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Ozymandias2008

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  1. Meeting up with his comrades would certainly be high on Cormac's list.
  2. I'll be honest, I hadnt fully worked through the formatting so some of it is blank. Not used to Baldr yet. Intent was for him to be an evoker. I love the idea of hedge-mages and love even more the idea that he's provincial and was literally a farmer who learned magic, then went back to his old life for a while and now is going adventuring nearing his middle-years.
  3. Cormac Cormac shook his head. Never have they brought any but their own. he said, I have never seen any dogmen or pigmen. Maybe they do not want to bring others because the slaves would turn on the masters when away from watching eyes. Yes, I think that makes most sense. I would try to kill them if they were to bring me to near-freedom.
  4. Ciaran grew up in southern Brevoy along with his parents and his elder brothers in the Rostlands of Brevoy. He was happened upon by a passing wizard who recruited him to attend the Arcanamirium and learn all he could. When he arrived, he found that evocation magics were those which most easily came to him which was frustrating to him. The longer he was there, the more he just wanted to go home to Brevoy. After a few years (just long enough that they were certain he wouldn't blow himself or anyone else up by mistake) he journeyed back upriver to Rostland. He had spent some time in the River Kingdoms en route home. In recent years, he has helped his brothers manage his parents' farmland and come to realize that his brothers' growing families would need the space for themselves. He was the youngest among them and so when the call for people to reclaim the Stolen Lands came forth, he dusted off the tome which sat in his room for years and struck out. He looks like a farmer with simple clothes, a moderate beard and his staff which looks much like a typical traveler's walking stick. He prefers people think of him that way and is a bit awkward if people treat him differently because of his aptitude for magic. He is fast to befriend people and is a bit excited to return to the River Kingdoms. Their interesting ideas revolving around freedoms always intrigued him, particularly the idea that it's better to rob someone honestly than to burgle them blind.
  5.   Ciaran Fieldersson, Former farm-hand, now fledgling wizard       "" Level: 1 Class: Wizard Archetype: None. Background: Rostlander Deity: Erastil Alignment: Neutral Good Height: 6'2" Weight: 240 lbs Eyes: F Skin: Pale, sometimes tanned Hair: Black, beginning to gray Race: Human, Versatile Heritage Gender: Female Age: 36 years Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 14 | +2 INT: 18 | +4 WIS: 10 | +0 CHA: 12 | +1 Hit Points: 16 Armor Class: 15 Size: Medium Speed: 25 ft Perception: +3 ◆ Fort Save: +5 ◆◆ Ref Save: +5 ◆◆ Will Save: +5 ◆◆      Abilities Ancestry  Human  Heritage Versatile Background Rostlander Ancestry Features|   Class Features   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats N-A       Elven Weapon FamiliarityELVEN WEAPON FAMILIARITY TRAITS: Elf You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Arcana: +7 ◆ Athletics: +3 ◆ Crafting: +7 ◆ Diplomacy: +4 ◆ Lore: Farming: +7 ◆ Nature: +3 ◆ Occultism: +7 ◆ Society: +7 ◆ Survival: +3 ◆   Attacks MELEE RANGE [to be filled in later] [Filler Text]     FOCUS SPELLS  Spell Tradition: Arcane (Int) | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 MAX FOCUS: 1 CURRENT: 1     FOCUS 1    Spellbook Spell Tradition: Arcane (Int) | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Cantrip filler    -  - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - -       Inventory Platinum Gold   Silver Copper 0 0   0 3 Weapons & Armor     Adventuring Gear Worn Stowed Worn items go here   Stowed Items go here   Current Bulk:  Encumbered: 7.0 Maximum: 12              
  6. Cormac Cormac listened to the banter and noted the Dwaven curse. It reminded him of the words of other Llaisy Forest scouts. He would go along with Greta and these outsiders, just in case. While they seemed like solid people, there was no real way of knowing this early what their motives as a whole might be. He introduced himself en route to Greta's. On the way there he clarified, The Maliente are grouped in a way the dead do not. They do not hunt for us. Fennel has told us that our people elsewhere band together with our cousins to stay safe.
  7. Opening scenes are always the most awkward. Honestly I'm still figuring out just who Cormac is and part of me is going to be playing to find out. Willing to follow the flow in any case.
  8. Cormac Oldwillow A late arrival to the exchange was another halfling clad in well worn clothes, with unkempt hair and stubble on his chin. Cormac was unsure what to make of these new arrivals, having only learned of them a few minutes ago. Thankfully they were intercepted by Fennel, who had met these kind of people before. The only tall-folk Cormac had much experience with were the Maliente, and them, more experience in conflict than anything else. He listened closely to the words spoken to these outsiders. He wasn't sure it wise to speak on their numbers, but if Fennel wasn't interjecting, there wasn't need for him to do so. Much like Greta, he rarely spoke the language they spoke, having only learned it when he was younger listening to the stories of Fennel's travels. Better now than never he supposed. Greta is right. Dead are very less danger than the living to us. He said, They are like bears in the cave; only dangerous to the ones who crawl inside. He pointedly looks at the ship these newcomers arrived in.
  9. Cormac Oldwillow This is where the role-playing stuff goes!  
  10. This may seem like a strange question, but Latter Earth presumes an existence of "Trade Cant" which I'm not sure that would be presumed here, in a relatively isolated culture like the Northern Halflings have.   If I can't presume that exists, it may justify my placing skill points into either Know or Connect.
  11. Cormac grew up hearing of the travels and perils which Fennel endured. Travel to far lands and seeing the strange sights of farlands appealed to him, but life took priority. Since he needed to help provide for his family, Cormac took up work for a local artisan, doing the labors of hauling and loading their wares.   Cormac was very successful in his work, eventually starting to approach his master's skills, but the need for craftsmen fell away as the need for people to defend Havenwood from encroaching slavers. It was important to find them before they found the enclaves or eliminate them before they could return with information.
  12. This is the start of the character thread for the character named Cormac (their story yet written) Class: Partial Warrior, Partial Expert Attributes: Str: 12 (0) Dex: 14 (+2) (Increased to 14 from 7, +1mod from Halfling) Con: 11 (0) Int: 10 (0) Wis: 12 (0) Cha: 14 (+1) Background: Laborer Skills: Administer: 0 Connect: 0 Craft: 0 Notice: 1 Shoot: 2 Sneak: 0 Survive: 0 Work: 0   Level 1 skill: Connect Class Abilities: Quick Learner Level 2: Notice Level 3: Survive Foci: Halfling, +1 Mod to Dex, Sneak as an additional skill Warrior: Sniper’s Eye You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a bow, hurlant, or thrown weapon, as described on page 44. Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die. Expert: Trapmaster- You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils some-times found in Deeps or the lairs of sorcerers. You know  how to improvise traps with materials you easily carry. Level 1: Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission. Adventurer level 2: Deadeye You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye. Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll
  13. Thank you all for your openness and invite. I'm taking a look at what already exists and going to come up with a character concept likely before the day is out.
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