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Eletido

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  1. Hey, all. Strongly considering applying this for one. Before I truly proceed with character building, I want to verify that variant heritages for Tiefling are on the table. Thanks.
  2. Elspa - Human Sorcerer 1 AC: 16 | HP: 15/15 | Fortitude: +4 | Reflex: +6 | Will: +6 | Perception: +4 | Conditions: Exploration: Detect Magic [description] "In-character text" Mechanics Main Hand: Empty Off Hand: Empty Action 1: none Action 2: none Action 3: none
  3. Wrapped up equipment today finally. Still need to add the individual items from the adventurer's pack but that won't take much later on.
  4. Good luck all. Lots of fun characters. I don’t envy Zen…
  5. Player: Eletido Character: Level: 1 PFS#: 2437610-2003 Faction: Envoy's Alliance
  6. Thanks for reviewing my submission! And sorry for the delayed response. As I've mentioned in a couple other places, I just got back from a family trip and have been fighting off a cold. Devon is still relatively new and inexperienced as a cleric of Sarenrae. He was taken in by the temple 2-3 years ago and much of that time has been spent doing menial tasks. Only recently has Devon been blessed by Sarenrae with divine abilities and started doing priestly works. Due to that inexperience and being a relative newcomer, Devon is wholly focused on finding his way at the temple, learning all he can of Sarenrae's teachings, and fulfilling his duties as a cleric of Sarenrae (magical and non-magical healing, minor roles in worship). As such, Devon hasn't had a lot of situations where his old life comes back to the forefront. The most likely scenario is an orphan being brought to the temple with a severe injury and Devon being tasked with healing. In that situation, Devon knows with a high degree of certainty who this orphan was working for when they were injured and has to fight back his anger at the situation. Devon would prefer that the temple acknowledge Gaedren Lamm as the menace he is and take action towards justice. Ultimately, Devon prefers peace in most situations. But when past experiences point to redemption being unattainable, Devon remembers Sarenrae's teaching of swift justice so that the evildoers do not suffer needlessly. I think this question is straightforward for Devon. As a former criminal himself who has found a different path under the guidance of Sarenrae's clerics, Devon believes that everyone can see Sarenrae's light, turn away from this past evil actions, and be redeemed. Especially if that person communicates the desire to seek redemption. As stated above, Devon is likely convinced that several people from his past (Gaedren, whoever recruited him into Lamm's Lambs, and maybe others) are past redemption - but that comes with years of being associated with those people and plenty of experience with their true intentions. Devon probably finds Sarenrae's anathema a bit tricky to follow to the letter, especially "deny a repentant creature an opportunity for redemption" and "fail to strike down evil". How do you know when someone is repentant? When do you know when someone is beyond repentance? Devon hasn't had to make those decisions yet, especially in the heat of battle. I, the player, think that those questions could make some for tough choices for Devon and also for some interesting party dynamics. Hope that answers your questions. Happy to follow up more. Finally, I'll be reviewing Devon's character sheet a bit in the next couple of days and probably making some very minor tweaks. Probably equipment and maybe spell selections.
  7. Hey , thanks for the idea! And sorry for the delayed response. Been on a family trip recently. I think having Devon and Sorsul know each other from the Temple of Sarenrae makes sense. Devon spends much of his time there, so the two of them would definitely be acquainted. Maybe friends? The physical and social ties are definitely strong and could make them fast friends if they aren't already. My thinking on Devon's station at the temple is mainly 1) magical healing of the gravely injured, 2) non-magical healing for the sick and less injured, and 3) minor duties in worship settings. I don't think Devon is experienced or tenured enough to being a place to provide official spiritual guidance. So what does that mean for Devon and Sorsul? 1. I think Devon and Sorsul could have forged an 'unofficial' spiritual mentor/mentee relationship. Maybe that is a recent occurrence. 2. I don't think Devon would feel comfortable writing a spiritual column in the newspaper. He would strongly prefer that come from higher ranking members of his temple. 2b. Maybe that feeling changes if/when our two stories progress during the campaign? Let me know what you think!
  8. Sorry for late response. Took a family trip and have been attempting to fight off a cold. I'm totally fine with the GM taking aspects of a character backstory and running with it. In general, I want my characters to be personally invested in the story and a close family member or friend being involved somehow is a great way for that investment to come about. In this specific scenario, I might prefer the GM ask first. "Hey, I'm thinking about changing something related to your family in this story. Is there anything that's absolutely off-limits?" Overall, I feel that the players and the GM are working together to tell a story and play a game. That story (and backstory) is better when more than one person is helping craft it.
  9. Devon Tomar Halfling (Observant) • Acolyte • Cloistered Cleric 1 Small • Humanoid Abilities • Strength 8 (-1) • Dexterity 14 (+2) • Constitution 12 (+1) • Intelligence 10 (+0) • Wisdom 18 (+4) • Charisma 16 (+3) Boosts • Ancestry: -Str, +Dex, +Wis; +Cha • Background: Wis, Cha • Class: Wis • Free: Dex, Con, Wis, Cha Adventuring & Combat HP 15/15 (6 Ancestry, 1 Con, 8 Class) Perception +7 • Trained 3 • Wis 4 • Item 0 Speed 25ft. Armor and Shields AC 15 • Trained 3 • Base 10 • Dex 2 • Item 0 Shield none Saving Throws • Fortitude +4 • Trained 3 • Con 1 • Item 0 • Reflex +5 • Trained 3 • Dex 2 • Item 0 • Will +9 • Expert 5 • Wis 4 • Item 0 Proficiencies Weapon • Trained: Martial, Simple, Unarmed, Scimitar (deity's favored weapon) Defense • Trained: Unarmored Skills Acrobatics +2 • Untrained 0 • Dex 2 • Item 0 Arcana +0 • Untrained 0 • Int 0 • Item 0 Athletics -1 • Untrained 0 • Str -1 • Item 0 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +3 • Untrained 0 • Cha 3 • Item 0 Diplomacy +6 • Trained 3 • Cha 3 • Item 0 Intimidation +3 • Untrained 0 • Cha 3 • Item 0 Lore: Scribing +3 • Trained 3 • Int 0 • Item 0 Lore: Underworld +3 • Trained 3 • Int 0 • Item 0 Medicine +7 • Trained 3 • Wis 4 • Item 0 Nature +4 • Untrained 0 • Wis 4 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +3 • Untrained 0 • Cha 3 • Item 0 Religion +7 • Trained 3 • Wis 4 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth +5 • Trained 3 • Dex 2 • Item 0 Survival +4 • Untrained 0 • Wis 4 • Item 0 Thievery +5 • Trained 3 • Dex 2 • Item 0 Languages: Common, Halfling Actions and Powers +2 to hit, 1d6-1 slashing, forceful, sweep +1 AC until start of turn, then to block, 5 Hardness Reroll a failed skill check or savings throw Feats Ancestry 1 • General 0 Class 0 Doctrine 1 • () Skill 2 • (free), Additional Lore (Underworld Lore - Orphaned) Inventory Money: 7 GP, 3 SP Bulk 2 • Enc 4 (5 + Str -1) • Max 9 (10 + Str -1) Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin, mug, crowbar Healer's Tools • Bulk 1 Wooden Religious Symbol • Bulk L Arms and Armor Explorer's Clothing • Bulk L; AC Bonus +0; Dex Cap 5; Check Penalty 0; Speed Penalty 0; Strength 0; Bulk 2; Category Unarmored; Group Cloth Scimitar • Bulk 1; Hands 1; 1d6S; forceful, sweep Prepared Spells Cantrips: Detect Magic; Divine Lance; Guidance; Shield; Stabilize 1st: Bless; Magic Weapon Cleric Font: 4x Heal Focus: Dazzling Flash Appearance Height • 3'1" Weight • 55 lbs. Skin White • Eyes • Brown Devon has shaggy brown hair and brown eyes. His youthful appearance and short stature result in many assuming he is still a boy. He often has a stoic look, especially while he goes about his duties at the temple. He usually dresses in traditional Sarenite robes of blue, white, and gold. His holy symbol of Sarenrae - a winged women, arms outstretched, hangs from a cloth string around his neck. While he prefers to go barefoot as halflings often do, Devon normally wore simple blue shoes to avoid glances and whispered remarks from visitors to the temple. Not often used, a scimitar and scabbard are strapped to his waist. Backstory Two chance encounters have had outsized impacts on Devon’s life: bumping into one of Gaedren Lamm’s enforcers on one of Korvosa’s many back alleys and a daring escape from the Korvosan Guard culminating on the steps of the city’s temple to Sarenrae. Life in Korvosa as an orphan certainly isn’t easy. Life as a halfling orphan makes that doubly so. Old prejudices still linger from Korvosa’s early days as a Chelaxian colony and Devon has experienced his fair share of examples - from fellow orphans and nobles alive. One benefit of a halfling’s small stature, however, is nimble fingers and the ability to hide almost anywhere. This combination led to Devon joining Lamm’s Lambs and added a bit of stability to his life. This stability nearly came crashing down when Devon, too confident in his abilities, decided to test his skills in the Heights district. He was, unfortunately, unfamiliar with the area and unwittingly reached into the wrong pocket. Devon narrowly escaped both the grasp of both this would-be target and the Korvosan Guard. With the chase done, Devon caught his breath at the Temple of Sarenrae where a perceptive priest understood the situation and offered Devon a different life. Now a cleric of Sarenrae, Devon spends his days healing Korvosa’s sick at the Temple of Sarenrae, patching up guard members when his magical healing abilities are depleted, and, more than anything, hoping to provide a glimpse of the Everlight through his helping hands. By helping his fellow Korvosans, Devon also aims to prove that halflings have a place in Varisian society as more than servants or the downtrodden. Orphaned You spent a period of time as one of Gaedren Lamm's enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of "Lamm's Lambs" before escaping. You've nursed a grudge against the old man ever since. Personality Devon is a quiet young man, not often the first to speak. His diminutive stature is matched by his personality. When he does speak, most people find him charming, agreeable, and can clearly see Sarenrae's light through him. Devon has left most of his old life behind and focuses his attention on helping those who come to the Temple of Sarenrae for aid. Old habits die hard, however. On occasion, Devon catches himself eying a loose ring or poorly hidden coin purse. While not at the temple, Devon attempts to show young orphan children, especially fellow halflings and those who fallen in with Gaedren Lamm, that a different life is possible. He also uses a healthy share of his fairly meager earnings to feed those children, hoping that full bellies mean that they won't resort to crime and thievery. Edicts First four of each are from Devon's deity, Sarenrae. The last three are personal. destroy the Spawn of Rovagug protect allies provide aid to the sick and wounded seek and allow redemption free those who are enslaved or are forced into servitude against their will destroy creatures of evil and the undead find joy in spite of worries and hardships Anathema create undead lie deny a repentant creature an opportunity for redemption fail to strike down evil use someone's hardship against them steal, especially from the average person turn a blind eye to those in need Harrow Card (Strength / Hammer) - This is the chaotic good card of strength. It represents momentous change, as when all the slaves of a nation are emancipated. Archetype Planning to go with either Medic or Blessed One for the Free Archetype option.
  10. Looking forward to applying to this game. I have a couple of questions. 1. This will be my first time creating a submission in a play-by-post game. How do folks get the nice formatting for their submission? 2. Looking for clarification on the use of remaster rules. Looks like most remaster changes are being ignored, but we are ignoring alignment in favor of edicts & anathema. Is that correct? Thanks!
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