Zen Gypsy Posted April 10 Clone Share Posted April 10 (edited) Enoch Hawkmoor, Spear of St Cuthbert "You want to survive, you need to learn to live with monsters. The ones with tooth and claw are easy to spot but the ones who come slithering out of your own darkness, armed with self-doubt and regret are the ones that'll tear you down." Level: 1 Class: Swashbuckler Archetype: None. Background: Pilgrim Deity: St Cuthbert Height: 5'11" Weight: 179 lbs Eyes: Midnight Blue Skin: Lightly Tanned Hair: Dark Brown; Shaggy Race: Human, Skilled Gender: Male Age: 27 yrs Abilities Ability | Modifier STR: 12 | +1 DEX: 18 | +4 CON: 10 | +0 INT: 10 | +0 WIS: 12 | +1 CHA: 16 | +3 Hit Points: 18 Armor Class: 18 Size: Medium Speed: 25 ft Perception: +6 ◆◆ Fort Save: +3 ◆ Ref Save: +9 ◆◆ Will Save: +6 ◆◆ Abilities Ancestry HumanRarity: Common Hit Points: 8 Size: Medium Speed: 25 ft. Ability Boosts: Two Free. (Dexterity, Charisma) Racial Languages: Common Bonus Languages: Additional languages equal to your Intelligence modifier. Choose from the list of common languages and any other languages to which you have access. (Old Oeridian) Traits: Human, Humanoid. Heritage SkilledYour ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice, Athletics. At 5th level, you become an expert in the chosen skill. Background PilgrimIn your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road. Choose two ability boosts. One must be Wisdom or Charisma, and one is a free ability boost. (Charisma, Dexterity) You're trained in the Religion skill, and a Lore skill for your patron deity. You gain the Pilgrim's Token skill feat. Ancestry Features N-A Class Features Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Trained (◆), Reflex: Expert (◆◆), Will: Expert (◆◆) Skills: Trained in Acrobatics, Trained in Diplomacy (Wit), Trained in a number of additional skills equal to 4 plus your Intelligence modifier. (Deception, Society, Stealth, Thievery) Attacks: Martial Weapons: Trained (◆), Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light Armor: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Dexterity): Trained (◆) | PanacheYou care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache. | Style: WitAs a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or- death situations alike. Wit You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe. | Precise StrikeYou strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels. | Confident FinisherYou gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action. CONFIDENT FINISHER (◆) TRAITS: Finisher, Swashbuckler You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. FAILURE: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike. Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Bon MotBON MOT (◆) TRAITS: Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill PREREQUISITES: Trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. CRITICAL SUCCESS: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. SUCCESS: As critical success, but the penalty is –2. CRITICAL FAILURE: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. | Pilgrim's TokenPILGRIM'S TOKEN TRAITS: General, Skill PREREQUISITES: Trained in Religion You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. SPECIAL: If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement. Flying BladeFLYING BLADE TRAITS: Swashbuckler PREREQUISITIES: Precise Strike You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. | One for AllONE FOR ALL (◆) TRAITS: Auditory, Concentrate, Emotion, Linguistic, Mental, Swashbuckler PREREQUISITES: Trained in Diplomacy With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache. Cooperative NatureCOOPERATIVE NATURE TRAITS: HUMAN The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. | Natural AmbitionNATURAL AMBITION TRAITS: Human You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class; Flying Blade. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +7 ◆ Arcana: +0 Athletics: +4 ◆ Crafting: +0 Deception: +6 ◆ Diplomacy: +6 ◆ Intimidation: +3 Lore (St Cuthbert): +3 ◆ Medicine: +1 Nature: +1 Occultism: +0 Performance: +3 Religion: +4 ◆ Society: +3 ◆ Stealth: +7 ◆ Survival: +1 Thievery: +7 ◆ Attacks MELEE RANGE Rapier, Deadly (d8), Disarm, Finesse ◆, +7 1d6+1 P Starknife, Agile, Deadly (d6), Finesse, Thrown 20 ft, Versatile S ◆, +7 1d4+1 P Whip, Disarm, Finesse, Nonlethal, Reach, Trip ◆, +7 1d4+1 s Starknife, Agile, Deadly (d6), Finesse, Thrown 20 ft, Versatile S ◆, +7 1d4+1 P Inventory Platinum Gold Silver Copper 0 4 4 0 Weapons & Armor Rapier Starknife Whip Leather Adventuring Gear Worn Stowed Backpack, Chalk (x10), Flint & Steel, Thieves' Tools, Waterskin Bedroll, Rations (x2), Rope, Soap, Torch (x5) Current Bulk: 3 Encumbered: 6.0 Maximum: 11.0 Edited April 17 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 13 Author Clone Share Posted April 13 (edited) Background: Enoch Hawkmoor, scion of the noble Hawkmoor family of Furyondy, was raised amidst the grandeur of Hawkmoor Castle, instilled from a young age with the values of honor, courage, and justice. His upbringing was framed not only by rigorous education and training but also by pilgrimages to holy sites of St. Cuthbert alongside his father, deepening his connection to faith and righteousness. Prior to his enrollment at Verrocchio's Academy of the Blade & Valor, Enoch received teachings in the doctrines of St Cuthbert, laying the foundation for his unwavering devotion to his family's legacy and the principles of justice and righteousness. At the academy, Enoch found himself immersed in a world of competition and rivalry, where his greatest adversary emerged in the form of Adrian Duskmourn, the prodigal son of a rival noble family who opposed the Hawkmoors at court. Their clashes in the training halls were legendary, each duel pushing them to the limits of their skill and endurance. Unbeknownst to Enoch, Adrian harbored a dark secret—he wielded arcane power granted by occult sources, his family's devotion to their patron, Vecna, a fact that would shape the course of their rivalry in ways Enoch could never anticipate. After the fall of the Hawkmoor family, orchestrated by the cult of Vecna and their proxies, the Duskmourns, Enoch sought solace in the halls of Verrocchio's Academy one last time. There, he received guidance and reassurance from Master Lorenzo di Verrocchio, who presented him with a worn leather portfolio containing the legacy of his teachings. With a renewed sense of purpose and determination, Enoch set out into the world, his heart heavy with the weight of his family's fall but his spirit bolstered by the knowledge that he carried with him the wisdom of generations past. Armed with his master's teachings and fueled by a burning desire to reclaim his family's honor, Enoch embarked on a quest for redemption that would lead him beyond the city of Greyhawk and into the greater world. Along the way, he would confront the darkness that had consumed his family and seek to uncover the truth behind their downfall. It was during one such journey that Enoch found himself face-to-face with the horrors of the restless dead, their hollow eyes fixed upon him with hungry malice. In the crucible of battle, Enoch emerged victorious, driving back the darkness and banishing the necromancer's foul minions to the depths from whence they came. As he stood amidst the ruins of his foe's dark machinations, a sense of clarity washed over him—a realization that no matter how dire the circumstances, he would not falter in his quest to uphold the Hawkmoor legacy of fighting against the darkness. With newfound resolve burning bright within him, Enoch Hawkmoor vowed to continue his journey, to confront the evils that lurked in the shadows, and to reclaim his family's honor one righteous deed at a time. Personality: Enoch Hawkmoor, while bearing the weight of his family's disgrace and the burdens of his own quest for redemption, harbors a deep-seated cynicism and misanthropy that have been forged in the crucible of his trials. His experiences have taught him to view the world through jaded eyes, seeing humanity as inherently flawed and corrupt, capable of the most despicable deeds in the pursuit of power and self-interest. This outlook has instilled in him a sense of detachment and disillusionment, causing him to keep others at arm's length and to trust only in his own abilities and instincts. Despite his cynical demeanor and mistrust of others, there lies within Enoch the heart of a Hawkmoor—a flickering flame of compassion and empathy that refuses to be extinguished by the darkness that surrounds him. Beneath his gruff exterior lies a deeply compassionate soul, driven by a desire to protect the innocent and stand up for those who cannot defend themselves. Though he may be quick to dismiss others as unworthy or untrustworthy, Enoch cannot ignore the call of justice that burns within him, compelling him to act in the face of injustice and oppression. Enoch's cynicism and misanthropy serve as both a shield and a sword, protecting him from the pain of the past while fueling his determination to fight against the forces of darkness that threaten to consume the world. Despite his doubts and his flaws, Enoch remains a reluctant hero—a lone wolf in a world of shadows, driven by a sense of duty and a glimmer of hope that one day, justice will prevail and the light will triumph over the darkness. Edicts & Anathema: Edicts: Justice Above All: Enoch believes in the primacy of justice and the rule of law, and he holds himself accountable to uphold these principles in all aspects of his life. He is unwavering in his commitment to seek out and confront injustice, regardless of the personal cost or the obstacles he may face. Protection of the Innocent: Enoch considers it his solemn duty to protect the innocent and the vulnerable from harm, drawing upon his skills and resources to defend those who cannot defend themselves. He will go to great lengths to ensure the safety and well-being of others, even if it means putting himself in harm's way. Redemption Through Action: Despite his cynicism and misanthropy, Enoch believes in the possibility of redemption—for himself and for others. He sees every challenge as an opportunity to make amends for past mistakes and to strive towards a brighter future, guided by the belief that even the darkest souls can find salvation through acts of courage and selflessness. Anathema: Corruption and Betrayal: Enoch has little tolerance for those who betray the trust of others or who seek to exploit their power for selfish gain. He views acts of corruption and betrayal as unforgivable sins, and he will not hesitate to confront and condemn those who engage in such behavior, no matter their station or influence. Abandonment of Duty: Enoch considers it a grave offense to shirk one's responsibilities or to turn a blind eye to injustice. He holds himself and others to a high standard of accountability, and he views any act of cowardice or negligence in the face of adversity as a betrayal of the principles he holds dear. Desecration of the Divine: As a devout follower of St. Cuthbert, Enoch reveres the divine and holds sacred the teachings of his faith. He views any act of blasphemy or desecration of the divine as an affront to his beliefs and a direct challenge to his sense of moral integrity. He will not tolerate such sacrilege and will take swift and decisive action to defend the sanctity of his faith. Edited April 15 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 17 Author Clone Share Posted April 17 1. What is your experience with Pathfinder 2e? I was introduced to PF2E via podcasts, while I was working the overnight shift for a few months straight. Then I started looking out for Play by Post games of it, and learning the rule set. I loved the three action system, how skills were much more than an add on, and almost as character defining as, some, class features. I was invited to play a 5E VTT with some of my old table top crew and it felt ... bland ... so I introduced them to PF2E and it's now our game of choice, my one good friend, who was burnt out of fantasy games for years, came back to the table because of the ruleset. So I am experienced with the system, have a too large portion of my phone dedicated to Pathbuilder and a dossier of theory crafted builds. 2. What is your experience with PbP? I moved to Northern Ontario about ten years ago, moving away from my table top crew of, too many years to count. So I started engaging in various forums, Play by Post, to satisfy my RPG needs. It's an entirely different beast than a table top game, it moves at a glacial pace, and, as a player, you need to push the game forward, dictating actions, engaging other players, and making quick, often ill-conceived decisions, because, forward momentum is what keeps the game going. Engaging other players, leaving your posts with either hooks, or calls to action In the dojo we had a saying, There is one way, and that way is through. In play-by-post, a similar adage holds true, There is one way, and that way is forward. 3. What is your Role-playing Experience (overall, PbP and otherwise)? And, what makes a game "good"? I have been playing roleplaying games for, some number of decades at this point. Started with D&D, as so many did, but as a comic nerd, my first real exposure to the Role-playng aspect, was with Champions (bonus points if you remember the Big Blue Book), then the Hero System (Fantasy Hero, Star Hero, Pulp Hero, etc), then Call of Cthulhu, Top Secret, eventually hit Vampire the Masquerade, and found one of my most engaging GM's ever. Discovered the emotional impact a good story, a good game, and a powerful narrative could have. We branched out into other Whitewold games (Werewolf, Changeling, Aeon, Trinity, etc) ... then dipped back into D&D with 4e (not as bad as folks remember, and I enjoyed it), then started to slow down. Came back and my friends were playing 5e, and it felt ... boring, not as crunchy. Moved, as stated above, discovered, through PbP, the Powered by the Apocalypse game, then Masks, still puttered with D&D, some Starfinder, then PF2e. A good game involves buy-in, both from players and the GM, investment in both **your** character, and your fellow players, the setting, and the NPC's you are interacting with. I remember a piece of the Masks game, where, under GM advice, it reads: Be a fan of your players. I think that should be a golden rule, both for GM's and Players. If you enjoy the other characters you are interacting with, and want to shine the spotlight on them, or are engaged about their scenes, then you are in a good game. 4. Please link me a couple examples of your Roleplaying here at the Weave (preferred). If no examples, be sure to post an "RP" in the open RP thread (when I get one up) I'd like to see a sample of your game-style writing. Like I said I have played several Play by Posts, so we've got a back log of games we could peruse. Skulls & Shackles where I play Amenius, a Chelaxian Naval Officer pressed into service on a pirate ship. Kingmaker, 2nd Expedition where I play Syláeth Vyre, a Brevic Big Game hunter, a noble inventor with an arquebus, loosely based off of Sir Hamemrlock of Borderlands fame. And Ironfang Invasion where I play Ealdred, a big man, with big personality, based off of ... as his image would indicated ... Thor of the MCU. Noble warrior, and bro ... is essentially the personality I was going for there. 5. Tell me about a couple of your favorite characters you've actually played (in PBP or even in TT) and why you enjoyed those characters so much. Austin Taylor, Guardsman, a DC Heroes flying super strength brick, balancing the role of hero and student, son, football hopeful who got disqualified because of his public display of powers. Found out he was the clone of one of the campaign's big bads. A fun character to play, a mash up of Superman and Spiderman. Good game, it ran a few years with my friends after we'd had some 3.5 burnout. Viktor Drakovitch, a Ventrue who lived through a Dark Ages game, and got played in modern times. My first VtM character, a Crusader in a dark ages game, but he chilled out, gained some true faith, and became a high humanity advocate for the Ventrue clan. I enjoy him because he saw some real character growth going from high strength crusader bad ass, to a mostly pacifist (for a vampire) priest in modern times. I still dig him out on occasion, when our GM rolls into town for our annual table top game. 6. Name (do not use the "mention" function) one or more players 'applying' for this game who you would like to be accepted. Honestly, I can play with anyone, I enjoy players who are excited to play their characters and explore those characters by interactions with other players. I have played with Eagleheart before, and look forward to doing so again. They've submitted a magus to Greypath, and my submission is all about group play, would love to see how high we can bump those spellstrike crits! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 20 Author Clone Share Posted April 20 Minerva Hecate: "Minerva Hectae? A woman hungry for knowledge, that one. She's got a fire in her eyes, burning bright with ambition. But tread carefully around her, for she's delving into depths best left untouched. There's power there, no doubt, but it's the kind that can corrupt a soul quicker than you can blink. Best keep your distance unless you're willing to risk the darkness that lurks within her pursuit of secrets." Liam Tullius: "Liam Tullius? He's got the swagger of a noble but the edge of a man who's seen his fair share of hard times. There's a fire burning in him, fueled by resentment and a need to prove himself. He's got skill with a sword, no doubt, but his path with magic is unconventional, to say the least. Still, there's something about him, a determination mixed with a hint of vulnerability. He's a man searching for his place in the world, and he's not about to let anyone stand in his way." Boz: "Boz? He's got the look of someone who's seen the worst the world has to offer and decided to give it right back. There's a darkness in him, no doubt, but it's tempered by a sense of justice, twisted though it may be. He's a rogue through and through, always looking for the next big score, but there's a soft spot in his heart for the downtrodden. You can see it in the way he moves, always on the lookout for those who've been cast aside by society." More to follow ... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 2 Author Clone Share Posted May 2 Enoch Hawkmoor, Spear of St. Cuthbert AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Actions. "Speech" Thoughts. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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