Drogeney |
Wouldn't hurt an oracle any I doubt but otherwise, yeah. Depends on who their god is though, any of the neutral ones on the good/evil scale may work without an issue. An example, a c.f. Calistrian who is about the pleasure but becomes corrupted to celebrate on their path to vengeance wouldn't have a problem with their goddess dumping them.
Contemplating a wizard who falls down the dark path of necromancy or an enchantment od some kind who becomes corrupted. Gotta admit though that the Calistrian idea has some potential too. Guess that's 3 ideas now.
W E Ray |
Hmm. What about faith characters. Losing alignment tends to damage them somewhat
Don't fret, we'll figure something out, most likely addressing each case individually.
For game balance reasons I can't have one PC get totally nerfed like that -- it's not fun gaming. We can r.p. the loss of powers and the regaining of powers before it affects a combat or something.
Aerodus Aluain |
leinathan |
Hey, I'm here again - I was interested in gestalt because of multiclassing full casters with full martial - if we're not doing that I'll probably multiclass/prestige with ranger and lantern bearer. An elf who will go to any length to protect what he sees as the most beautiful society in the world.
Again, I'd love to incorporate gestalt into this character - I think a wide range of abilities is much more desirable than higher-level abilities, but I can and will make a non-gestalt character for this. Likely starting LG and moving to NE as they abandon their principles for the ones they want to protect.
Elf interests me a lot because according to canon Golarion lore, if my PC becomes evil enough they can just spontaneously morph into a drow - which I think would be a super cool thing to happen in-game.
leinathan |
I guess, a look at what my character would look like:
Non-gestalted: Luial'dor | LG male elf ranger (infiltrator) 4
(20 point buy): Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 8
Gestalted: Luial'dor | LG male elf ranger (infiltrator)/magus (myrmidarch) 4
(20 point buy): Str 12, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Uses magic and bows to smite the enemies of elvendom - believes that defeating any and all who wish to cause harm to good people or destroy beautiful things is what he was born for. A proud worshiper of Shelyn, if not precisely an accurate follower of Shelyn. Was sent to Taldor as a sort of....anti-evil specialist, and is a member of the Lantern Bearers, elves who fight against any encroaching darkness and evil (especially drow).
Tell me what you think?
W E Ray |
Please present questions or concerns,... or alternate ideas. I'll start another Thread tomorrow or the next day and make it all official then.
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History: Please have a reasonably well detailed history for your PC -- just keep in mind that we're starting at 4th level so your history shouldn't be that of a PC who's been adventuring for years and years. Also, if you leave a couple things open-ended it will help me as I can build upon it without stepping on your toes regarding the ideal you have in mind.
Alignment: Please describe what your PC's Alignment means. Give examples if you can come up with any. The better handle we have on your character's Alignment, the better we can enjoy your PC's development. And the sweeter, more dramatic, your Fall will be.
The Fall: Please PM me your ideas of the kind of Fall your PC would take. Please don't be too specific or, heh, railroady. I'm going to work to get as close to what you're thinking as possible in-game, just remember that I gotta blend it not only with three other PCs that have to stay together as a group, but also blend it with the campaign setting and adventure outline that I'm designing. And if we keep this part secret then it, I think, will be more fun for the group as it plays out: ...."How's THAT PC gonna turn to the darkside?!" .... "Ha ha, I guessed it all along!"
New Alignment: Please detail what your new Alignment would mean for your PC -- obviously you don't have to know now if your Evil will be Chaotic, Lawful or Neutral. But if you're thinking NE, what does Neutral Evil mean? (The example I use in more traditional games is one of my old LE PCs -- he was Lawful Evil because he was racist to dwarves, halflings & gnomes, believed slavery was legitimate, and thought Asmodeus's plan (described in the 3E FCII: Tyrants of the 9 Hells) was perfectly acceptable. My LE PC still respected good guys, was not at all anti-social, and even revered Heironeus (the original Iomedae). Thus he wcould work well with good PCs on pretty much all adventures. Certainly, the Evil your PCs will have will be more in-line with the Evils of Way of the Wicked but still, try to define it.
And remember, you define Alignment for YOUR PC only, not the other PCs and not my NPCs.
Campaign: We will start in Taldor as good guys, near enough to Cassomir that you can be from outside of Taldor and have come here -- or from that one of Taldor's big cities. But we will not initially be in Cassomir, but in a more rural area a couple days away (giving you the option of a rural-background PC). Our first adventure will be a traditional good-guys-go-kill-bad-guys adventure, giving us time to get to know each other & our alignments -- and more importantly, giving me time to learn your PC backgrounds enough to design some fun stuff (while also giving time for drop-outs and infrequent posters to leave and be replaced). Because while none of us want that to happen, it looks to me like it happens frequently in PbP.
Crunch:
25 point buy
All Paizo Races available for PC proposal Also -- Race Building is LEGAL. Here are my rules for Race Building
All Paizo Classes available for PC proposal -- if you stray from the basics: Core, APG, UM, UC, ACG, ARG, Unchained -- it will be more difficult for me. In other words, if your Feats or Traits or Archtypes come from Companion books or Occult books or wacky softbacks I've never seen, well, it's okay if your backstory and alignment definition fit magnificently with the group -- then you're in. But if it's a close call for me between two PC proposals I will choose the PC build with which I am more familiar because it's easier on me. Stuff from outside the Hardbacks is absolutely fine -- just remember that I may not be familiar with it and I gotta DM for complete strangers and would like to keep my work easier.
If you're worried that your PC is too bland or too exotic, propose two PCs: one bland, one exotic (a human fighter with a greatsword and a H-Elf Wayang Fleshwarped Verminous Hunter / Lame Oracle). I won't say which I prefer but you may be surprised.
6,500 gp starting wealth
Languages: The idea of "common" is stupid. And it no longer exists. If you're from Taldor you speak Taldane as your "free" language. If you build a PC from somewhere else then whatever language they would naturally speak there is your "free" language. (They speak Varisian in Varisia. They speak Skald in The Land of the Linnorm Kings. In Cheliax (and Andoran & Isger) they speak Chelaxian. I can't be the only gamer who came up with that! Anyway, there is no common. If you're from Osirion then you'll need to use an INT point or a Linguistics point on Taldane. If you're from Absalom you can choose whatever language you want as your free, starting language.
You get TWO Ability Score points at 4th level (and every 4 levels beyond 4th). You can put them both in the same Ability or go one-for-one.
Finally, we will be "good" for our first adventure as a group and then, after that have some time, most probably in Cassomir, where we'll be "good" for a while before the catalysts that cause our Fall. Then we'll be "eeeevil".
Billybrainpan |
I have a pretty solid idea for a character (not one of the ones I stated above). An Ulfen worshipper of Gorum. Devoted to proving both his personal strength and the strength of his god.
Right now he is an armored hulk but I may make him a wild rager.
Can I change the normal dwarf race to make it a 13 rp build?
W E Ray |
Propose your dwarf w/ the 13pt racial buy, no problem -- just make sure you have the appropriate Fluff for me to read over, and I'll work with you on it.
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Paizo only please.
My feelings is that we probably shouldn't go gestalt this time. As much as I like it I just don't think it works as well for this game as standard class.
Aerodus Aluain |
So the character is fully built and in this Alias.
Here is the
And here is 90% of the
Aerodus grew up in the small town of Falcon’s Hallow, bordering the Darkmoon Wood, in Andoran. His father worked as an Explorer and a Merchant and spent his life travelling the world from Osiria to the Shackles, the Land of the Linnorm kings to the Mwangi expanse and everywhere in between. Aerodus never knew his mother, she had died giving birth to him. He had been raised by his fathers brother and his wife, a blacksmith and a seamstress. He spent the long years of his childhood growing up in and around the Darkmoon wood, learning the art of woodscraft from a local tracker. On the days where the tracker was not available to teach him, Aerodus spent his time with a local farmer, learning how to care for and train horses.
The coming of Aerodus’ rise to adulthood was marred by the news that his father had perished during one of his adventures to the north. The plan had always been that, upon his 60th birthday, Aerodus would join his father in his travels, becoming a Merchant Explorer just like his old man. With his father dead, Aerodus suffered a crisis the likes of which he had never known before, a lack of direction. He struggled for a long time, flitting from place to place, having left Falcons Hollow in a daze. It was not till he reached Ustulav, some nine years later, that he truly found clarity of purpose.
Travelling through Ustulav, from Caliphas, Aerodus witnessed the atrocities and mistrust that the undead had bred throughout the land and they gave him pause. Ustulav was a country under siege and he had the means to help. Aerodus signed on with a band of mercenaries based out of Thrushmoor, a small fishing village on the Avalon bay, called the ’Nights Regard’. Dedicated to ridding the lands of the undead, Varin spent three years in their employ, fighting side by side with his new friends.
Aerodus was happy to stay in Ustulav, to keep on as he was going, at first at least. As time moved on he found himself longing for more. Yes Ustulav was in trouble and yes he was doing good, but this was not the world ending disaster he had supposed it to first be. He began to talk at length with a couple of the people he had befriended, a Human man by the name of Denith, a woman by the name of Gillian and a Halfling man by the name of Elwin, and slowly they began to agree. There was more good to be done in the world than what they could do here. With the decision unanimous, the four friends broke from the ’Nights Regard’ and began to make their way to Mendev.
This trip was a slow and winding one, taking almost two years to complete, as they traveled far and wide, aiding any who needed it. Their aid went beyond mere martial aid and spread to acts of kindness and charity. Aerodus spent time working as a field hand and as a labourer, all the time keeping his sword skills sharp. upon reaching Mendev they enlisted with the Crusades, choosing to dedicate themselves to the fight against the demonic hordes that threatened from the Worldwound.
Seven years seemed like a lifetime. Aerodus spent seven long and painful years in Mendev. First to fall was Gillian, taken in the night by some evil being of unknown origin. Second was Denith, murdered by a Cultist of Baphemeth. Finally when only Aerodus and Elwin were left, the Halfling broke. Aerodus found him saddling his pony one morning and never asked why, he already knew the answer, the Worldwound had done its job and had struck the last blow against both of them. Elwin rode off and Aerodus stayed behind, broken inside but dedicated to doing his piece.
It was during this time, five years into his tour in Mendev, that Aerodus came across Valour. The foal was barely an hour old, still unable to stand, when Aerodus found him alone in the wilderness with no sign of his mother in sight. Taking pity on the beast, Aerodus rushed him to a nearby Crusader outpost, one that bred horses. Aerodus managed to save the foal and in doing so gained a trusty steed, the only good thing to come out of his time at the Worldwound.
[Paragraph or two to tie in with other player characters]
The other 10%, as mentioned at the end, is something I plan to use to tie in to other characters, if only to mention them by name and how they met.
Think that is everything you asked for.
Billybrainpan |
My dwarf. Essentially he was taken from his clan by a priest of Gorrum and so had drastically different training. I left all the traits that were from the physical build of dwarves but replaced everything based on dwarf culture.
humanoid 0
medium 0
slow speed -1
flexible (str,con) 2
Greater SR 3
hardy 3
darkvision 60 ft. 2
stability 1
fast 1
natural armor 2
Raggo was raised by a warrior priest of Gorum, instead of learning how to craft stone and fight giants he learned how to move quickly, resit magical and physical attacks, and crush his opponents with his own strength. He never adopted the fighting style or mannerisms of his kin.
W E Ray |
@BillyBrainPan,
Please note that "FAST" is an Advanced Trait and only Standard Traits are allowed despite the 13 point buy.
Please note that "Greater SR" and "Hardy" both cost 3 points and only one 3 pt Trait is allowed.
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I know it seems like a kick in the nuts, but I've spent a great many months AND months tweaking my Race-Builder guidelines and am very satisfied with them.
13 Points to spend. Can ONLY select Standard Traits (no Advanced despite your point buy). NO Traits with a cost of 4 or greater. Only 1 Trait with a cost of 3.
W E Ray |
Sorry. If it's a customized Race it's a customized Race.
There's an obvious way around the Feat for Humans, though -- the Static Bonus Feat instead of the Flexible Bonus Feat -- you know, since you're only making one PC it doesn't really matter about the Feat being Static. (And there are plenty of Skill Traits.)
And Hardy doesn't seem broken to me; I have no problem with it. (Greater SR is one of 6 three-pointers I'm afraid of but there are so many good three pointers that I never found it in myself to outlaw ALL of them.)
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There is one rule change I allow for the Race Builder -- one that, when I was in the Paizo Office back in September I threw at their "Rules Oversight Team" and they were like, "Oh crap, this guy's right; we F'd up!"
The Static Bonus Feat has a condition that one can only select a Feat that has NO prerequisites. Meanwhile, the Feat in The Inner Sea Guide, "Fey Foundling" has a prerequisite: "Must be taken at 1st Level." So, as per RAW, one couldn't make "Fey Foundling" a Static Bonus Feat. A CLEAR oversight from the Paizo Rules-Oversight team -- and they knew it.
Anyway, if one were to ask for Fey Foundling as a Static Bonus Feat I would absolutely allow it.
Going to bed now -- see you guys tomorrow after ARSENAL destroys Sunderland!
Cam James |
Well I have 2 prebuilt chars I would like to throw at you to be shut down mercilessly first, before I start thinking of creating something new :) (note: neither is built to your specs, but you should be able to get enough of an idea to ya/nay it)
The first one is Friar Fatling, a Halfling Aberrant Aegis (Psionic Class).
Why I would want him accepted, despite being an unusual class…
The Friar would be an Aegis (ignore the Psychic Warrior bit) with the Obese customization at his core. He is a fat, short and jolly little monk who loves food, and sleep, Think of Friar Tuck from Robin Hood, only short :)
Being an Aegis means that he has quite a bit of customization available to him as time goes on, and being an Aberrant Aegis means that it is all focused in his physical body and with lots of physical mutations (tentacles, stingers, extra arms, spikes, ect) possible.
I am thinking that as Friar travels through his adventure, he starts out very normal looking (if short and fat) and healthy but soon runs into something Off… Then he slowly starts mutating, his body changing from that of a normal halfling to something twisted and aberrant. And of course, for poor Friar what followed the corruption of his flesh was the corruption of his mind, and the stagnation of his pitiable soul.
Who knows, he might just turn into a Chaos spawn at the end of it ^-^ or a gibbering horror >.>
Crunch Bits
The Customizations available to the Aegis can be saved unspent and changed later, meaning that if I stick my nose into the mutagen jar, I can very easily grow a new tentacle the next minute (And of course he will stick his nose in ^-^) and as well as allow me ample ability to adjust my characters power if I start finding I am too powerful/weak.
Combat wise, Friar will be durable, with LOTS of hit points, but will otherwise have to be pretty generic, as he starts fighting with a staff, then later, possibly a stinger or spikes all over his body, or turn into a turtle. He could do that too…
Personality Bits
Friar is normally an easy going, friendly monk, but he can have a temper, as well as a lazy attitude. His large girth lends him great strength like that of a giant, and his kind personality and easy going nature made him a favorite with the kids, who he loves to play with (and prank when he can get away with it), as well as making him a devout believer in his faith.
But his strong love and dedication to his faith can also be a stumbling block for Friar. Once, Friar stumbled upon a bad secret within the church that offended him greatly, and his temper escaped him. Instead of just giving them a scolding or something, Friars anger flared and he did quite a bit of property damage as he threw the offenders out of the church.
Alignment
Friar will be NG, to start. He is a kind spirit and (normally) a gentle soul. He grew up in an abbey where he has been taught the Tenants of his faith, as well as general kindness and compassion. He is not Mother Teresa, but he does try quite hard to be Good, caring and compassionate, especially to those younger than himself, who he takes on a guardian role for oftentimes.
Despite this, Friar is not pure, he has anger issues, he can be lazy and unmotivated to do things that “seem unfun” or look too much like chores or work. He is also a lover of food, and has pinched more than just a bit from the Abbeys larders, believing that such small and petty thefts were of no consequence.
Despite growing up in an Abbey and being force-fed order and discipline, with harsh taskmasters breathing down his back constantly, Friar just wouldn’t do it. He would not conform like the other young boys when he was growing up, and he would just refuse to stick to his training, instead often sneaking away to go take a nap or sneak a bite from the storehouses. While others would adhere strongly, and in Friars mind, foolishly to doctrine and teaching, Friar would only do things that he had deemed worthy of doing, or at least interesting enough to try, and it was this lack of a hard edge that prevented him from taking his faith further and being accepted into the ranks of the paladins.
And now it is 2 am and I need to go to bed :p
I will finish this up later, and then flesh out my other submission, Bouncy the goblin, at a later point :)
For everybody, what is a good religion for Friar that focuses on the elimination of corruption and aberrant things, and preferably LG or at least Good that Friar can follow? Anyone have some leads for me?
Ravenfall |
I wouldn't really say I count as a grognard, but I did cut my teeth on AD&D 2E, Planescape, and Dark Sun back in the late 90s so i have a good bit of that era of knowledge stored away somewhere in my faulty brain. Those late 80s/90s settings always fascinated me in ways most modern settings can't quite replicate.
As far as actual character builds and concepts go - I had a few ideas I'm tinkering with, but only one I wanted to actual run by you now because it's more complicated than the others. I wanted to make a character that utilises the Spellslinger wizard archetype from UC (basically a wizard with a gun, a bunch of school restrictions, and a few nifty ways to use their spells and guns together). That's a more complicated and rules heavy archetype, and I noticed your disdain for Gunslinger earlier (though Spellslinger doesn't actually get any Gunslinger mechanics outside of the gun), so I figured I'd ask. If not, that's cool - I have other ideas I can easily persue.
Billybrainpan |
I have only been playing RPGs for about 6 or 7 years and to be perfectly honest I don't know what a grognard is (although from what you have said i'm assuming its a term for very experienced gamers). I hope that my lack of knowledge of older editions won't terribly effect my chances of getting picked (especially since it was my idea ;)
W E Ray |
Grognard (and others):
I ask only because there are a handful of 1st & 2nd edition elements in the first part of the campaign (a few monsters, NPCs, deities/demigods/demonlords, etc.) and then, later in the game, there will be a much greater aspect (a particular monster/NPC/whatever) that plays a large roll -- depending on what the PCs do/ don't do.
@Ravenfall, ....Yeah, if you have a concept that you would enjoy that's not a Spellslinger I'd appreciate if you designed that PC instead. It's just that, in my experience -- both at-the-table and in theory & talk on The Boards -- it's sooo hard to balance the Gunslinger/Spellslinger with the other PCs. That and the fact that I don't see an easy way to include guns in this part of Taldor and other places you're likely to travel. Again, I don't want to tell anyone not to play what they really want to play but still, if you got something else on deck that you think you'd enjoy,...
@Cam James, ....
I think Sarenrae is a good choice if you want to stay in-the-box with well a known Pathfinder deity. Others in Pathfinder include
Benorus (because he's cool and fits reasonably well),
Asteria (because "endless order" sounds contradictory to Aberrations),
Black Butterfly (because of the line that says she hates The Dark Tapestry);
.
If you want your PC to have a waaay out-of-the-box backstory
from The Forgotten Realms:
Lathander (a spectacular choice),
Sune (because "that which is beautiful is good and ugly things are undoubtedly evil");
from Greyhawk:
Mayaheine (not just because she's the REAL Iomedae but because she really fits (and I'm in love with her))
Drogeney |
My first character for consideration. I'll likely work on a second later on, particularly since there seem to be a dearth of divine character concepts right now.
Build
Terra Minora
female aasimar cleric 4
CG, medium outsider (native)
Init +2; Senses darkvision 60 ft, Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 31 (4d8+8)
Fort +5, Ref +3, Will +8
Defensive Abilities resist energy (acid, cold, fire) 5
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Offense
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Speed 30 ft.
Melee whip +6 (1d4) and
. . light mace +5 (1d6-1)
Ranged light crossbow +5 (1d8 /19-20×2)
Special Attacks channel energy 2d6 (dc 15) 6 per day, malign eye 7 per day, dazing touch 7 per day
Spells (CL 4; concentration +8):
2nd —aid, enthrall (dc 16), restoration, lesser, touch of idiocy (ds)
1st —divine favor, shiled of faith, command (dc 15), murderous command (dc 15), charm person (dc 15) (ds)
0 (at will)—detect magic, read magic, stabilize, create water
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Statistics
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Str 9, Dex 14, Con 12, Int 12, Wis 18, Cha 18
Base Atk +3; CMB +2;CMD 14
Feats selective channel, weapon finesse
Traits trait 1
Skills Diplomacy +10, Escape Artist +6 (5 with armor), Knowledge (religion) +8, Profession (courtesan) +8, Sense Motive +8, Spellcraft +8
Languages common, celestial, elven
SQ spells (positive), orisons, spontaneous casting
Combat Gear light crossbow (4), +1 whip (1), +1 mithral chain shirt (12.5), 20 bolts (2); Other Gear wand of cure light wounds (50 charges)
Misc Gear masterwork backpack (4), traveler's outfit (5), spell component pouch (2), waterskin (4), silver holy symbol (1), elven trail rations (5 days) (5), light horse (combat trained), saddlebags, riding saddle, feed (5 days), 197.8 gp
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Special Abilities
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Charm (Lust) Domain
Dazing Touch (Sp) Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion., 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Luck (curse) Domain
Malign Eye (Su) As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—bane, 2nd—aid, 3rd—bestow curse, 4th—freedom of movement, 5th—break enchantment, 6th—eyebite, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell Like Ability Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
She has a bubbly and charming personality with a liking for expensive things. She is very devoted to the worship of Calistria, particularly the more pleasurable aspect, and strives to show others, as many as possible, the joys of the Savored Stings worship. She is fickle and somewhat unreliable due to her somewhat capricious nature, but no one can accuse her of not being there to support her friends and allies in their time of need.
Terra Minora was born in the country of Taldor to a wealthy Taldan family and was a seemingly normal child. Bright an bubbly, she came into the world and they were sure she would be the perfect daughter and catch a superb husband who could help promote their families goals. As she grew up their hope became conviction, particularly when she began to change, her appearance becoming almost unearthly, her manner more pleasant, though her eyes becoming golden orbs disturbed them, the priests told them she was an aasimar.
Now at the age of sixteen, Terra began to become an object of envy, fear, and no small amount of lust. Her parents betrothed her to a suitor, a wealthy, older, gentleman who was willing to forge a marriage alliance with them. Terra however, having become more willful and independent as she grew up, refused to marry a man five times her age. A rather significant argument ensued and when her parents told her she would marry the man or she would be no longer welcome in their home, Terra did the unthinkable, she left.
She fled to the city of Oppara to find work and forge her own way in life, but found that many of those who would hire her wanted her for something other than "honest" work. Many of them refused to hire her unless she would do "personal favors" for them, and after a time she found herself left with no choice. as she had nothing else, no skills, that anyone wanted. It was her luck that the man who hired her was rather nice, though he was almost as old as her unwanted fiancé.
Terra stayed with the man for several years despite his families anger at the gold digger who had attached herself to him. Fearing her taking him for everything he had they sought to discredit her and drive her away. In the end they succeeded, the gentleman throwing her out onto the streets with nothing but the clothes on her back. Her anger at this turn of events nearly drove her to murder until a priest found her seething about the betrayal. this meeting would be a turning point in Terra's life as he was a priest of the Savored Sting, Calistria.
The elven man taught her the worship of the goddess and aided her in getting delicious revenge for what had happened, the gentleman's family being caught as conspirators in a tax evasion scheme. their wealth was taken and they were cast out of their mansion to live on the streets. Terra made sure to rub in what had happened and to point out that it was she who made the discovery of their scheme. As she left them she could hear their screams of anger at what had happened. the reward for foiling their scheme gave Terra enough to live on comfortably if she wished but she instead invested in some very nice equipment and went on a journey with her mentor, the priest Cael.
Over the next year or so the two traveled a great deal but in the end, Terra chose to return to Taldor. As a parting gift the elf gave her a suit of specially made mithral chain and an enchanted whip to mark their time together and, after one last night of passion, terra returned home. She found the family manor vacant and eventually found out that her fiancé had ruined her parents wealth and status after she left, the two dying less than a year before. While she was still angry over what they did, she feels great guilt that she left things as she did. It was her intention to try and reconcile with them but now, she was left with no means of doing so. With nowhere left to return to Terra heard about a job that needed a few good adventurers and has gone to see about obtaining it.
W E Ray |
I should note that I'm not looking for PCs that I think are cool -- I'm not running them, after all. I'm looking for a group that looks like it would work well both as a group of adventurers and as part of this particular campaign.
And I'm also looking to guess if Players are reliable.
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Let me give a couple of examples of what I mean....
Personally, I love Lantern Bearers; the idea impressed me when I first got Second Darkness in the mail and I've used them many times. However,... when I think of Lantern Bearers I think of The Mierani Forest and Kyonin; I don't immediately think of Taldor. I can absolutely go out of my way to make sure a Lantern Bearer fits in with this particular game -- I think it's important for a DM to adjust his or her campaign design based on PC design. But I can only redesign so much, and if I'm dramatically adjusting for several Players it is very difficult.
That being said I love Leinathan's character concept and have already started thinking in terms of what-in-the-campaign-framework-can-I-adjust for his Lantern Bearer. But a good backstory explaining how and why a Lantern Bearer got to Taldor would be dramatically helpful to me.
Another example, personally I'm not a big fan of the Friar Fatling idea. However, it seems to fit so well in this campaign that who gives a flying-4thEd. if it's not my cup of tea. It absolutely works in this game.
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Ultimately, make the PC that you would like to play -- make two if you have the time and the desire.
But don't fret over what some stranger (me) may think is cool. I'm looking for a good group that seems to fit the game.
W E Ray |
@Billybrainpan, assuming he has the Orc subtype, of course.
@ Jonny Panic, I would feel pretty, Oh So Pretty .