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(Un)official Tier 1.5 Pre-gen characters for Living Campaign https://paradigmconcepts.com/forums/viewtopic.php?f=11&t=1440 |
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Author: | EddieS [ Thu Aug 07, 2014 12:53 pm ] |
Post subject: | (Un)official Tier 1.5 Pre-gen characters for Living Campaign |
Post your pre-gen 1.5 characters tailored for the Living Campaign. Keep is as simple as possible, show advancement track, and post a little background (nothing complicated) to make it easy for anyone to use. Most importantly: Have fun with it ![]() Holy Champion of Nier Name: (xxxx) val'Virdan Rank: 1.5 Bloodrank: 1 Nation/Region: Coryani Empire/Novo Cormata Flaws: Jignostic (There is NO better place than Novo Cormata!) Archetype/Background: Martial/Templar of Nier Attributes - Might: 6 Prowess: 6 Quickness: 5 Vigor: 5 Charisma: 5 Insight: 5 Logic: 3 Resolve: 5 Defenses - Avoidance: 20 (18 when wearing Cataphractos armor) Fortitude: 20 Discipline: 20 AR: 5 Health - Stamina: 60 Wounds: 4 Speed - Pace: 20' Initiative: 3d10 Fate Score: 3 Skills - Athletics: 3 Battle: 2 Deceit: 4 Etiquette (Coryani Empire): 4 Heal: 3 Intimidate: 2 Knowledge (Religion): 3 Melee (Balanced): 4 Melee (Unarmed): 4 Melee (Unbalanced): 4 Mettle: 2 Perception: 2 Talents - Armor Proficieny: All Coryani Armor and Shields Advanced Armor Training Weapon Training: All Coryani Weapons, Flamberge, Gauntlet Weapon Mastery: Flamberge (T1), Gauntlet (T1) Adaptable Diehard (T1) Bloodline: None Shall Stand Who Oppose The Gods Learn Martial Technique: Sweeping Strike Smite Infidel (T1, T3 <--- not useable till Rank 3.0+) Strength of Faith Other qualities - Is own source of Fire for Spell Casting purposes Gain +1 to any Social skill when dealing with those of a lower station Languages: High Coryani, Low Coryani, Milandisian, Cancerese Starting Gear - Cataphractos Segmentata Heavy Armor Flamberge Gauntlet Military Kit Adorned Flintlock Pistol w/10 shots Attacks - Flamberge - to hit: d8+5; damage: d10(d8); Speed: 7 (Armor's 'Slow' quality accounted for) Gauntlet - to hit: d8+5; damage: d4(d8); Speed: 4 (Armor's 'Slow' quality accounted for) Smite Infidel - to hit: add +3 to hit; damage: add d4(d8) to weapon damage; Speed: add +1 to weapon speed. Weapon Tricks/Martial Techniques - Mighty Swing (Flamberge) Shielding (Gauntlet) Sweeping Strike Staring coin: 2g, 15s Advancement Track - 1.2 - Universal: Gain a Path (Holy Champion of Nier) 1.3 - Universal: Gain +1 to all trained skills 1.4 - Universal: Gain +2 to each Defense 1.5 - Universal: Gain +1 to two different attributes (Pr & In) Background This val'Virdan has dedicated himself to become a Holy Judge or Nier. Although he hails from Novo Cormata, he determined to learn the Harnischfechten fighting style with the Flamberge (a difficult notion all on its own). |
Author: | val Holryn [ Thu Aug 07, 2014 5:32 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
How about an Altherian Rifleman & "Investigator" Expert, Altherian, Human, Former Watchman Rank: 1.5 Path: Altherian Sharpshooter Attributes (7,5,5,5,4,4,4,3 initial buy, +1 to Cha & Resolve) Mi: 4 Pr: 7 Qu: 5 Vi: 5 Ch:4 In: 5 Lo: 5 Re: 5 Defenses: - Avoidance: 17* Fortitude: 17 Discipline: 17 AR: 2* Health - Stamina: 52 Wounds: 4 Speed - Pace: 25'* Initiative: 3d10 Fate Score: 4 Skills (base: Melee (Unbalanced) 3, Ranged (Marksmanship) 3, Athletics 1, Battle 1, Empathy 2, Heal 1, Know (architecture/Engineering) 1, Larceny 1, Mettle 1, Perception 4, Persuasion 2, Stealth 1, Streetwise 1, Track 1, Wilderness Lore 1). Advanced: MELEE (Unbalanced): 6 RANGED (Marksmanship): 6 Athletics: 4 ranks Battle: 2 Empathy: 3 (+1 from Street Smarts) Heal: 3 Knowledge (Architecture/Engineering): 2 Larceny: 3 Mettle: 2 Perception: 8 (+2 to spot something out of place, from Investigator) Persuasion: 3 Stealth: 2 Streetwise: 3 (+1 from Street Smarts) Track: 4 (+1 from Lay of the Land) Wilderness Lore: 2 (+1 from lay of the Land) Flaw: (Expensive Tastes?) Talents - Armor Proficieny: Light Altherian Armors Weapon Training: War Hammer Weapon Mastery (T1): Flintlock Pistol Weapon Mastery (T2): Flintlock Rifle (T2 bennies unavailable till character is T2) Adaptable (Melee: Unbalanced & Ranged: Marksmanship) & Quick Draw Street Smarts, Investigator) Heirloom (Flintlock Rifle) Hunter (Ssethrics), MT: Precise Aim, Quick Lay of the Land Other qualities - +1 damage to Ssethric creatures Languages: Altherian, High/Low Coryani, Milandesian Starting Gear - Ss'ressen Scale Armor Traveler's Kit Heirloom Rifle Pistol Staring coin: 2gc and 21 sc Advancement Track - 1.2 - Universal: Gain a Path (Altherian Sharpshooter) 1.3 - Universal: Gain +1 to all trained skills 1.4 - Universal: Gain +1 to 6 skills 1.5 - Universal: Gain +1 to 6 skills A Possible BackgroundYour mother/father was fairly famous sniper for the Shining Patrol. You dreamed of glory either following in their footsteps or fighting against the elorii invaders. Instead your parents dreamed of keeping you "safe." So they found a spot for you in as part of the City Watch in Semar. This was not your dream, but you honored your parents and served honorably. You have a real knack for finding out the truth. People began seeking you out to "moonlight" when they needed a discrete or unofficial investigation. But the pay sucked and you still dreamed of adventure. So you've mustered out and are taking your skills on the road. |
Author: | val Holryn [ Tue Aug 12, 2014 6:16 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
val'Ossan Milandesian Knight Divine Squire Val (Ossan) of Milandir Rank: 1.5 Path: Knight Errant Attributes (7,5,5,5,4,4,4,3 initial buy, +1 to Cha & Resolve) Mi: 4 Pr: 7 Qu: 5 Vi: 5 Ch:6 In: 4 Lo: 3 Re: 5 Defenses: - Avoidance: 16* Fortitude: 17 Discipline: 18 AR: 4* Health - Stamina: 52 Wounds: 4 Speed - Pace: 30' Initiative: 3d10 Fate Score: 3 Skill @ Creation: (Melee (Balanced) 3, Arcanum (Cants) 3, Athletics 1, Battle 1, Beast Lore (Horses) 1, Empathy 1, Etiquette (Milandir) 2, Knowledge (Religion) 1, Linguistics 1, Mettle 1, Persuasion 2, Ride 2, Seamanship 2, Wilderness Lore 2). Advanced: MELEE (Balanced): 5 ranks ARCANUM (CANTS): 5 ranks Athletics: 2 ranks (get +6 to Swim from Yarris' Breath)) Battle: 2 Beast Lore (Horses): 1 (get +1 for Born in the Saddle) Empathy: 3 Etiquette: 3 Knowledge (Religion): 2 (get +1 when attempting to assist others, from Knight's Code) Linguistics 3 Mettle 2 (get +1 bonus, from Knight's Code) Persuasion 4 (get +1 when giving your word, from Knight's Code) Ride 3 (get +1 for Born in the Saddle) Seamanship 3 Wilderness Lore: 2 Flaw: (Heroic?) Talents - Armor Proficieny: Milandesian Gothic Cuirass Weapon Training: Great Trident & Bastard Sword Weapon Mastery (T1): Bastard Sword Prestidigitation & Divine Spell Casting I Yarris' Breath, Heirloom (Bastard Sword) Advanced Armor Training, Born in the Saddle Prodigy, Heirloom (Bastard Sword) Knight's Code, MT: Sweeping Strike Leadership Other qualities - Your own source for water spells -1 damage from divine spells cast by others outside the Milandesian Orthodox Church\ +1 damage when defending those who can't defend themselves +1 to Streetwise in Milandir, +1 Intimidate vs. fugitives of justice you are bringing in Can reroll a single initiative die if it is a "10" Languages: Milandesian, High Coryani, Infernal, Yhing Hir Spells Universal: All Special: Rebuke Anathema: Benediction of the Gods Corpus: Diminish Fatigue Deity: Elemental Bolt (water only), Smite Heretic, Solidify Water Starting Gear - Heirloom Armor & Heirloom Sword Adorned Flintlock Pistol, Dagger Heavy Warhorse, Riding Saddle, Saddle Bags, Bit & Bridle Military Kit Staring coin: 2gc and 28 sc Advancement Track - 1.2 - Universal: Gain a Path (Knight Errant) 1.3 - Universal: Gain +1 to all trained skills 1.4 - Universal: Gain +1 to 5 skills 1.5 - Universal: Any 2 Talents A Possible Background:You were never supposed to become a knight. That was going to be the role of your elder brother. But he died horribly in the opening skirmishes of the Crusade and his sword has passed on to you. Your family reluctantly pulled you from your training in the priesthood of Yarris and sent you as a squire to the front as well under the eye of a veteran Knight. Honoring the memory of your brother you performed all your duties with valor & you have been knighted in reward for your service to King and Country. |
Author: | EddieS [ Tue Aug 12, 2014 6:39 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
Another one for the (un)official list Anointed Priest of Illir Rank: 1.5 Nation/Region: Dwarven Enclave/Solanis Mor Flaws: Damned Archetype/Background: Expert/Initiate of the Gods Attributes - Might: 3 Prowess: 5 Quickness: 5 Vigor: 5 Charisma: 6 Insight: 5 Logic: 5 Resolve: 5 Defenses - Avoidance: 20 (22 when using Large Shield and no armor, 18 when wearing Lorica and no shield, unaffected if wearing Lorica and wielding shield) Fortitude: 20 Discipline: 20 AR: 3 Health - Stamina: 60 Wounds: 4 Speed - Pace: 20' Initiative: 3d10 Fate Score: 3 Skills - Arcanum (Cants): 5 Artisan (Weaponsmith): 2 Empathy: 4 Etiquette (Dwarven Enclaves): 2 Knowledge (History): 3 Knowledge (Myhts & Legends): 3 Knowledge (Religion): 4 Melee (Balanced): 5 Mettle: 4 Perception: 4 Perform (Oratory, Singing): 4 Talents - Armor Proficiency: Light (Dwarven Nation), Medium (Lorica Hamata, Lorica Squamata, Kio Hauberk), Shield. Weapon Training: Broad Sword, Dagger, Gladius Weapon Mastery: Gladius (T1) Adaptable Campaigner Prestidigitation Divine Spell Casting (T1) Inspirational Presence (T1) Sanctified Body Other qualities - Cannot gain any Arcanum except Theurgy Languages: Udor, Low Coryani, Milandisian, Altheran, Low Khitani Starting Gear - Lorica Hamata Gladius Large Shield Common quality Holy Symbol Prayer Book Traveler's Kit Attacks - Gladius - to hit: d8+6; damage: d8(d8); Speed: 5 Weapon Tricks - Throw the Blade (Gladius) Starting Coin: 1g, 82s Spells known - Universal - Blessings of the Faithful Discern Residue Manipulate Object Minor Tricks Unravel the Thread Witch Light Benediction - Benediction of the Gods Castigate Stabilize Corpus - Diminish Fatigue Deity - Word of Command Advancement Track - 1.2: Universal - Choose a Path (Anointed Priest of Illir) 1.3: Universal - Gain +1 to all trained skills 1.4: Expert - Gain +1 to six different skills 1.5: Universal - Gain +2 to each Defense Background - Of all the Dwarves, you know the curse befallen you better than most. Despite being one of the Damned, your faith has not waivered to that of revering the very god that cursed your kind. Your belief has paid off as your words carry his weight. There are those amongst your kind that follow your tenants and believe unquestionably that you will become a Solani Chanter in no time. |
Author: | val Holryn [ Wed Aug 13, 2014 2:36 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
Spellblade Mercenary Martial Human Expatriot of Milandir (to Pirate Isles) Rank: 1.5 Path: Apprentice Arcanist Attributes (7,5,5,5,4,4,4,3) Mi: 4 Pr: 7 Qu: 5 Vi: 4 . . . Ch:4 In: 5 Lo: 6 Re: 4 Defenses: - Avoidance: 20 Fortitude: 18 Discipline: 18 AR: 4 Health - Stamina: 56 Wounds: 3 Speed - Pace: 30' Initiative: 3d10 Fate Score: 3 Skill @ Creation: (Melee (Balanced) 3, Melee (Unarmed) 3, Arcanum (Eldritch) 3, Acrobatics 1, Athletics 1, Battle 1, Heal 1, Mettle 2, Persuasion 1, Seamanship 1, Streetwise 3, Stealth 1). Advanced: MELEE (Balanced): 4 ranks MELEE (Unarmed): 4 ranks ARCANUM (Eldritch): 5 ranks Acrobatics: 2 ranks Athletics: 2 ranks (+5 balance checks from synergy w/ Acrobatics) Battle: 2 Deceit: 2 Heal: 2 Mettle: 3 Persuasion: 2 Seamanship: 2 Streetwise: 4 (+1 to rolls from Seasoned Traveler) Stealth: 2 Flaw: (Branded?) Talents - Armor Proficieny: All Milandesian Weapon Training: All Milandesian + Unarmed Weapon Mastery (T1): Bastard Sword Advanced Armor Training & MT: Sweeping Strike Heirloom (Gothic Cuirass), Heirloom (Bastard Sword) Seasoned Traveler Wolf Pack Tactics, Prestidigitation, Waylay Rudimentary Spell Casting ASC 1 (Eldritch), Murderous Precision Other qualities - +1 to knowledge (geography) rolls Languages: Milandesian, Low Coryani, Unden, Ymandrake Spells Universal: Discern Residue, Minor Tricks, Witchlight Special: Arcane Shield Battle: Arc of Lightning, Call to Arms, Force Push Creation: Entangling Webs Elemental: Elemental Bolt Illusion: Enemy of My Enemy, Fog Cloud (from Heroes, or Dome of Shadow) Starting Gear - Heirloom Armor & Heirloom Sword Dagger Traveler's Kit Staring coin: 2gc and 57 sc Advancement Track - 1.2 - Universal: Gain a Path (Apprentice Arcanist) 1.3 - Universal: Gain +1 to all trained skills 1.4 - Universal: Any 2 Talents 1.5 - Universal: +2 All defenses Advancement Notes: This build assumes the player will take the Arcimious Primeus Fighting Style to deliver arcane attacks through melee. In the alternative the arcane attacks can be kept relevant in combat by taking the Talents Sword & Spell (and Sabatical) and paths that grant skill ranks to Arcanum(Eldritch). See the Codex of Heroes A Possible Background:Your true parents are vals of Milandir and known to you. But being born human, you are unrecognized. Its just an open secret no one is supposed to talk about. One of your parents has always supported you from behind the scenes. But the other has shunned you. When you tried confrontation demanding recognition or at least an explanation, he/she batted you aside with psionic power and charged you with assault. You were then branded (literally) by the State of Milandir as a violent criminal. The absolute injustice of this continues to burn inside you as doors are closed to you in polite society. So you traveled to the Pirate Isles, where such things matter less. You have sworn there will be a reckoning at some point - and though the path forward is as an Eldritch caster is perilous - it will be worth it to have an arcane surprise of your own to counter your parent's psionics. |
Author: | acurrier [ Thu Aug 14, 2014 11:39 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
I had wanted to write a Nierite (and I still might), but I was beaten to it. My goal with this character was to make a well rounded (read: not min/maxed) character with an interesting back story. This character is meant to be primarily a support character, not a blaster or front line fighter. I decided to go with Bard as the T1 path...Shaman would be a logical T2 path, and of course if anyone plays this character you could easily switch Bard out for Shaman at T1 and reverse the order. Enjoy! Pengik Medicine Man/Woman Short, lean, and heavily tattooed, you have trained for many years to be a spiritual guide for your people, the Pengik. The tribe has a strong oral tradition stretching back centuries; many of the stories you’ve learned are from the days when the Pengik were servants to the brutal Ssanu. Your skin, like that of your mentor, has been tattooed with images of your ancient oppressors and the many experiments they conducted on your ancestors. Although in recent years the infernals have been a greater threat to the Pengik than the Ssethregorans, it is your job to be the memory of your people, and to ensure that they do not forget the history of the tribe. You were reluctant to leave your people behind, but you understand that the only way to know the dangers the Pengik face is to see them yourself; you are determined to return to the tribe as soon as possible. In the meantime, your companions are a horse from a strong bloodline and an ancient scimitar, both gifts from your mentor when you began your journey. Race: Human Archetype: Arcane Background: Keeper of Traditions Nation: Hinterlands (Pengik Peninsula) Tier 1 Path: Bard Defences Avoidance: 19 Fortitude: 19 Discipline: 20 Attributes MI 4 PR 5 QU 5 VI 5 CH 7 IN 4 LO 6 RE 5 Stamina: 58 Wounds: 3 (4 with massive damage rules in effect) AR: 1 Skills Arcanum: Shamanism 4 Athletics 2 Battle 2 Deceit 2 +1 from Honeyed Tongue Etiquette: Hinterlands 2 Heal 2 Knowledge: History 4 +1 from Eclectic Knowledge Knowledge: Myths & Legends 3 +1 from Eclectic Knowledge Knowledge: Ssethregoran 2 +1 from Eclectic Knowledge Melee: Balanced 2 Mettle 3 Perform: Oratory 3 Perform: Drum 2 Persuasion 2 +1 from Honeyed Tongue Ranged: Thrown 2 Stealth 2 Track 2 Wilderness Lore 2 Talents Flaw: Phobia (Ssethric) Arcane Spell Casting (Primal) Armour Proficiency (Leather Armour) Between Worlds Distract Opponent Eclectic Knowledge Encyclopedic Memory Heirloom (Scimitar) Honeyed Tongue Inspirational Performance (Rousing Performance) Leadership Prestidigitation Steadying Word Weapon Training (Scimitar) Weapon Training (Sling) Spells Known Unique: Commune with the Spirits Universal: Discern Residue, Manipulate Object, Minor Tricks, Unravel the Thread, Witch Light Necromancy: A Pound of Flesh, Gravesight, Rattle the Bones Hexes: Black Tongue Animism: Path of the Wolf Equipment Exceptional Scimitar (Heirloom) Sling Dagger Fine Riding Horse Riding Saddle Saddlebags Bit and Bridle Exceptional Pengik garb (read: Noble's garb) Traveler's Kit 8d10 silver Languages Low Coryani Yhing Hir Skohir Erdukeen Milandesian Advancements 1.2 Path: Bard (Novice) 1.3 +1 all skills 1.4 +1 Charisma, Vigor 1.5 +2 all defences ----------------------------------------------------------------------- Here is my worksheet from the character creation, in the event that anyone wants to double check anything. Archetype: Arcane Skills - Arcanum: Shamanism - Deceit - Stealth - Knowledge: History - Knowledge: Myths & Legends Talents - Armour Proficiency (Leather Armour) - Weapon Training (Scimitar) - Weapon Training (Sling) - Prestidigitation - Arcane Spell Casting (Primal)[/1] Might 4 Prowess 5 Quickness 5 Vigor 4 Charisma 6 Insight 3 Logic 5 Resolve 5 Race: Human - Attribute (Insight) Skills - Arcanum: Shamanism - Mettle Talents - Leadership - Between Worlds +1 to Avoidance Language: nation Nation: Hinterlands (Pengik Peninsula) Skills - Track - Wilderness Lore Languages - Low Coryani - Yhing Hir Background: Keeper of Traditions - Attribute (Logic) Skills - Etiquette: Hinterlands - Knowledge: History - Knowledge: Myths & Legends - Perform: Oratory Talents - Eclectic Knowledge - Heirloom (Scimitar) Equipment - Any one national weapon - dagger - Fine riding horse - riding saddle - saddlebags - bit and bridle - noble’s garb - traveler’s kit Starting silver: 8d10 Skills (9) - Arcanum: Shamanism - Athletics - Mettle - Battle - Heal - Persuasion - Ranged: Thrown - Melee: Balanced - Knowledge: Ssethregoran Talents - Flaw: Phobia (Ssethric) - Distract Opponent - Honeyed Tongue - Steadying Word Advancement 1.2 Path: Bard (Novice) Skills - Perform (Oratory) - Perform - Knowledge (History) Talents - Encyclopedic Memory - Inspirational Performance 1.3 +1 all skills 1.4 +1 Charisma, Vigor 1.5 +2 all defences |
Author: | EddieS [ Fri Aug 15, 2014 1:23 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
For all you old-skool archer types ![]() Marokene Bowman Age: 65 Rank: 1.5 Nation/Region: Elorii/Elonbé Flaws: Weak Aura Archetype/Background: Expert/Huntsman Attributes - Might: 3 Prowess: 6 Quickness: 6 Vigor: 5 Charisma: 4 Intuition: 5 Logic: 5 Resolve: 5 Defenses - Avoidance: 18 (17 wearing Studded Leather) Fortitude: 17 Discipline: 18 AR: 2 Health - Stamina: 53 Wounds: 4 Speed - Pace: 25' Initiative: 3d10 Fate Score: 3 Skills - Athletics: 5 Artisan(Bowyer/Fletcher): 4 Stealth: 4 Perception: 4 Mettle: 3 Beast Lore: 4 Ranged(Archery): 5 Melee(Balanced): 4 Tracking: 5 Wilderness Lore: 5 Talents - Armor Proficiencies: Light Armors (Nation) Weapon Training: Dagger, Bows, Short Sword Weapon Mastery: Bows (T1) Adaptable Animal Affinity Learn Martial Technique: Precise Aim Hawkeye (T1, T2 <-- not usable till Rank 2.0+) Quick Draw (T1) Loyal Companion (T1) Owl Eyed Heirloom: Longbow Other qualities - Is own source of Earth for Spellcasting Needs only 2 hrs meditation as sleep Languages: Eloran, Low Coryani, Milandisian, Udor, Yhing Hir Starting Gear - Studded Leather Armor Dagger Exceptional Longbow w/24 arrows Traveler's kit War Dog (Loyal Companion) Attacks Longbow - to hit: d8+6; damage: d10(d8)+1; Speed: 5(2) Weapon Tricks - Point Blank Shot - Bows Martial Techniques - Precise Aim - Bows Rapid Shot - Bows Unbalancing Attack - Bows, Dagger Starting Coin: 1g, 8s War Dog (D8, Medium Beast) Avoidance: 18 Fortitude: 20 Discipline: 15 Stamina(Wounds): 35(2) AR: 0 Pace: 30' Initiative: 3d10 Attacks - Bite - to hit: d8 +4; damage: d8(d8)+2, Speed: 5 Grab - to hit: d8+4; Ravenous (If grab successful, deal "Bite" damage); Speed: 5 Skills (+4, 18, 15) - Athletics Melee(Unarmed) Tracking Perception (additional +3 by Scent) Talents - Diehard (d8+2) Ravenous Traits - Noticeable attack (Bite) Flaws - Bestial Intellect Advancement Track - 1.2 - Universal: Choose a Path (Bowman) 1.3 - Universal: Gain +1 to all trained skills 1.4 - Expert: Gain +1 to 6 different skills 1.5 - Universal: Gain two Talents - Learn Martial Technique: Rapid Shot & Unbalancing Attack Background Story - The Forrest is you. You are the Forrest. For the majority of your life you've known only the bow and the wilderness and no one know the depths of Vastwood nor handle the Longbow as well as you. With your War Dog, your only life long friend, you've patrolled even the most darkest and unknown in these woods. Only recently have you began to interact with the outer world perfecting your craft in bow and fletching, but the call of the woods is relentless. Even during your times your are concentrating the most on your crafting, you take a pause and look towards the direction of Vastwood. It's calling you. Calling to be free ... to come Home. |
Author: | toodeep [ Fri Aug 15, 2014 3:40 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
Brotherhood of Man Sarishan You were raised by a couple that bore you no love, but raised you for money. Never understanding why your parents would forsake you, but still support you, you eventually traced the money back to your father, a Val’Mehan ashamed of having a merely human child. Words were said, words like disappointment, hate, and never. You will show them all; all those proud, arrogant Val. Whether due to blackmail to reveal your existence, or a secret care for his child, your father has been helpful in assisting your advancement through the Sarishan ranks, where, again, you are usually seen as inferior to Val’Mehan with less skill than yourself. Though you are merely human, you have excelled as a Sarishan priest, despite not being a vaunted Val. Someday you will be an elite sarishan binder and sorcerer priest of sarish. You will use any means to improve yourself, no matter how… questionable. You have read all you can on the ssethric empire biomancers, and of the works of the vivisectionist. You know there are strange and wonderful things out in the world. Things that can make you better than a Val. You may fill the role of a healer well, but that is not the point of your research. You will show them, you will show them all. Race: Human Archetype: Expert Background: Initiate of the Gods Nation: Altheria Tier 1 Path: Anointed Priest of Sarish Defenses Avoidance: 19 Fortitude: 16 Discipline: 19 Attributes MI 1 PR 5 QU 3 VI 5 CH 8 IN 5 LO 5 RE 5 Stamina: 54 Wounds: 3 (4 with massive damage rules in effect) AR: 1 (if can sell and by different armor) Skills Arcanum: sorcerer priest 5 melee balanced 4 Artisan (alchemy) 4 Knowledge: Arcanum 4 +1 from Eclectic Knowledge Mettle 3 Heal 3 perception 3 Linguistics 3 Knowledge: science 3 +1 from Eclectic Knowledge Knowledge: religion 4 +1 from Eclectic Knowledge Deceit 2 Knowledge: planes 2 Talents Flaw: Weak attribute (might) Armor Proficiency (Leather Armor) Adaptable (Arcanum, melee balanced) Weapon Training Dagger, short sword, whip Skilled Surgeon Prestidigitation Arcane Spell Casting (sorcerer priest) Weapon master Dagger (scalpel) Prodigy (sarishan priest) Waylay Murderous precision Alien Understanding: Infernals Sense Infernal Taint Healing hands Eclectic knowledge Spells Known Unique: arcane shield, sarishan oath Universal: Discern Residue, Manipulate Object, Minor Tricks, Unravel the Thread, Witch Light Illusion: Enemy of my enemy, personal illusion, dome of shadow Blood: Diminish fatigue Elemental: Elemental bolt Equipment Dagger (scalpel) Cuirass Milandisian Gothic Cuirass (sell, buy armored jacket) Holy symbol Prayer Book Traveler's Kit ??? silver Languages Low Coryani Altherian Ssressen Ymandrake Infernal Advancements 1.2 Path: Anointed Priest of Sarish 1.3 gain 2 new talents: counterspell and Metaphysical Understanding 1.4 gain 2 new skill talents: Eclectic Knowledge and healing hands 1.5 +1 to all skills ----------------------------------------------------------------------- character creation method, by step Archetype: Expert Skills - perception, heal, artisan (alchemy), linguistics, know (Arcanum), know (science)Arcanum: Shamanism Talents - Armor Proficiency (Leather Armor) - Weapon Training (dagger) - Weapon Training (short sword) - Weapon Training (whip) - adaptable (Arcanum sorcery, melee balanced) - skilled surgeon Might 2 Prowess 5 Quickness 3 Vigor 5 Charisma 6 Insight 5 Logic 4 Resolve 5 Race: Human - Attribute (Charisma) Skills - Arcanum: sorcery - Melee balanced Talents - Prestidigitation - ASC sorcerer priest +1 to Avoidance Language: Altherian Nation: Altheria Skills - knowledge: Arcanum - artisan (alchemy) Languages - No new languages Background: Initiate of the gods - Attribute (Logic) Skills - Arcanum: sorcery - Knowledge: religion - Mettle - Talents - Weapon mastery dagger Equipment - dagger - any cuirass - holy symbol and prayer book - traveler’s kit Starting silver: ?? Skills (9) - Arcanum: sorcery - melee balanced - perception - heal - artisan alchemy - mettle - knowledge (Arcanum) - knowledge (Science) - linguistics Talents - prodigy - waylay - murderous precision Advancement 1.2 Path: anointed priest Skills - knowledge (planes) - Deceit Talents - Alien Understanding: Infernals - Sense Infernal Taint 1.3 gain 2 new talents: counterspell and Metaphysical Understanding 1.4 gain 2 new skill talents: Eclectic Knowledge and healing hands 1.5 +2 all defenses |
Author: | SamhainIA [ Fri Aug 15, 2014 11:04 pm ] |
Post subject: | Re: (Un)official Tier 1.5 Pre-gen characters for Living Camp |
Ive been largely out of touch but I have the offical ones and ill send them to someone after I recover from gencon |
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