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  #31  
Old Sep 20th, 2021, 02:53 PM
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Quote:
Originally Posted by Runetide View Post
There is the gamemastery guide option of allowing extra ancestry feats, true...
Yeah, the Ancestry Paragon rules. I always use them I my games along with the free archetype rules. But I also like the idea of allowing ancestry feats in place of free archetype feats. I'm gonna try that next time I run one. I also like the idea of allowing players to take extra class feats in place of free archetype feats. Stealing that too
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  #32  
Old Sep 20th, 2021, 03:25 PM
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My app is finally all finished now!
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  #33  
Old Sep 20th, 2021, 03:43 PM
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Originally Posted by Thorolf Vitki View Post
Yeah, the Ancestry Paragon rules. I always use them I my games along with the free archetype rules. But I also like the idea of allowing ancestry feats in place of free archetype feats. I'm gonna try that next time I run one. I also like the idea of allowing players to take extra class feats in place of free archetype feats. Stealing that too
I just love how they worked all the optional goodies into the system. I consider free archetype as default in my games, as well as regional languages. I do enjoy that they basically made Gestalt not only an option baked into the system, but with their rules actually made it way simpler to enact!
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Old Sep 20th, 2021, 05:24 PM
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  #35  
Old Sep 21st, 2021, 12:05 AM
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Quote:
Originally Posted by Runetide View Post
I just love how they worked all the optional goodies into the system. I consider free archetype as default in my games, as well as regional languages. I do enjoy that they basically made Gestalt not only an option baked into the system, but with their rules actually made it way simpler to enact!
I always use gestalt when I'm running a party with less than 4 people, and free archetype as well if less than 3. It's a great way to run small parties without worrying about all the roles being filled.
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Old Sep 21st, 2021, 11:22 AM
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Quote:
Originally Posted by Thorolf Vitki View Post
I always use gestalt when I'm running a party with less than 4 people, and free archetype as well if less than 3. It's a great way to run small parties without worrying about all the roles being filled.
I made a lizardfolk Cleric/Barbarian that was both the party tank/healer while the bard/sorcerer provided the buffs/debuffs. Worked pretty darn well, and taking the feat that lets you do non-rage things during the rage was great if I needed to throw out a heal spell.
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  #37  
Old Sep 22nd, 2021, 01:17 PM
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Quote:
Originally Posted by Runetide View Post
I made a lizardfolk Cleric/Barbarian that was both the party tank/healer while the bard/sorcerer provided the buffs/debuffs. Worked pretty darn well, and taking the feat that lets you do non-rage things during the rage was great if I needed to throw out a heal spell.
Yeah, clarity of mind has always been one of my favorite rage powers, even in first edition. Although if you are playing a gestalt barbarian/spellcaster it's basically a feat tax, since you pretty much have to take it. I've considered giving it as a free feat in such cases, but don't know how balanced that is.
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  #38  
Old Sep 23rd, 2021, 06:26 AM
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Kar-Ragar
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Name:Kar-Ragar,
AKA: Black Blood, 'Black Hand'

Ancestry/Heritage: Beastkin (Badger) Oathkeeper Dwarf

Background: Small Settlement

 

Class: Mountain Stance Monk 5

Archetype: Horizon Walker

Alignment: LN

Appearance: 'Mountain Man' or 'Feral' type of appearance.

Personality: Brutally Honest, Faithful, Impatient, Impulsive and Restless

Character history: Kar-Ragar learned to control his lunar impulses at an early age. Taught by his family to maintain order in the midst of chaos was one of his greatest life lessons. It served him well later in life as he entered the monastic, solitary life of a Monk. Yet the quiet life could not suit the Dwarf forever. Giving a small release to his primal urges, he took the life of a wanderer...a Horizon Walker. This choice ultimately led him to the Linnorm Kingdoms and specifically, the Black Ravens.
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Last edited by Hyregoth; Sep 23rd, 2021 at 07:27 AM.
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  #39  
Old Sep 23rd, 2021, 10:46 AM
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Player table has been updated. There’s still plenty of time to post and finish applications. Initial deadline will be October 1st, which gives you about a week or so to finish up. Let me know if you Ref more time than that.

Also thank you to everyone who’s already applied or expressed interest. I’m really enjoying the characters y’all are coming up with and can’t wait to see more.
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Last edited by Vicorin; Sep 23rd, 2021 at 10:47 AM.
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  #40  
Old Sep 23rd, 2021, 12:11 PM
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If you have any feedback over my character, I'd be glad to hear it.

I really am liking the variety that PF2 lets you have without making things UBER complicated.
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  #41  
Old Sep 25th, 2021, 01:29 PM
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I think I will pass on this one.
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  #42  
Old Sep 25th, 2021, 01:54 PM
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Quote:
Originally Posted by Runetide View Post
If you have any feedback over my character, I'd be glad to hear it.

I really am liking the variety that PF2 lets you have without making things UBER complicated.
Looks all good to me. Probably won’t do in-depth character reviews, but I am curious about Anka’s life in Irrisen and how she met Zullie though.
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  #43  
Old Sep 25th, 2021, 02:03 PM
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Looks all good to me. Probably won’t do in-depth character reviews, but I am curious about Anka’s life in Irrisen and how she met Zullie though.
I can write you a fairly long story about that, cause I have it all planned out and stuff. I was just giving a brief history with room for plot hooks and stuff for you! Especially since we're starting above level 1, I wanted there to be things that happened that could be alluded to or shared with her companions at a later time.
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  #44  
Old Sep 25th, 2021, 07:04 PM
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Name: Arianna Forgeglow
Ancestry/Heritage: Halfling
Background: Another Ancestry's Settlement
Class: Cleric (Sarenrae)
Archetype: Alchemist
Alignment: LG

Appearance: Arianna is 3' 5" tall with lustrous blonde hair, light brown skin, berry kissed lips, and blue eyes. She is powerfully built and can seem far more menacing than her size might suggest.

Personality: Friendly, outgoing, truly believes in redemption for any and all souls. She is very slow to anger and will try a peaceful solution every single time if she gets a chance. Unlike most halflings Arianna is not very dexterous, however she is very pleasant to everyone she meets. She is unwilling to judge by appearances and quite kind. She will help any she finds who are in need and assist in a task at need.

Character history: Arianna was found at the doorstep of a human dwelling with nary a note or letter. Luckily for her the man who lived in the dwelling was an alchemist and his wife a smith with a kind hearted soul. They took her in and raised her with the rest of their children. Arianna took a shine to crafting and alchemy from a young age. Still, she was a passive young girl and not prone to getting into much trouble at all. Of course, over time, she became older and didn't really grow as much as the other children. At first this bothered her and her father had to explain that she was an entirely different race from his own.

The troubling news was somewhat crushing at first, but she saw that her parents and siblings loved her just the same. She decided then and there that she would make them proud. She started crafting nails and moved onto other items slowly learning the craft and each holy day going to worship with her family.

It was at worship though where her devotion and wish to help others truly shone through. Honesty, integrity, truth and justice were valuable and good things. More and more the cleric at the church saw her within her the potential to be a cleric as well. Her family, seeing the same potential, allowed her to assist the church in her free time and to learn more. Over time she was given more responsibilities and taught to be a cleric as well. A beacon of holy light to shine forth for the gods and do their work. She had gone from forging metal to forging a path of justice in the kingdom.
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Last edited by Ysolde; Sep 25th, 2021 at 07:06 PM.
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  #45  
Old Sep 27th, 2021, 05:05 AM
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WIPName: Ilda "City-Seed" Nidhogsdottir
Ancestry: Cave Climber Kobold
Background: Deep Background
 

Class: Champion
Archetype: Alchemist
Alignment: Lawful Good
Appearance: A white-scaled kobold with pastel blue speckles and a stumpy crest on her head. She is tall for a kobold, and stocky too, as is expected of her blue-collar background. Although upbeat and bright, Ilda gives off an atmosphere of being manipulative, or withholding ulterior motives. She carries a heavy compound bow, and a pack laden with crafting and building supplies.
Personality: Ilda is a perfectionist and goal-driven, even obsessive. Her particular brand takes on a strange expression, however, as she remains gregarious even when fixated. This is in part because she had no problem using people to meet her ends... although she is far from exploitative. Regardless, the current object of her single-mindedness tends to color Ilda's decisions from moment to moment. She is extremely exact when it comes to payment and haggling, leading some to believe she is greedy, and her obsession with gaining notoriety gives her the appearance of being vain. In truth, the former is due to needing a lot of money to support her family when she finds them, and the latter is a means for Ilda to spread her name across the continent, and hopefully reach her missing family members' ears.

Character history: Ilda grew up in Heiğabır, a massive port city and capital to the kingdom southeast of Linnorm. Owing to their smaller, lighter frames and climbing claws, kobolds were often hired as riggers on ships, or builders and repairmen sent to the roofs and spires. Ilda grew up learning the tools of the trade on a builder like her parents, along with eight brothers and sisters.

Unfortunately, the tolerant jarl of the city was assassinated. His replacement, Fernyr Lokkson, gained power by turning the city against a scapegoat: the dragonkin. Over weeks and months, the kobolds of Heiğabır were turned into second-class citizens, until eventually the executions and diaspora began. In one of the raids to round up dragonkin, Ilda and her family were separated as they fled the city for their lives.

Ilda found herself on the verge of starvation, by chance stumbling into a long-forgotten frontier temple. It had built centuries ago, before Heiğabır was even founded, for pilgrims journeying their way north. Living there was a hermit seer who took Ilda in and nursed her back to health. She allowed Ilda to stay when she learned that the kobold could repair the temple, and the two spent the next few months together. Ilda taught the hermit tools of her trade, where the hermit taught Ilda the history of the church.

The temple had been constructed when the land was still unexplored, in the name of AbadarMeili, a god of travelers and settlers, people looking to start a new life and society with others. In days past, he was well-worshipped, but as the world became more known and populated, he fell out of favor. The temple had once been the last stop settlers made before journeying to the unexplored north, so that they might ask protection. But for a long time, the north had been deprived of its mystery, and the temple was no longer needed.

As a final parting gift, the seer gave one final favor to Ilda; She used her fortune-telling to reveal the truth of Fernyr's rise to power and the old king's death. The winter witches of Irrisen had conspired to assassinate the king and give power to Fernyr... in exchange, he agreed to act in their interests, undermining Linnorm through political and economic means, and perhaps even starting a war when the time came for the witches to destroy the fraud-queen and her followers once and for all.

With a target for her revenge and an old, forgotten god's blessing, Ilda now had a goal in mind: Set out to Linnorm and join their fight against the winter witches. In doing so, she would push back the witches, bring civilization to the eastern border, and build safe havens for her family and other kobolds looking to escape Heiğabır.
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Last edited by Solid Snek; Oct 5th, 2021 at 12:46 AM.
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