So I just found the Time element for kineticist. It fits Shyka's profile. I may have to switch to that to keep with the theme.
Edit: Oh, it's 3rd party. Nevermind. (Unless you allow it, of course, but I wouldn't expect you to). Plus I don't think any of Time's wild talents are on the site, so I'd only have Universal ones unless I took it as an expanded element (so I'd have choices from my main element). I'm fine with Earth still.
Last edited by Ermine; Dec 30th, 2022 at 09:27 AM.
Included is a second type of stat-block, "sheet" looking (uncompacted); there are few details there, as in the TABLE. There might be missing elements, compared to the TABLE; as I overlooked the SCROLL at the most recent updates. The corresponding empty frame and code are in my previous post.
Notes about the TABLE: (1) I use the "figment" site skin. The format looks clean and it's easy to follow. It helps with keeping track of changes, if I use the "Preview" option of the edit window (in the context of sending a PM to myself). (2) In order for the row height to remain constant (i.e. single row), I used an acronym and TT code; these don't appear in the format example and code.
- Name: Tawn, Underbridge
- Race: Halfling
- Gender: F
- Age: 19
- Homeland: Varisia (the Underbridge district in Magnimar)
- Level: 1
- Classes: Inspired Blade (Swashbuckler) 1
- XP: 0 (? Next Level)
- Size: Small
- Height: 2' 11"
- Hair: Light Brown
- Skin: Beige? Honey? Olive? Tan?
- Eyes: Dark Green
(other physical traits)
- freckles
- strong legs
- ...
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...
- Alignment: N-NG
- Deity: Desna (most likely)
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.
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);
- Academae Neophyte (magic) (-explanation: studies);
- also Fate's Favored (- 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 [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.
Norse-Since you didn't have a location for the Milani temple listed, if accepted would you be okay with putting the temple in the Hook Mountains?
Yes, of course. I am willing to work with you and other players to make sure that everything comes together for a nice adventure and shared story experience.
I haven’t had any experience with the shop running or building rules. The party will also be traveling a lot especially later. I am okay with the leadership feat.
Is that a "no" to the shop or building Rules?
While the Rooms/Buildings aspect of the Downtime Rules would be stationary, the Teams/Organisations could be moved around if needed, and all could be run remotely through a hired Manager that could be messaged every few Go Sending Spell!days.
The Setting Up Shop rules (Here) are even easier to implement as there is nothing to say that a business setup in this way has to be in a fixed (or indeed any) location. With Hasim I was going to have his Business be more of an Import/Export setup with the other Merchants, which he is setting up and adding trade routes wherever he goes, allowing him to do this while Adventuring.
At the start of play, he could theoretically own a Skill Rank 1 Small Masterwork Business for the low, low price of 125 Gold Pieces. All this would do is allow him to make a Profession Skill Check at the end of Month, and times the result by 10 to earn that amount of Gold Pieces in profit.
Is this allowed? I just need to know so I can finish off Hasim's Equipment for his Character Sheet.
Tristan’s physical build reflects his active lifestyle, tall and with an athletic trim to his silhouette. He has broad shoulders and his arms are muscular. His skin tans a deep bronze in the sun, and rarely burns. His eyes are dark nut brown, and his hair is almost the same shade of brown and wavy. He keeps it cut fairly short, as well as the beard on his face which somewhat softens the hard chisel jawline. He wears two small silver hoops in his left ear. He tends towards comfortable clothes, looser fitting shirts, and waist-tied trousers as opposed to hose or chausses. He tends towards tall boots, gloves, and jacket style over-garments.
There are usually people better than him in the world at various activities, but he doesn’t let it show. He moves through life with the confidence of a generally capable individual, and he is always up to a challenge. Despite his tough exterior, especially the surliness which has set in over the last few years, he still retains a strong sense of justice. The guard wasn’t always about cracking skulls, and much of his compassion for people remains, including a tendency and willingness to lend a helping hand to those in need. However, when it does come to blows, Tristan is not one to leave the outcome to chance and fights with ruthless intensity – all done so with a menacing calm as he has a cool countenance and a clear head, rarely letting his emotions get the better of him.
A native to Sandpoint, Tristan’s father Mark and his side of the family has lived in Sandpoint for generations, a far removed and distant branch of Valdemars with no remaining direct relation to the noble house. His mother came in on a Varisian caravan and stayed because she fell in love. They lived in the south of town near the docks, as Mark was a fisherman by trade. Tristan has a sister and two brothers, both his brothers are older than him and both have left Sandpoint. His “baby” sister, though she’s an adult, is married to a man who works tile and lives on the north side of town near the wall. They have one daughter, only a few years old.
Tristan spent his childhood balancing his time between school and working with his father. Tristan loved being outdoors, out on the water, but also out in the forests outside of town as well. An athletic and energetic boy he was physically motivated, and also tended to get into fights. Not a violent or cruel person, he was simply an energetic and aggressive young man who was always willing to solve a problem with his fists when words were not working. As such, he has multiple dealings with the town guard and was on a path towards being a thorn in the city’s side until Sheriff Avertin. Casp had seen boys like Tristan before in Magnimar, and through a careful balance of tough love and encouragement, Tristan found an outlet for his natural tendencies.
Though he still loved the woods, and the sea, Tristan threw his lot in with the town guard. As comfortable on the docks as ship’s decks, alleys and ash groves, Tristan’s work on the guard allowed him the opportunity to operate in all of his favorite environments, and since sometimes force was necessary it gave him an outlet for his feistiness as well. Over the years Tristan found himself elevated from the guard in general to one of the few personal deputies of Sheriff Avertin. He was one of Casp’s deputies when the Chopper cut his murderous path through town. He was a deputy when Jervis Stoot killed his mother. He stopped being a deputy after they found Casp dead.
For the last five years Tristan has been struggling to find his place in town. With his father turning to debilitating alcoholism Tristan has moved back in with him to try to keep care of him. The town was understandably sympathetic to the whole family, but as time moves on he and his father are regarded with less sympathy and more pity. The soon-to-be opening of the new church is one of inner conflict, as it is a visual closing of a chapter which he’s not necessarily completely healed from. He still wants revenge, though there is no enemy to exact it on, and it has left him aimless and upset. Of late he’s been working mostly odd jobs, hired sellsword work, taking contracts on fishing vessels, or selling what he can hunt. Every now and again Sheriff Hemlock will call on Tristan for special work, or when they need an extra sword arm, but Tristan is no longer as reliable as he once was, always loyal but not nearly as nuanced, and much more ruthless than he used to be.
Tristan is searching for his calling, having once thought he knew what his place in town and his purpose in life was. He has not lost a desire to be involved in keeping Sandpoint safe, somehow, but does not trust in himself or the guard enough to see continued service in that capacity as having any chance at protecting the town again if there is another Chopper – considering how they failed last time. This has caused him to look inward and focus on himself more technically, improving his abilities as he tries to find a place in which he can use them to provide the most value to his community.
Doing the best he can to be a good uncle to his new little niece has made Tristran think more about family, and whether or not he should consider starting one. He was courting a woman before his mother was murdered, but since then he has had too much inner turmoil to focus on another person in that way, and she’s already moved on and gotten married anyway. He needs to decide if staying in Sandpoint is what he is supposed to do in life, or if traveling farther and away as his brothers have is what is best for him. But he cannot abandon Mark in his current condition. He cannot help but feel like his own life is on hold for as long as his father needs so much attention and so he has to choose whether or not he needs to let his father deal with his depression on his own while Tristan travels, or if he needs to double down on getting his father healthy before he makes such a decision. Maybe he’s just waiting for the decision to be made for him.
A mix of vendetta (when/if the connection between the Unpleasantnesses and the Runelords is found), aimlessness, a desire to protect Sandpoint, and a need to understand himself better. He’s in town because he lives there and attending the festival is what you do.
Question: would campaign traits count against our two?
Appearance: Jacob is a fairly tall slender man, with an almost gaunt complexion. He has thin strands of long grayish black hair hang down his face. His features are more feral and angular than that of a standard human, giving him an aggressive appearance that tends to keep people at bay. When not in civilized areas, he is accompanied by his skeletal companion that serves as his personal guard.
Personality: Jacob tries to be honorable and reliable by fighting off his inner demons but tends to make some morally questionable decisions. He feels that death is neither good nor evil but rather the inevitable fate of all, and as such looks at death with a curiosity and wonder rather than most peoples fear and apprehension. He has an unnatural affinity to the undead, finding them as more understanding of his situation and can hold sway over their actions with his supernatural abilities. Jacob doesn't fully understand mercy and has a brutal streak that leave few foes left in his wake.
Motivation: Jacob is working on improving his skills as an aspiring necromancer, seeing the use of the undead in his efforts as not only beneficial but essential for his survival. He hopes to put those skills to use one day on a quest to find and slay his true father, a vampire named Magnus. Magnus is rumored to be a very powerful vampire and while Jacob would love to remove him from the world, he understands that he has a long road to get strong enough for that battle.
Background: Jacob's mother traded her life for his with a terribly difficult birth in a church to Pharasma where she was a priest. The first few years of Jacob's life involved servitude to Pharasma where the clergy of the church looked down on him and treated him poorly, resenting the cost of his very life. Eventually Jacob left the church, constantly moving from place to place, staying just long enough for people to inevitably start to shun him. He found solace in an underground church to Urgathoa where he learned to control powers over the undead. He has since set forth into the world again to test his skills and improve his control over life and death.
Traits: Focused Mind, Disdainful Defender
Sidenote: this would be my first time playing PBP and if I am missing anything, please just let me know.
Last edited by Grimmard; Jan 11th, 2023 at 12:31 PM.
I've always wanted to play a necromancer but in my IRL tables I am usually always GM or the arcane caster of the group. Could be a fun dynamic, having an "ends justify the means" and a "boyscout" trying to work together. 🤔
Ooooh~ I like Duskwalkers in PF2e, I didn't know they existed in 1e.
Apparently, they existed in 1e, released in the final 1e sourcebook, Planar Adventures
EDIT: Actually, I wanted to play her as an oracle, but since oracles use CHA, it kinda feels weird since I'm thinking of having her pretty withdrawn and shy (thus not really charismatic). So, I picked the next best thing, which is witch.
Last edited by Maya Conti; Dec 31st, 2022 at 09:53 AM.