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- August 7, 2014 at 5:53 pm #151440AnonymousInactive
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: 5Defenses –
Avoidance: 20 (18 when wearing Cataphractos armor)
Fortitude: 20
Discipline: 20
AR: 5Health –
Stamina: 60
Wounds: 4Speed –
Pace: 20′
Initiative: 3d10Fate 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: 2Talents –
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 stationLanguages: High Coryani, Low Coryani, Milandisian, Cancerese
Starting Gear –
Cataphractos Segmentata Heavy Armor
Flamberge
Gauntlet
Military Kit
Adorned Flintlock Pistol w/10 shotsAttacks –
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).August 7, 2014 at 10:32 pm #264380frootsnaxParticipantHow about an Altherian Rifleman & “Investigator”
Expert, Altherian, Human, Former Watchman
Rank: 1.5 Path: Altherian SharpshooterAttributes (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: 5Defenses: – Avoidance: 17* Fortitude: 17 Discipline: 17 AR: 2*
Health –
Stamina: 52
Wounds: 4Speed –
Pace: 25’*
Initiative: 3d10Fate 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 LandOther qualities –
+1 damage to Ssethric creaturesLanguages: Altherian, High/Low Coryani, Milandesian
Starting Gear –
Ss’ressen Scale Armor
Traveler’s Kit
Heirloom Rifle
PistolStaring 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 skillsA 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.
August 12, 2014 at 11:16 pm #264434frootsnaxParticipantval’Ossan Milandesian Knight
Divine Squire Val (Ossan) of Milandir
Rank: 1.5 Path: Knight ErrantAttributes (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: 5Defenses: – Avoidance: 16* Fortitude: 17 Discipline: 18 AR: 4*
Health –
Stamina: 52
Wounds: 4Speed –
Pace: 30′
Initiative: 3d10Fate 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: 2Flaw: (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
LeadershipOther 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 WaterStarting Gear –
Heirloom Armor & Heirloom Sword
Adorned Flintlock Pistol, Dagger
Heavy Warhorse, Riding Saddle, Saddle Bags, Bit & Bridle
Military KitStaring 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 TalentsA 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.
August 12, 2014 at 11:39 pm #264435AnonymousInactiveAnother one for the (un)official list
Anointed Priest of Illir
Rank: 1.5
Nation/Region: Dwarven Enclave/Solanis Mor
Flaws: DamnedArchetype/Background: Expert/Initiate of the Gods
Attributes –
Might: 3
Prowess: 5
Quickness: 5
Vigor: 5
Charisma: 6
Insight: 5
Logic: 5
Resolve: 5Defenses –
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: 3Health –
Stamina: 60
Wounds: 4Speed –
Pace: 20′
Initiative: 3d10Fate 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): 4Talents –
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 BodyOther qualities –
Cannot gain any Arcanum except TheurgyLanguages: Udor, Low Coryani, Milandisian, Altheran, Low Khitani
Starting Gear –
Lorica Hamata
Gladius
Large Shield
Common quality Holy Symbol
Prayer Book
Traveler’s KitAttacks –
Gladius – to hit: d8+6; damage: d8(d8); Speed: 5Weapon 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 LightBenediction –
Benediction of the Gods
Castigate
StabilizeCorpus –
Diminish FatigueDeity –
Word of CommandAdvancement 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 DefenseBackground –
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.August 13, 2014 at 7:36 pm #264441frootsnaxParticipantSpellblade Mercenary
Martial Human Expatriot of Milandir (to Pirate Isles)
Rank: 1.5 Path: Apprentice ArcanistAttributes (7,5,5,5,4,4,4,3)
Mi: 4 Pr: 7 Qu: 5 Vi: 4 . . . Ch:4 In: 5 Lo: 6 Re: 4Defenses: – Avoidance: 20 Fortitude: 18 Discipline: 18 AR: 4
Health –
Stamina: 56
Wounds: 3Speed –
Pace: 30′
Initiative: 3d10Fate 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: 2Flaw: (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 PrecisionOther qualities –
+1 to knowledge (geography) rollsLanguages: 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 KitStaring 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 defensesAdvancement 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.
August 15, 2014 at 4:39 am #264455AnonymousInactiveI 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: BardDefences
Avoidance: 19
Fortitude: 19
Discipline: 20Attributes
MI 4
PR 5
QU 5
VI 5
CH 7
IN 4
LO 6
RE 5Stamina: 58
Wounds: 3 (4 with massive damage rules in effect)
AR: 1Skills
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 2Talents
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 WolfEquipment
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 silverLanguages
Low Coryani
Yhing Hir
Skohir
Erdukeen
MilandesianAdvancements
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 5Race: Human
– Attribute (Insight)
Skills
– Arcanum: Shamanism
– Mettle
Talents
– Leadership
– Between Worlds
+1 to Avoidance
Language: nationNation: Hinterlands (Pengik Peninsula)
Skills
– Track
– Wilderness Lore
Languages
– Low Coryani
– Yhing HirBackground: 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: 8d10Skills (9)
– Arcanum: Shamanism
– Athletics
– Mettle
– Battle
– Heal
– Persuasion
– Ranged: Thrown
– Melee: Balanced
– Knowledge: SsethregoranTalents
– Flaw: Phobia (Ssethric)
– Distract Opponent
– Honeyed Tongue
– Steadying WordAdvancement
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 defencesAugust 15, 2014 at 6:23 pm #264464AnonymousInactiveFor all you old-skool archer types

Marokene Bowman
Age: 65
Rank: 1.5
Nation/Region: Elorii/Elonbé
Flaws: Weak AuraArchetype/Background: Expert/Huntsman
Attributes –
Might: 3
Prowess: 6
Quickness: 6
Vigor: 5
Charisma: 4
Intuition: 5
Logic: 5
Resolve: 5Defenses –
Avoidance: 18 (17 wearing Studded Leather)
Fortitude: 17
Discipline: 18
AR: 2Health –
Stamina: 53
Wounds: 4Speed –
Pace: 25′
Initiative: 3d10Fate 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: 5Talents –
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 sleepLanguages: 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 – BowsMartial Techniques –
Precise Aim – Bows
Rapid Shot – Bows
Unbalancing Attack – Bows, DaggerStarting Coin: 1g, 8s
War Dog (D8, Medium Beast)
Avoidance: 18
Fortitude: 20
Discipline: 15Stamina(Wounds): 35(2)
AR: 0
Pace: 30′
Initiative: 3d10Attacks –
Bite – to hit: d8 +4; damage: d8(d8)+2, Speed: 5
Grab – to hit: d8+4; Ravenous (If grab successful, deal “Bite” damage); Speed: 5Skills (+4, 18, 15) –
Athletics
Melee(Unarmed)
Tracking
Perception (additional +3 by Scent)Talents –
Diehard (d8+2)
RavenousTraits –
Noticeable attack (Bite)Flaws –
Bestial IntellectAdvancement 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 AttackBackground 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.August 15, 2014 at 8:40 pm #264467AnonymousInactiveBrotherhood 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 SarishDefenses
Avoidance: 19
Fortitude: 16
Discipline: 19Attributes
MI 1
PR 5
QU 3
VI 5
CH 8
IN 5
LO 5
RE 5Stamina: 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 2Talents
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 knowledgeSpells 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 boltEquipment
Dagger (scalpel)
Cuirass
Milandisian Gothic Cuirass (sell, buy armored jacket)
Holy symbol
Prayer Book
Traveler’s Kit
??? silverLanguages
Low Coryani
Altherian
Ssressen
Ymandrake
InfernalAdvancements
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 surgeonMight 2
Prowess 5
Quickness 3
Vigor 5
Charisma 6
Insight 5
Logic 4
Resolve 5Race: Human
– Attribute (Charisma)
Skills
– Arcanum: sorcery
– Melee balanced
Talents
– Prestidigitation
– ASC sorcerer priest
+1 to Avoidance
Language: AltherianNation: Altheria
Skills
– knowledge: Arcanum
– artisan (alchemy)
Languages
– No new languagesBackground: 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)
– linguisticsTalents
– prodigy
– waylay
– murderous precisionAdvancement
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 defensesAugust 16, 2014 at 4:04 am #264473AnonymousInactiveIve 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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