I have a backup version of Utana in case we don't need a bloodrager in addition to a barbarian. Still from Alkenstar, still intending to use pistols. Still probably paying pirates to get there.
Would you allow variant multiclassing? If I use my alternate version, she could use variant multiclassing to get cleric features for debuffing and backup healing.
Last edited by Ermine; Dec 24th, 2022 at 10:28 AM.
I was wondering about that too. When I made Jedda I didn't know what a bloodrager was. But when I read your character, I figured Pistols and magic was different enough even with the word "rager" in the class. I've become more familiar with the pathfinder character builder options and I saw that bloodrager was a mix of barbarian and sorceror - cool! I think that makes Utana super versatile. I thought about changing Jedda to fighter class, but that looked complicated. My character's fighting is a one note - but I figure most of the time we are going to be storytelling in this mode, like describing how our character works in this world, based on my experience. So, I think they are still really, really different enough. However, I could go fighter with character, if there is a one barbarian rule somewhere, it is not all on you! I was also thinking dip into Rogue and keep trap sense if we didn't have that role covered. But, I am trying to get writelite to just go ahead and make a rogue. I already read a lot of the feats and saw the feat chains I would probably go for.
I was thinking Barbarian 4/Fighter 3 if civilization or smarter fighting starts to rub off. Plus I am very interested in this at level 3 of fighter: In addition, a fighter can also move at his normal speed while wearing medium armor. That would be super amazing for Jedda to have a better AC and still be able to move 40 feet.
I was thinking a one dip into Skulking Slayer, https://www.d20pfsrd.com/races/core-...rogue-half-orc, because I really like that Pass for Human part and the underhanded maneuvers. It fits the character concepts even better, I was just really trying to keep it as simple as possible and that means play a rogue next time.
Also, everyone, I am new to pathfinder and so having a lot of fun reading up on it and thinking about all these fantastic character options for the first time. Please excuse my crazy amounts of posting. This is sort of a practice excercise for me. Just working on characters is almost as fun as playing in a game. It's super fun during some downtime from work around the holidays and while I try to stay home to mend a cough that is lingering around. No one feel bad if Jedda isn't in the game after all is said and done. That's no issue.
Last edited by cappucina; Dec 24th, 2022 at 12:55 PM.
I feel the same way. It's nice, this idea that we're working together at something we all like. It gives more value to this application thread time, so we all gain more in the end - regardless of entering the game or not.
Currently, I am close to finishing the build - an Investigator, but one that would probably fill the "scout" role well enough - generally speaking. I also got the main story points ready - though writing that background is a whole other matter... And then it takes a different kind of inspiration to agree on the name, personality, and appearance! Anyway, I'll share it when it's done.
...Keeping it simple can be hard, because the system is complex :3 Once I stepped off the beaten track, I found myself deep into options wilderness. But the character concept demanded it... There's still some work ahead of me, but I know that eventually I'll have to draw a line - just to bring the project to a conclusion. And if that means to compromise around some points - so be it. It's not gonna be perfect, but I'll consider myself satisfied if the choices at least agree to my general idea.
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I was wondering about that too. When I made Jedda I didn't know what a bloodrager was. But when I read your character, I figured Pistols and magic was different enough even with the word "rager" in the class. I've become more familiar with the pathfinder character builder options and I saw that bloodrager was a mix of barbarian and sorceror - cool! I think that makes Utana super versatile. I thought about changing Jedda to fighter class, but that looked complicated. My character's fighting is a one note - but I figure most of the time we are going to be storytelling in this mode, like describing how our character works in this world, based on my experience. So, I think they are still really, really different enough. However, I could go fighter with character, if there is a one barbarian rule somewhere, it is not all on you! I was also thinking dip into Rogue and keep trap sense if we didn't have that role covered. But, I am trying to get writelite to just go ahead and make a rogue. I already read a lot of the feats and saw the feat chains I would probably go for.
I was thinking Barbarian 4/Fighter 3 if civilization or smarter fighting starts to rub off. Plus I am very interested in this at level 3 of fighter: In addition, a fighter can also move at his normal speed while wearing medium armor. That would be super amazing for Jedda to have a better AC and still be able to move 40 feet.
I was thinking a one dip into Skulking Slayer, https://www.d20pfsrd.com/races/core-...rogue-half-orc, because I really like that Pass for Human part and the underhanded maneuvers. It fits the character concepts even better, I was just really trying to keep it as simple as possible and that means play a rogue next time.
Also, everyone, I am new to pathfinder and so having a lot of fun reading up on it and thinking about all these fantastic character options for the first time. Please excuse my crazy amounts of posting. This is sort of a practice excercise for me. Just working on characters is almost as fun as playing in a game. It's super fun during some downtime from work around the holidays and while I try to stay home to mend a cough that is lingering around. No one feel bad if Jedda isn't in the game after all is said and done. That's no issue.
I feel the same way. I haven't post my character because the ton of amazing choices I have and I am building a simple but yet nice character. I am trying to understand what are good and lacking part of a summoner to understand how it fits in a party role so I can fill the gap and also maybe be the face the group need because the high charisma the summoner have so I was trying to gain traits that give diplomacy and/or bluff as class skill. I feel the summoner is so complex but at the same time so fun to build. I want to do a synergy between the eidolon and his master, in the combat situation but also in the utility part. I was thinking to get scent evolution for example to improve the group avoid the surprise attacks they me receive. I also want to be the tracker of the group so I might get survival to the Eidolon.
I want a summoner that fight like a rear/melee ranger support with his Eidolon and maybe use some utility spells as a backup for his eidolon or group
Yes, you'd think that Summoner would get more interactive skills from them making deals with Extraplanar Beings. There are plenty of Traits that can give them to you though.
For ranged options, you can do quite well with a crossbow, or if you're desperate, the Acid Splash Cantrip.
Yes, you'd think that Summoner would get more interactive skills from them making deals with Extraplanar Beings. There are plenty of Traits that can give them to you though.
For ranged options, you can do quite well with a crossbow, or if you're desperate, the Acid Splash Cantrip.
yeah, someone give me a good selections of feats I could get (precise shot and pointblank shot as a starter, maybe rapid reload and rapid shot later?) but I might need some advice about what traits I could get so I get bonus in Diplomacy and bluff and also get both as class skills. I was thinking to get the missing child as an option so I can get a hook to the history and the reason he might be in Sandpoint. Searching the daughter (maybe a stepsister) of his adoptive father, a half-elf could be a good hook but I was wondering what would happen if he find her, I was thinking to take care of her until he can leave her with her father. But I might wonder how a half-elf girl might be abducted and why she might be relevant to the story. I don't want to make a burden to the DM...
About the eidolon, I will get a vulpinal agathion that modified after the surge of being soulbounded to her summoner. She became a medium agathion with a blueish-black fur (think that she sob and complain about how she sacrificed her beautiful fur color to help him and how he should be soooo thankful with her but in silence she LOVES how big and silky her tail became in the trade and she often cares deeply with a special brush she made Lentt to buy it. She speak hours praising her tail in front of Lentt while she brushes it , how he should fell madly in love if he was one of her kind and she forget of the ugly color and her lack of satisfaction only because of that) with big furred arms and legs with sharp claws. By the way, she LOVES to talk and joke about Lentt and her relationship like they were lovers, husband and wife and she complain about him like they were.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
Last edited by FatherDondo; Jan 4th, 2023 at 08:59 PM.
Ach, brainfart. I'll fix it. Looking back, it said "drawback for another trait," so I think that's what threw me off.
Edit: fixed
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
Last edited by FatherDondo; Dec 26th, 2022 at 01:53 AM.
It can be difficult to tell Tawn's age - her face having retained some childlike features, and womanhood signs on her body being easily mistakable for plumpness.
And were it not for the pointed years, one might find it hard to ascertain her ancestry too - as she resembles gnome women by height* and dwarf girls by her stout legs. Boots cover the one part of her body that would undoubtedly point out the halfling. (* Tawn is 2' 11" tall.)
At closer look though, you would take note of her eyes' green - discerned out of the darkness, and of her hair's brown naturalness. And while you would try to ascertain proportions past her eyes' and bob's largeness, a keen sight might detect - on the face - fading lines that don't match the layer of wellness...
But she could catch up on what you are doing and frown - making the splash of freckles stand out menacingly. Or smile, when the little dots would suddenly shine, dazzling. Either way, she'd disrupt any such calculations, prompting the mind to consider more consequential aspects of her presence: the blade at her hip, the flasks at her belt, or - perhaps - even her choice assortment of raiment colors.
- If roundness and fullness of features are unsuitable to her childhood and early teens, then perhaps we can say that her body - once it started to receive proper nourishment in the alchemist's house - quickly recovered those nature-intended qualities that circumstances deprived it from.
- The wearing of boots is symbolic for having left behind the streets life, and it is also a form of comfort - something that halflings are said to enjoy. Barefoot walking seems more suitable to country life, and I also think that sensitivity loss (- pointed out in the manual -) is not something useful for any halflings but slaves on hard labor...
Adventurous or cautious, theatrical or blunt, casual or aloof - Tawn's behavior displays a wide range of tendencies.
Young and inexperienced in the world outside of her home city, she stays on her toes while constantly trying to determine - in each circumstance - her most appropriate resources. Whatever she does, she can't altogether be sure of success, and doubt - or the feeling of weakness when things go wrong - can cause her to act hastily. Thus, on the surface, she can be many things - and she can move between opposites, as she probes her way through the unfamiliar.
Her core self is humble, generous, tolerant, friendly - and she feels for the less fortunate of the world. However, her intellectual training and insecurity - as well as the priorities of her mission - can determine behavior contrary to her heart. She wouldn't act arrogantly, or purposefully harm others if it benefits her - but she would, by default, keep a distance from people, and even show a cold, edgy side (or her blade's point) when indisposed. Showiness is not a part of her makeup, though she may act out a role to distract or confuse - if needed in her quest.
In a group, she would find it hard to trust others - but would be mindful of her role; as she understand well the importance of team work. She would not seek to take the lead, but may easily go on her own and try something she hasn't informed others of - when the team's plan can't work (or when there is no plan). She would not easily risk her life for a team mate, or rush to their defense - but wouldn't let another perish, either, if she can help it.
The main factors that shaped her self-image and emotional profile are:
- not having parents, taking a gang of street urchins for family;
- growing up on in a vice-filled district of a large city, mixing game with illegal/ immoral activities;
- escaping dangerous situations and influences, thanks to a good share of luck;
- attraction of theater and acting, staging mock plays as favorite passtime;
- being shown benevolence by a teacher figure, from then on becoming a student of alchemy under his wing;
- driven by an appetite for the extraordinary, she dedicated herself to learning - leaving street life behind;
- gradually, her ties with the past were reduced to the person of one friend - a young man called Tryg;
- they would meet from time to time to watch a play and chat afterwards;
- her intellectual prowess slowly grew, intellect also becoming the preponderent factor in her approach to life;
- one day, her friend was kidnapped - most likely to be sold into slavery, and this came as a great blow to her heart;
- with her teacher's guidance, gifts, and blessing, she left to face an unknown world - in the attempt to rescue Tryg;
- the separation from the teacher was another heart-wrenching moment.
Her long time goal is to save her friend - a young human (M) called Tryg, who most likely was kidnapped and sold into slavery.
Short time goals for her, mainly, will be to discover new clues.
She may be arriving in Sandpoint because she presumes the kidnappers might have went that way, or passed through the town's harbor. She may even have information that it was so. Or the trail may have gotten cold, and she reaches the town without hopes of news - maybe only to rest for a night, before leaving again, towards a promising destination.
Fawn* never knew her parents. Growing up on the streets of Underbridge, in Magnimar, all she had for a family was a group of street urchins. There was also "the uncle", the Friendly Merchant's owner - who from time to time showed up and offered pay for small "tasks" (like sending messages, stealing, or messing up someone's business)...
(* She was called Fawn all her childhood. Tawn was to be a name reflective of the changes which she underwent in her late teens. As for a family name - if ever she is called to give one - she passes Underbridge, the name of her home neighborhood.)
In spite of poverty and the neighborhood's dangers, Fawn was content as a child. Luck, it seemed, kept her and her friends out of harm's way, and the things she had - the gang, the streets - were grand in her heart. Somehow, days seldom passed without them "finding" some food, and - with what else they could get their hands on - they even managed to make their attic shelter feel homelike.
Life was a game, and they had all sorts of adventures - gradually extending their playground outside the Shadow District. On one occasion, they sneaked into a theater, and - while keeping an eye out for business - found a way to peek at the performance. Most thought it was fun, but Fawn was really smitten. And she would often, afterwards, lead them back here - while in their sanctuary, she'd passionately engage them in imitations of the plays.
But others of the group preferred the more dangerous games. And so, one day - on a dare, Fawn ended up breaking into a house at the Summit's edge. It happened to belong to an alchemist, and - between some broken flasks and a surprise vision - she fell and lost consciousness. Waking up in the owner's presence, she found herself not under threat of punishment - but met with magic tricks, bid to a warm meal, and charmed with a story more interesting than all plays she had witnessed.
The old, benevolent gnome saw the glint in her eyes and, past that - thirst for knowledge. He told her she was free to leave, but also to return - if she wishes: So she could learn from him, and assist with his work. Would she not want?! It seemed a world of wonder and unsuspected possibilities had just opened before her - and she eagerly dived into it. She was about fourteen by that time, and for the length of her middle teens, then, she would spent many hours studying, doing lab chores, and seeing dream stuff turned real - in the home of Hem Fizzlepot.
More and more caught in this world that was just hers, she slowly grew distant from her group. Gradually, she met the others less and less - of them, eventually, only one childhood friend staying in touch. It was this short human boy, who humored her the most in her make-beliefs - and she felt the closest to. Now and again, they'd meet to watch a play, and - later, on the theater's roof, gazing over the city - talk about all things, casually, careless of the future.
With years passing, the change in both was obvious: The young man, Tryg, who had a steady job now, often talked about 'practical' matters which felt so dull and distant to Fawn. In her turn, she had become less fanciful, while her vocabulary and the notions coming out of her mouth often left Tryg perplexed. But up there, in their special place, they could still enjoy a connection with childhood. And the glamour of that age surrounded all that passed between them - soothing all edges of awareness, bridging the gap that reality put between them.
Somewhere into her nineteenth year, the friend did not show up as planned. A week passed, two - Fawn became worried. Quickly, all that their rooftop magic succeeded to hide, became a source of trouble in her heart. Did she do something wrong? Was there something she did not do? But this time of doubt and waiting, she took action and started to look for him. She went to the shop he worked in - Hadn't returned there in a month, they said. Searched the slums then, asked left and right, and finally - finding some of her old gang mates - heard the unthinkable: Some hoodlums came and took him away, no one knew where.
Kidnapped? A slave?! Apparently... he owed money. To whom - no one would say, but there was just one person she could think of with influence over those people - "uncle". Filled with anger and caring little for consequences - frail as she was, she headed towards the tavern, barged in, and - shouting and threatening - demanded answers. They laughed. Then they tried grabbing her. Fear suddenly taking hold, she ran - barely escaping with a few bruises. But after that she will take a more cautious approach.
Aching with the need to see Tryg safe, she did her best to calm down - pulling herself together, and set about to stalk the tavern. It was on these stakeouts that she discovered the boats leaving at night from the dock. If he had been taken out of the city in this way, then... there was no saying where he might be now. Beset with worry, with no one else to turn to, she went to her teacher for guidance. Told him about her friend, her past, the goings-on in Underbridge. Told him she had to leave and get him back - but she had no idea what to do!
The old gnome went silent and thought for a while. He got up, then, and fetched a map from his library. Following waterways with his finger, he traced a course she could take - far past the limits of city, into a wilderness she had only heard of in stories. Up north there was Riddleport - a place much like her Underbridge. Closer, the harbor of Sandpoint - where she might catch some news, if Tryg's captors stopped by.
While Fann still looked at the map, part lost in her feelings - part hoping some useful detail might sink into her mind for later, the teacher went and opened a big chest. Out of it he took a few items, including his weapon from younger days - and brought them before her. She will go, and she will succeed - he said, solemnly, though with wide eyes that seemed trying to take in as lasting an image of her as possible.
And while she put on the leather vest, placed the flasks and rapier sheath belt at her waist, and bound the gift cloak about her - the gnome's lips moved, uttering words she could not understand, yet which felt soothing and refreshing. A blessing it was, and more than just words - one which she will benefit from in months, and years to come, Heaven willing: for he had passed her some of his spiritual progress.
Among last, parting words, her teacher made a last gift: changing her name from Fawn - of the reckless child, to Tawn - a name fit for the capable, refined young woman she had become. Overwhelmed, her heart pulled between a past and a future now so unfathomably apart, she barely found words to express her gratitude, and her wishes for his good health and a happy reunion. Then, hiding tears, she turned and scrambled down the street towards the nearest corner.
Long after she passed out of sight, the old gnome still stood in the door-frame, lost in the memories of their time together...
- parents unknown;
- grew up in Underbridge, Magnimar;
- family was a gang of street urchins;
- she was then known as Fawn;
- a tavern owner used them in his illegal/immoral practices;
- in spite of poverty and dangers, she was a content child; luck was on her side;
- towards her early teens she discovered theater and fell in love with it.
- one day, on a dare, she broke into an alchemist's house;
- caught, she was treated kindly by the owner - an old gnome called Hem Fizzlepot;
- offered to learn from him, she accepted and entered apprenticeship;
- gradually, the ties with her gang weakened;
- eventually, she only remained in contact with her closest friend - a short human boy named Tryg;
- with the passing of years, they both changed - under the influence of their respective environments.
- one day, while she was in her nineteens, the friend missed their date;
- after a while, worried, she looked for him;
- eventually she found out that he had been taken in slavery;
- apparently, he owed money to the tavern owner from their common past;
- she couldn't learn anything there and barely escaped getting hurt;
- discovering the night smuggling going on, she realized Tryg must have been taken out of the city;
- she turned to her teacher for help.
- the old gnome pointed out a probable boat route;
- he made her a parting gift, including a rapier and alchemical implements;
- emotionally torn, she said her goodbyes and headed for the docks;
- her first destination was to be Sandpoint - a nearby settlement where a boat might have stopped.
Inspired Blade (Swashbuckler) [1] and Empiricist (Investigator) [2-7], Halfling
- roles: "face" (weak), scout (fine), melee (extra), support (somewhat);
( not the best Dex-based Melee Investigator, more chance-dependent )
- point-buy method, 20 p. to spend; scores starting at 10;
- points invested:
--- 2 in Str (10 to 12), 5 in Dex (10 to 14), 5 in Con (10 to 14),
--- 7 in Int (10 to 15), 0 in Wis, 1 in Cha (10 to 11);
- Halfling traits: -2 Str, +2 Dex, +2 Cha;
- planning to increase Int at level 4.
- two traits, and potential drawback for a third;
All are related to her earlier years on the streets.
- Resilient (combat) (- explanation: survival);
- Adopted (social) -> Prankster (Race: Gnome) (-explanation: something from the teacher's nature);
- also Fate's Favored (faith) (- explanation: lucky breaks);
- drawback: Attachment (- to the childhood friend, on account of whom she leaves on the adventure).
(potentially leading to Doubt...)
The trade-off Fate's Favored - Attachment could be interpreted as part of her soul's dynamic.
- Small, Slow Speed, Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity;
- Languages: Common, Halfling, and also Gnome* and Varisian (- replacing standard choices) (Int mod 2);
(* Whatever foundation the streets offered for Gnomish, it was learning under the alchemist that brought her skills to a useful level.)
- no Subrace alternate Racial Traits.
The True Neutral (N) alignment might fit her best, though there are (G) elements in her makeup.
- a Rapier is her main offensive implement
She relies on her Rapier in battle, both as Swashbuckler and Investigator.
The foundation are the years of playing and amateur acting. The feelings stirred by her friend's disappearance could also cause her to revert psychologically to relying more on the means of street life and instinct - at quest beginning.
But her studies developed her intellect, and in facing the quest's risks and dangers she naturally resorts to this resource - also applying it to fighting. Her approach is now calculated and aimed at efficiency.
The switch from one class to the other marks the crossing of a threshold of intellect reliance.
( Also see 'Gear', 'Combat Gear' below. )
- class: Swashbuckler;
- archetype: Inspired Blade.
( See explanation under 'Weapon' above. )
- 6 p. to spend (4 + Int mod);
- chose from skills common to Investigator and Swashbuckler, spending 1 p. on each;
- Acrobatics, Bluff, Climb, Disable Device, Perform + Knowledge (Planes) (- explanation: play, amateur acting; streets period + teachings).
- Inspired Panache (Panache points), Inspired Finesse, Deeds (Derring-Do, Opportune Parry and Riposte);
- Inspired Finesse grants Weapon Finesse and Weapon Focus: Rapier as bonus Feats.
- Fencing Grace;
- Alignment: any;
- Hit Die: d10;
- max starting wealth: 300 gp, taken as starting wealth of the character;
( See explanation of relevance under 'Gear', 'Costs' below. )
- Weapon proficiency: simple and martial;
- Armor proficiency: light; buckles.
- class: Investigator (- explanation: focus on quest goal - the search for the kidnapped friend);
- archetype: Empiricist (- explanation: reliance on observation and logic, in the finding and interpretation of clues);
- favored class (- which I take to mean, essentially, a choice of intellect over instinct).
The teachings received from the gnome alchemist are gradually put to practical use.
She relies on her trained reasoning in facing new circumstances and surviving perils.
- each level she receives 8(-9*) p. to spend (4 + Int mod; *which increases at Level 4);
- she also* receives another point because Empiricist is favored class;
(* However, from Level 5 on, she has the option of "remembering" one extra formula instead.)
- at the first level of Empiricist, she will expand the range of her skills with: Perception, Sense Motive, Spellcraft or UMD (- explanation: trained mind functions), Knowledge (Arcana, Dungeoneering, Nature, and Religion) (- explanation: studies recollections);
- at the next levels, she will increase or gain new skills: in the first case, mainly because she used them - in the second case, by remembering her studies; Diplomacy would appear as more of a skill once she becomes more accustomed to the outside world (which allows for a level of confidence more appropriate to the "soft touch");
- Alchemy, Inspiration (Inspiration points), Trapfinding; [at character Level 2]
- Extracts: see below;
- Ceaseless Observation; [at character Level 3]
- Keen Recollection, Trap Sense +1, Infusion (Alchemist Discovery)*; [at character Level 4]
- Trap Sense +2, Studied Strike +2d6; [at character Level 7]
- at character Level 2: four level 1 formulas (= 2 + Int mod);
- at character Levels 3 and 4: one new level 1 formula each level;
- at character Levels 5 to 7: two new level 1 or 2 formulas each level (- Int mod having increased);
- additionally, at character Levels 5 to 7 she has the option of choosing between the extra skill point and one extra level 1 formula (- favored class);
- one (more) at character Levels: 3, 5, 7;
- at character Level 3: Dazzling Display;
- at character Level 5: Blind Fight OR Extra Investigator Talent - Expanded Inspiration (- depending on developments);
- at character Level 7: Extra Investigator Talent - Effortless Aid OR Ghostslayer (- depending on developments).
- Alignment: any;
- Hit Die: d8;
- max starting wealth: (180 gp) irrelevant* ;
(* The Swashbuckler starting wealth was taken to be that of the character.)
- Weapon proficiency: simple; also the hand crossbow, rapier, sap, shortbow, short sword, and sword cane;
- Armor proficiency: light; no shields.
- 33 lbs. or less is a light load;
- 34 to 66 lbs. is medium load;
- 67 to 100 lbs. is heavy load;
- weapons: Rapier, Daggers (3) (- for close range or thrown);
- armor: Leather vest; no shield (- to keep a hand free);
The starting wealth is understood to represent mostly a parting gift from the alchemist; as her savings could only mean little.
The gift consists in a sum of money, instruments and resources that (out-of-lab) Alchemy requires, and the gnome's old rapier, leather vest, and cloak. The Alchemy set would probably include recipients to prepare extracts in, and there must be a way to have them at hand - for which purpose she'll be wearing a leather belt with pockets.
For her teacher, the difference between 300 and 180 gp would not be important - because of being moderately wealthy, but also as he might never see her again; thus I took the Swashbuckler starting wealth as limit.
She most likely would not have had the mind to go shopping for travel gear; but left as quick as possible on her quest. However, in her travels she might apply her mind to equip herself - in regard to which I presented, in the next section, a list of most important items.
The Daggers are cheap possessions from early years - thus not included in the estimation of wealth. She also uses a Sling to hit distant things, but not as a weapon. This (no cost) item is also a personal, old possession.
Considering her past, she might have access to a set of Thieves' Tools (common) - not necessary her own. If so, then the starting wealth would not need to cover their cost either. If not, the penalty to Disable Device may be acceptable... until she could procure suitable items, somehow.
Took the smaller weight for some items - appropriate to their "Small" character size. The symbol indicating this is [1/4].
For items not on the list of Adventuring Items, I took half of the weight - instead of a quarter; where it made sense for the item to have reduced size.
- Rapier: 20 gp, 1 lbs [1/2];
- Daggers (3): 0 gp (* otherwise 6 gp or less), 1.5 lbs [1/2];
- Sling: 0 gp, - lbs;
- Cloak: 5 gp, 0.125 lbs; [1/4] (- taking Patchwork Cloak as reference)
- Leather Armor: 10 gp, 7.5 lbs [1/2];
- general Outfit and leather belt: 10 gp + 5 gp, 1 lbs [1/4] (- taking Artisan's Outfit as reference);
- Wading Boots: 50 gp, 0.5 lbs [1/4];
- Formulas Book: 50 gp, 1.5 lbs [1/2];
- Alchemy implements:
--- supposing she uses "Flasks" to hold extracts - but a more durable version, like the "Hip Flasks", 10 of these would amount to 10 gp, 1.25 lbs [1/4];
--- ingredients - various, estimated at 10 gp, 2 lbs;
- Belt Pouch: 1 gp, 0.125 lbs [1/4] (for ingredients);
- Amulet: 0 gp, 0 lbs (- as Divine Focus, an item she always had on her, depicting a butterfly).
- total costs: 171-177 gp, 16.5 lbs
- travel money: 123-129 gp;
Weight was reduced for "Small" size items, as indicated at the beginning of 'Costs List', above.
- Backpack: ~20 gp (- of average quality and with no special rigging), 1 lbs [1/4];
- Blanket: 0.5 gp, 0.75 lbs [1/4];
- Flint and Steel: 1 gp, - lbs;
- Grooming Kit: 1 gp, 0.5 lbs [1/4];
- Handaxe: 6 gp, 1.75 lbs [1/2];
- Oil flasks (2): 0.2 gp, 2 lbs;
- Rope (50 ft): 1 gp, 10 lbs;
- Tent*: 10 gp, 5 lbs [1/4];
(* I imagine that a very small tent - the occupant of which would not lie down, but cower - would easily find place within the backpack. However, if the notion is not acceptable, I'd take instead one impermeable Sheet which one can use as improvised shelter roof/wall; it might also be cheaper.)
- Thieves' tools (common): 30 gp, 1 lb; (she might need to contact a guild, or visit a black market for these...)
- Hooded Lantern: 7 gp, 2 lbs;
- Waterproof bag: 0.5 gp, 0.5 lbs;
- Waterskin (0.5 gal): 1 gp, 1 lbs;
- Whetstone: 0.02 gp, 1 lb;
(purchases total: 88.22 gp, 34 lbs)
The weight total with adventuring gear included fits the medium load category; she would move slow on foot, and her defenses would decrease. In safe areas, she would try to hire a vehicle or porter. In combat, she would not carry the backpack around.
P.S. It looks like I too had the missing person idea, jr1v3. Used it somewhat differently though, and there might be common ground for the characters.
P.S. Thank you, Ermine; that escaped me. Now her bribing attempts have better backup! Though she'd have to be more careful against thieves... P.S.(2) And it looks like Tawn owes you a pair of comfy boots; I thought I could put her on the road with city shoes...
P.S. Thank you, Dracon and mightym for your generous assistance! (- on thread page 10) I hope I managed to implement much of what you advised with. I'm ready to make new changes, as needed.
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Last edited by writelite; Jan 12th, 2023 at 09:06 AM.
Reason: corrections and additions to character data
@FatherDondo: Those first two seem to be default racial traits. Different kind of thing with the same name. Plus you start with them anyway.
So racial traits I get automatically, and I can pick 2-3 traits on top of that?
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
Yep. Just don't get racial traits and race traits confused. ^//^
On the topic of Alt-Utana, I would overlap the other gunslinger if I did it. But I have no shortage of backup characters. Just tell me what we need if Utana won't be a bloodrager. I may try to make her a kineticist if bloodrager is too many ragers. Then I'll also feel like a newbie, since I've never played one and don't fully understand them.
Edit: I may make a kineticist version of her regardless.
Edit 2: Noted changes I'll make if our barbarian gets in. Also changed the Reactionary trait to Rich Parents. It fit better AND hasn't been taken by multiple people. ^~^
Last edited by Ermine; Dec 26th, 2022 at 12:03 PM.