival student of Shalelu and her half-sister.
If you want more just ask.
I put a lot of effort into a character's back story at times.
| DM Hamied |
I didn't say so before (as I'm not as concerned about what equipment you will select during recruitment), but characters will begin play with average starting gold.
There seems to be a pretty even distribution of character concepts tied to particular NPCs. That will be a minor factor in selection. I would prefer to have each of the four NPCs linked to at least one PC.
My only concern regarding her background lies with her father. According to Shalelu's history, he was killed over 100 years ago. Now, I'm all for bending lore to suit the purposes of my game and group, but as he was murdered by a goblinoid, I think the event is a huge part of Shalelu's identity; she despises goblinoids and has fought against them all her life.
Taken directly from her profile in The Brinewall Legacy:
Born and raised in the small village of Crying Leaf, Shalelu is an only child whose father was slain not long after she was born by a particularly brutal bugbear assassin, exposing Shalelu to far more goblinoid cruelty than most elves her age dream of in their worst nightmares.
Her mother did take a human lover much later, though:
It took Shalelu’s mother Seanthia nearly a hundred years to find a new love, and when she did, she chose a human mercenary, scandalizing much of Crying Leaf. As shocking as the choice may have been, Shalelu saw how happy this man Jakardos made her mother, and she loved him as a father for that kindness. But when her mother died in a fight against a green dragon a few years later, Jakardos left without saying goodbye, shattering Shalelu’s opinion of him. The loss of her mother and stepfather sent Shalelu into a terrible depression, and she left Crying Leaf to seek out a new home.
I hate to ask you to make such a major change to Mai's background, but I'm committed to this timeline for Shalelu. It seems a half-elf sibling could still fit, but with the mother as the elven parent instead of the father. There should still be plenty of opportunity to have Mai grow up away from Shalelu under the care of the Yuki Ryu clan. After all, children of half-elven blood are often rejected by the communities in which they are birthed.
I hope I'm not killing your idea, or assigning a bunch of extra work. I like your story, however, and would be remiss not to mention the conflict in Shalelu's history.
| Azure_Zero |
I didn't say so before (as I'm not as concerned about what equipment you will select during recruitment), but characters will begin play with average starting gold.
There seems to be a pretty even distribution of character concepts tied to particular NPCs. That will be a minor factor in selection. I would prefer to have each of the four NPCs linked to at least one PC.
** spoiler omitted **...
I'll get to work on the edits
| Sir Jolt |
A question: I see a lot of people trying to use Japanese words and concepts(usually incorrectly) in their characters. While the names are certainly Japanese in style, I worry that Tian will end up like Rokugan which isn't Japanese at all. In fact, in L5R, the rules are very quick to point out that Rokugan isn't supposed to be like Japan at all.
Does the module give any insight as to what culture(s) Pathfinder is trying to emulate with its oriental equivalent?
This was one of the reasons I deliberately avoided submitting a Tian character: I lived in Japan for three years and I didn't want to make any character/cultural assumptions that down the road turn out to be silly and/or contradictory. Too many people take manga and anime as gospel for Japanese culture and language but those are no better than using Marvel Comics and Family Guy for American language and culture. Most fantasy oriental cultures are usually based more on China or Korea with ninjas and samurai thrown in than Japan. It's not always a big deal but I've sat at tables before where different players, including the GM, had different expectations and interpretations about "oriental culture" and that can cause issues. I was curious if the AP addressed this at all. On a side note, I'm a bit surprised that there are more cavalier submissions than samurai.
Another question: I had stated before that if I was selected and another character had Childhood Crush: Ameiko, I would be willing to switch my trait to Best Friends: Ameiko. However, upon re-reading the Player's guide, I see that even as the relationship score goes up, the relationship doesn't have to be beneficial, it can be adversarial. It even lets you switch at the cost of half your score. That's an intriguing option but I wonder if it would bog down the flow of the game. For example, my character could be resentful that Ameiko has other affections and feel internally conflicted because a Paladin of Shelyn should be better than that. But I'm wondering if that's something they threw in there "just in case" or will there actually be good story opportunities for having a "negative" relationship. It's the relationship rules that are one of the things that have me excited about this AP. Most modules gloss over relationships - if they address it at all. Heck, most rpg's in general are like that.
What's your opinion about having negative relationships in this AP?
Do you have Faiths of Purity? I can post a copy of the paladin code for Shelyn if you need/want it.
Sorry for rambling on so long. I'm not asking for changes to my submission, these are things I just thought of and I want to be sure we're on the same page. If selected, I want to make sure that my character is set up to work as best as possible in the story; a bogged down story is the death of any PbP.
| DM Hamied |
As to your question about Tian Xia: in truth, it's not entirely clear what it's like over there. The first chapter of the AP doesn't really delve heavily into specifics. It seems to have some awareness for Japanese custom, however, as it at least explains why the Kaijitsu family began placing their family name second.
The Inner Sea World Guide discusses the Minkai Empire, which is clearly Pathfinder's version of Japan (it's discussed separately from mainland Tian Xia and Xa Hoi, which would seem to be their take on Korea). How actually like Japan it is...well...that's not yet apparent. The write-up focuses on recent events in the nation's history and not a cultural overview. The Dragon Empires Primer might better answer your question, but it won't be released for some time.
I am no expert on Japan, and aside from my enjoyment of the occasional samurai film and my adoration for the extraordinary video game that is Okami, I'm not greatly into Japanese popular culture. It does bother me that so many people define "Japanese" in terms of manga and anime. I went to a school with a strong Japan Studies department, and while most of the majors were keenly interested in the fascinating history, art and literature of Japan, there were plenty of fanboys to be found as well. That really irked two of my friends that were majors.
I knew I would get some of that in this thread, and I am okay with a degree of it, since it's a fantasy setting. You are correct though...it's hard to know how well a character steeped in accurate Japanese custom will fit. For my part, I would welcome it, though as I said before, I am hardly an expert on Japan. To be honest, the memorable NPC's, tight storyline and the prospect of caravan travel over vast distances draw me to this AP more quickly than the Japan theme.
It's funny you mention Rokugan. I do enjoy L5R, but AEG does indeed deny any assumptions players might have about the world representing Japan. As a side note, I actually find Cathay (an interpretation of China from another AEG game, 7th Sea) to be considerably more interesting, but I have never found another who shared that opinion.
Anyway, I can't see a possible rivalry between you and Ameiko hindering the game in any way. It's true that it could be problematic with some players, but it sounds like you would approach it responsibly, and you do indeed have the paladin code to keep your character in line. I'm intrigued.
I don't have Faiths of Purity, but I was planning to read up on Shelyn on the Pathfinder Wiki.
That's a lot of rambling without a lot of definitive answers. I hope you found something helpful in all that!
| markofbane |
I would like to submit for consideration Tragershen, a male elven wizard (universalist) with the Rescued (Shalelu) trait.
Background:
Shalelu had appeared from the trees ahead of him, urging him to follow her. He did without question. Their path led them to a ravine, which Shalelu leapt across without hesitation, landing lightly on the other side. She must have seen the panic in Tragershen’s eyes, because she called out to him Do it! I will not let you fall! He jumped, with all his speed and might, and it wasn’t enough. When he thought he’d hit the opposite wall of the ravine, Shalelu caught his outstretched hand; he still hit hard, but she pulled him up.
The pursuing goblins stopped short and started looking for a way around. Shalelu’s arrows were fatally persuasive for them to give up the chase. When they fled, she turned to Tragershen. Her eyes said it all. She knew him for what he was. She must have seen him leave the trade caravan to go into the woods for a dalliance with a young lady. He was speechless, embarrassed and ashamed. She pointed and said Your caravan’s that way. before stalking off to finish off the goblins.
Up to that point, Tragershen’s life had been quite different. For over a century, he had wandered from city to city under the pretense of studying, but truly enjoyed the nightlife of every place he went, and the company of hundreds and hundreds of women. Without doubt, he’s left a trail of half-elven children across the Inner Sea region, but he’s never bothered to stay in one place long enough to find out.
When he made it back to the caravan, he asked after the elf he’d seen. The master of the caravan, Sandru Vhiski, recognized Shalelu’s description and told Tragershen about her. That moment changed his life. He knew he would have to change, he knew that he would have to make amends, and to make something of the life he had been squandering, the life she had saved.
Over the next several days, as the caravan approached Sandpoint, he started to make changes in his appearance. He removed all of his jewelry and stopped using magic to enhance his appearance. He cut his hair shorter. He sold his expensive, garish garments and bought a spare set of modest clothing from a monk who was also with the caravan.
When they reached Sandpoint, he looked completely different. He separated from the group and found places to sell his valuables, all except his spell book. He even took a new ring for his bonded object, a simple one of bone to replace the bejeweled platinum one he had before. That night, he buried the wealth in the small garden behind the home of a woman who seemed to have numerous foster children. In the morning, he watched from a distance and used a message cantrip to guide the old woman to the hiding spot, urging her on until it was found.
When he learned that Shalelu typically used Sandpoint as a base of operations, he took a room at a local inn and start inquiring about work. He worked any odd jobs he could find, quickly gaining a reputation as a hard worker, very versatile and knowledgeable. The first time he crossed paths with her at the Rusty Dragon Inn, he could barely speak, entirely unlike his previously debonair and flirtatious self. If she recognized him from that day in the woods, she gave no indication. Ameiko introduced them, and they talked politely for a while. But it wasn’t long before she was gone again, and Tragershen was left again pondering the way he’d spent so much of his life.
In the years since their first meeting, Tragershen has continued working hard, making friends in the community and making secret acts of kindness and generosity. He has travelled quite a bit with trade caravans going to and from Sandpoint, hoping to cross paths with Shalelu each time. Also, any time there was a call to arms against raiding goblinoids, Tragershen was quick to respond. As a result, he’s fought alongside her many times over the years, and has slowly been winning her respect. Over the years they gradually became friends.
Tragershen’s transformation has been extensive, but not complete. He still has a few habits that have carried over from his previous lifestyle. He carries a few different spices with him to season his food to taste (always doing so discreetly so as to not hurt the feelings of those cooking it). He still has a taste for expensive wine, though he indulges in it far less frequently and never to the excess that he once did. Finally, he still absorbs information voraciously, learning trivia, stories and languages at every opportunity.
Tragershen feels quite good about the changes he has made since that first rescue at her hands. He continues to cherish opportunities to interact with her, even going so far as to occasionally join her on some of her patrols (and it speaks well of her response to him that she even allows him to go). While he has no idea what the future may hold for him, but with his moral compass firmly aligned, he moves forward ready for anything that may come his way. That being the case, however, he is concerned with the growing effectiveness of Sheriff Hemlock’s patrols. While he’s pleased about the improved safety of the town, Shalelu is always saying she hangs around Sandpoint because clearly the folks need her warnings of and protection from the nearby goblin tribes. If she starts to feel her presence is not needed anymore, will she leave? Under what pretense could Tragershen possibly follow? With that unsettling uncertainty in the air, Tragershen has been spending more time at the Rusty Dragon, hoping to stay current on rumors and news that may be relevant to his new way of life. Perhaps it would be time for him to cut loose again, taking up travel again with his new perspective on life…
Advancement:
Question:
Mechanics:
Chaotic Good Male Elf Wizard (Universalist) 1
Medium Size (6’ 4”, 140 lbs)
Age: 162
Move: 30’
Languages: Common, Elven, Draconic, Celestial, Orc, Sylvan, Infernal.
10 Strength
16 Dexterity
12 Constitution
18 Intelligence
10 Wisdom
12 Charisma
Initiative: +3
AC: 13 (17 with mage armor)
Melee:
Rapier (+0, 1d6, 18-20/x2)
Ranged:
Rapier (+4, 1d6, 18-20/x2, 30’ max)
CMB: 0
CMD: 13
Fort: +1
Ref: +3
Will: +2
Hit Points: 7 Total. Currently: 7
Feats/Traits: [spoiler]
Trait: Rescued: +1 to Acrobatics, class skill. +1 attack rolls vs. threatening Shalelu.
Trait: World Traveler: +1 to Diplomacy, class skill.
B1: Scribe Scroll
L1: Breadth of Experience
Skills:
Skill Points = 7/level (2 class + 4 intelligence +1 favored class)
8 Acrobatics 1+3+3+1
6 Diplomacy 1+3+1+1
0 Heal 0+0+0+0
10 K: Arcana 1+3+4+2
6 K: Dungeoneering 0+0+4+2
6 K: Engineering 0+0+4+2
6 K: Geography 0+0+4+2
6 K: History 0+0+4+2
6 K: Local 0+0+4+2
6 K: Nature 0+0+4+2
6 K: Nobility 0+0+4+2
6 K: Planes 0+3+4+2
6 K: Religion 0+0+4+2
8 Linguistics 1+3+4+0
3 Perception 1+0+0+2
2 Profession (any) 0+0+0+2
8 Spellcraft 1+3+4+0
4 Stealth 1+0+3+0
0 Survival 0+0+0+0
Race/Class Abilities
Favored class: Wizard, 1 used for skill point
Spells/Abilities Used:
None.
Spells Memorized:
3 0 level: Detect Magic, Light, Presdigitation.
2 1st level: Mage Armor, Color Spray.
Spellbook:
Cantrips: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Spark, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Presdigitation.
1st Level: Color Spray, Endure Elements, Cause Fear, Mage Armor, Shield, Silent Image, Unseen Servant.
Elven Abilities:
Medium size, 30’ move. +2 dexterity, +2 intelligence, -2 constitution included above.
Low Light Vision.
Elven Immunities. Immune Sleep and +2 racial bonus to saves vs. Enchantments.
Keen Senses. +2 bonus to Perception.
Weapon Familiarity.
Elven Magic. +2 to overcome SR, +2 spellcraft to ID magic items.
Wizard Abilities:
Arcane Bond (Ring).
Cantrips.
Bonus Feat: Scribe Scroll.
Hand of the Apprentice. Hurl melee weapon, seven times per day.
| sunshadow21 |
I love gnomes, personally, but that has led to me having enough gnome characters that I feel like trying something else for a change. Perhaps because it's because I'm above average height in real life, but for whatever reason, I'm usually drawn to the shortfolk: gnomes, halflings, and dwarves. I very, very rarely play elves, and humans or half orcs are played after I've created too many of the shortfolk in a given time span.
Garand Stone-of-the-Moon
|
Since open call is still open, I'll stagger up fashionably late to the bar...
I whipped this guy up for a different Jade Regent game.
Human (shoanti) druid (bear shaman, of Erastil). Campaign trait, either Rescued: Koya or Childhood Crush: Sandru. GM_Todd asked us to fill out a questionnaire of sorts and here's his replies;
1. Why are you in Sandpoint? Are you visiting or a local?
2. Which NPC are you connected to?
3. How would you describe your personality?
4. What will your character contribute to the group?
5. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her?
6. What is your day job?
1. Garand is trying to find a place in the world, preferably with other people who aren't 'fitting in' and lack a sense of community. He's originally from the Storval Plateau, but was drawn by the lure of an endless expanse of water, which, to him, seemed like a fantasy told by travellers.
"My homeland lies beyond the terrible stone city of Kaer Maga, and I had to come down from the highlands through the twisted paths beneath that place. I had heard many strange legends, of a place where the water was like the plains, endless and always moving, crashing against the rocks, as if to batter them down. A place where all rivers met their end, and I wished to see this 'ocean,' and so I followed the rivers, and found my way here."
2. To be decided. I see him most strongly connected to Koya (if he takes the Rescued trait), who might represent the mother he never knew, or Sandru (if he takes the Childhood Crush trait), who might represent a part of himself that he doesn't yet understand that *also* prompted him to feel out of place among his tribesmen.
"Goblins attacked Sandpoint, and I found myself caught up in the battle, separated from bear-spirit and confused. I slew one, but another cut my leg with a rusty bit of metal, and I fell to be trampled by a panicking horse. I woke to Koya's chanting, which I clung to like a rope, dragging me forth from the dark waters of the underworld. Bear-spirit was there, having fared much better, and he recognized Koya as a shaman like myself, and allowed her to perform her healing magics upon me, although he allowed no one else to approach. I owe her my life, and that is a debt that will not be easily repaid."
or
"There are several in this town who feel the bonds of family have faiiled them as they have me, and whose own families are not well serving them. Sandru, in particular, is a good man, who belongs in the sun, and his kin seek to draw him into a life of thuggishness, in the shadows. He is a lion, and they wish to turn him into a jackal. I hope that I can convince him that family can be found in other places. It would be my honor to be at his side."
3. Approval-seeker, but prickly and prone to being his own worst enemy, making enemies where he could have made friends, by being overproud and too full of a headstrong rejection of tradition, even if it's an otherwise sensible tradition. Like all Shoanti, he holds grudges with both hands.
"The riddle of my life is whether a man can stand apart from his people, his family, his traditions, and yet not be alone in the world. I have not found the answer to this riddle, and my words are too much the words of a Shoanti, which other peoples find rude and abrupt. I must learn to speak anew."
4. Healing, survival skills, animal handling / teamster training, knowledge of nature and (eventually) geography, allowing for some guide / scout roles. Also? A bear.
"I am a skilled guide and hunter, having travelled far to reach this place, many weeks journey from the lands of my birth. My training in the healer's arts includes remedies mundane and spiritual, and the spirits of the land themselves come to my call, as has the bear-spirit that walks beside me."
5. He's a druid. No intention to ever deviate from that path. I wanted to go Pack Lord and have multiple bears (which, mechanically, would have been a disaster, but I liked the visual), but that Archetype doesn't stack with Bear Shaman, so, heck with it, I'll just summon more bears as the situation calls for them. Less bears also means less dice to roll. That's always good for me.
"I follow the path of the bear-shaman, wherever it leads me. My body shall wander this world, but my spirit is as certain in it's path as the moon."
6. Whatever Sandpoint and, later, the Caravan, calls for. Scout (and Guard) seems the most expensive one that would need to be hired, so it would end up keeping the overhead/expenses down if Garand covered that role. He can also fill in for Driver, Fortune-Teller, Healer, Spellcaster, if need be. Eventually, he'll also have Knowledge-geography, and be able to take on Guide, as well, but I ran out of skill points. :)
"I serve as a hunter, guide and scout to the wilderness, at present, and use my skills to catch game to bring to the market."
GM_Todd wrote:
1. Why would character consider leaving Sandpoint to travel to the other side of the world?
2. Are you already participating in a JR PbP game?
1. Garand is seeking a connection similar to that of a family or tribe, one that he did not feel with his own people, and coming from a nomadic tribe of Shoanti, does not associate 'home' with a place, but with a group of people.
2. Nope. I am in a fair number of other PBP games, so I will understand if someone who is not so fortunate may rate a bit higher in the selection process.
If a Druid isn't particularly handy, I'm also of a mind to play Piet the Hagbui, Human witch, same trait choices (or Student Survivalist or Foster Child, any are appropriate for Piet, and a party full of Childhood Crushes could get kinda repetitive!).
Piet has not been built with the Jade Regent AP in mind, so I'd have to tweak a few things and work in some backstory / in-character reasons for him to be headed that way, if chosen.
| Sir Jolt |
Half-Orcs are fairly popular and only one has been submitted so far.
While I have nothing against half-orcs/elves, I don't particularly care for how "half" races have been handled. It makes little sense to me, especially in a world with a decent level of magic, that humans and orcs can procreate and so can humans and elves but then that's it.
James Jacobs has said that he isn't a big fan of half races and doesn't want to see any more in the game. But that just makes the two we have conspicuous by their presence; especially when they're described as being "rare" which makes it seem as if they were held over into the new game for, seemingly, little other reason than because Tolkien created Elrond.
I would've preferred they picked one side and stuck with it. Either allow all races to intermingle (as HARP did) or none (as many games have done). But I don't think either of those will ever happen in PF.
Shelyn Paladin Code: "The paladins of Shelyn are promoters of art and beauty. they see ugliness in evil, even when cloaked in the form beauty, and their job is to prevent the weak and foolish from being seduced by false promises. Their tenets include:
»I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.
»I never strike first unless it is the only way to protect the innocent.
»I accept surrender if my opponent can be redeemed - and I never assume that they cannot be. All things that live love beauty and I will show beauty's answer to them.
»I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
»I see beauty in others. As a rough stone may hide a diamond, a drab face may hide the heart of a saint.
»I lead by example, not with my blade. Where my blade passes, a life is cut short and the world's potential for beauty is lessened.
»I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow."
The codes of Iomedae and Sarenrae are probably closest to what most people would assume the paladin code to be. Erastil, Shelyn and Torag are a little more exotic. I was very disappointed that Faiths of Balance did not include codes for the two deities (Abadar and Irori) that could have paladins.
Set
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While I have nothing against half-orcs/elves, I don't particularly care for how "half" races have been handled. It makes little sense to me, especially in a world with a decent level of magic, that humans and orcs can procreate and so can humans and elves but then that's it.
[tangent]The half-elf/half-orc thing is pretty much a legacy, at this point (somewhat ironic that Elrond, the 'iconic half-elf' comes from a setting where the child of an elf and a human chooses whether to live as an elf or a human, and there's technically no such things as a 'half-elf').
You could fanwank it to say that elves, humans and orcs are all the same base race, each fairly distinctly transformed in millenia past by unusual forces (orcs, in the darklands, perhaps through exposure to the prison of Rovagug, elves, on another world, to which they travelled in ages past, and were changed by the gravity / environment / pathogens of that distant planet).[/tangent]
| Groth |
With half-orcs, you have to at least admit there's something of a narrative hook there. The cliche of the savage warrior race is an old one ripe with potential if done well. Play it straight, play it against type, but there's something there to play with. One that the game mechanics do a decent job of backing up.
Half-elves don't have that. Or at least I've never found their hook. They're kind of like humans, or kind of like elves, but sort of different in a nebulous way. And the mechanics are... well, let's just say that Skill Focus and being slightly less bad at multiclassing have never managed to inspire me with a character to build around it.
Hell, I've been playing some variety or other of D&D for 19 years now. I make it a point of pride to try as wide a variety of character types as I can. And if I've ever developed a half-elf character to the point of actually playing them in a game, they left so little an impression that I have no memory of it now.
| DM Hamied |
I have updated the list of applications. Please let me know if you're not on here, or if any of the listed information is incorrect. Submissions are looking good.
Characters (28)
Shaundakul - Skanzu, Human Cavalier (Caravan Guard: Sandru)
Ayrphish - Tanglar, Human Witch (Childhood Crush: Shalelu)
Azure_Zero - Mai Sagara, Half-Elf Ninja (Younger Sibling: Shalelu)
Ravenath - Fist, Dwarf Monk (Best Friend: Sandru)
Hrakar Orcbane - Almar Ashfield, Human Gunslinger (Carvan Guard: Sandru)
Alexander Kilcoyne - Alezandru Viorec, Human Rogue (Childhood Crush: Ameiko)
sunshadow21 - Garidan Hawk Dancer, Human Bard (Foster Child: Koya)
Craig Mercer - Raziel Holheim, Human Cleric (Friend of the Family: Koya)
Shanosuke - Takeda Tojimaru, Human Samurai (Childhood Crush: Ameiko)
Hu5tru - Lisbet Errikson, Human Sorceress (Childhood Crush: Sandru)
fnord72 - Jebediah, Human Wizard (Best Friend: Ameiko)
Camris - Finrod Moruin, Elf Ranger (Rescued: Shalelu)
Meena Seewicket - Zanneriros Darkeyes, Half-Elf Summoner (Childhood Crush: Shalelu)
The Dorf - Symuel Deverin, Human Wizard (Best Friend: Sandru)
Darth Prefect - Celina Miyal, Half-Elf (Childhood Crush: Ameiko)
DukeRuckley - Jakim Bakhet, Human Rogue (Best Friend: Sandru)
halplm - Haldaval, Elf Cavalier (Rescued: Shalelu)
imimrtl - Shinzen Tomaka, Halfling Ninja (unknown trait)
Inquisitor Leet - Rently Compass, Human Cavalier (Foster Child: Koya)
Neltji - Korag Urlot, Dwarf Cleric (Hero Worship: Shalelu)
Kiradia - Emilah, Human Barbarian (Childhood Crush: Ameiko)
Groth - Zangeti Kalderas, Half-Orc Barbarian (Foster Child: Koya)
valliss - Ferav, Human Barbarian (Caravan Guard: Sandru)
Sir Jolt - Sorin Nicusor, Human Paladin (Childhood Crush: Ameiko)
Wandslinger - Bard (unknown race)(unknown class)(unknown trait)
markofbane - Tragershen, Elf Wizard (Rescued: Shalelu)
Saronian - Half-Orc Oracle (unknown name)(unknown trait)
Set - Garand Blood Hand, Human Druid (undecided trait)
Ravenath
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While we wait, a little joke:
Fist, the dwarven martial artist
Note: you have to read the Martial Artist monk archtype to understand what fist says ^_^