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  • #151440
    Anonymous
    Inactive

    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 FaithOther 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).

    #264380
    frootsnax
    Participant

    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.

    #264434
    frootsnax
    Participant

    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.

    #264435
    Anonymous
    Inactive

    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.

    #264441
    frootsnax
    Participant

    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.

    #264455
    Anonymous
    Inactive

    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

    #264464
    Anonymous
    Inactive

    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: LongbowOther 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.

    #264467
    Anonymous
    Inactive

    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

    #264473
    Anonymous
    Inactive

    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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