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Old 06-20-2019, 10:06 AM
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Emergence

Emergence

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Welcome to the world of Sabrion! A post apocalyptic world steeped in magic, constant power struggles, politics, and buried secrets. That is not to say that this game will focus on all of these, though they are likely to come up from time to time. In a world where your status is determined partially by your strength of arm or control over magical energies it is difficult to avoid such situations. Duels are a common occurrence, though they rarely end in the death of one of the participants.

This game will focus on the story of a small group of friends as they move into adulthood, leaving their homes behind to see more of the world. There will be quite a bit of power growth as you progress in levels, more so than your average Pathfinder game. Some of this growth will be controlled by the player but there will also be some elements beyond player control and primarily related to story. If this lack of complete control does not appeal to you then I recommend skipping over this game advertisement.

This is my first attempt at creating and running a homebrew game, I have only ever run premade Paizo adventures. Potential players will need to keep this in mind, as you will be pretty much beta testers. With that in mind I would welcome feedback as the game progresses. If the players aren't enjoying a certain rule-set or aspect of the story then we can make changes, as the most important thing is that everyone is enjoying it.




Tone and Elements

The game itself will have its lighthearted moments but also has a serious tone throughout. There are points in the story it will even turn a bit grim, though that is later in the story. Early on in the game there will be little actual combat that has any consequences, but that changes once you finish your college courses. The way I have it planned now is pretty balanced between exploration, role-play, combat, puzzles, dungeon delves, etc, though one may be more prominent than the others at any given time. There is also the possibility of nation building at higher levels if that interests players. I am debating whether or not to hand out the Leadership feat for free after a certain point in the story.




Introduction

There will be an introductory story before the game actually kicks off. The selected players are already acquainted, whether already friends, related by blood, or simply friends of a friend. Each of you have spent much of your childhood, or all of it, living within the small city of Tovia. Your characters should all be around ten to twelve years of age at this point. You grab nets and fishing poles, intending on visiting a nearby river that cuts through the forest to the northwest. There is no combat involved and is only really in place to provide important story elements that will come into play later. I felt it would be better to play through this rather than just handing it to you later and saying "oh, by the way, you picked this up when you were younger". The most dangerous creatures in the forest are deer, and that is mostly during the mating season. You do not even need any stats other than your initiative. I don't want to give any more than that lest I ruin any surprises.

The Game

Five-ish years after the introduction you are shipped off to Ilisia, Academy of the Arcane. The name is a little misleading, as anyone can attend, not just those proficient with magic. In fact, it is required that those reaching adulthood graduate from one of the colleges that dot Astium. The reason for this is manyfold. First and foremost, in a world where everyone (almost) can reach out and grasp magic nearly from birth, there is the constant fear of magic running out of control by those that do not understand what they are tampering with. The colleges teach the basics of control and understanding your limits.

The school also teaches general education and martial combat. Some of the individuals coming to the school may have already had some manner of education under their belt, but they tend to be from the rich or powerful (the sons or daughters of nobles, rich merchants, high ranking government officials, etc). If you come from a common background then your only education likely came from your parents. There are no elementary schools. Once you graduate from Ilisia (or any of the colleges) you are given a small brooch imbued with magic and is unique to both the individual and the college. Most wear this brooch openly somewhere upon their person. Not only does it mark you as a "learned" adult, it allows you access to more of what Astium has to offer. For example: Some vendors will not sell goods to those that do not have their "mark" in plain sight. You might not be allowed in certain establishments or districts of the larger cities.

Furthermore, the colleges act as scouting agencies for the government and military. Those that show promise are commonly recruited into one of the five military divisions. It is every little boys, or girls, dream to one day become a member. Granted, there is no such thing as war since Astium is the only nation known to exist. The military serves other purposes. In order to graduate you will be given three tasks to complete, which are different every year. Once these three tasks are finished you will be given your "mark" and free to return home, or go wherever you wish.




Before you get started on creating your character I would recommend reading through this general introduction to the world. The timeline and general information about the country of Astium would also prove useful.

Level: 1

Scores: 20 point-buy. I would prefer not to see any dump stats, and in fact recommend against it for this game. You will gain additional points beyond the norm as you progress anyway.

Health: Max at first level. Rolling for all subsequent levels, but rerolling any 1s.

Race: No Aasimar, Tiefling, Fetchling, Drow, Duergar, Gillmen, Suli, Svirfneblin, or Wayang. Otherwise, any from the Core, Featured, and Uncommon sections of the Advanced Race Guide. Gnoll, Lizardfolk, Monkey Goblin, Skinwalker, Ghoran, Entobian, Minotaur, Centaur, and just about any halfbreed from DSP's Bloodforge book is allowed. Certain races can be replaced by a third party's statistics, such as this replacing the normal Kobold. It only really changes the ability scores to something more manageable. Third party races will be considered on a case by case. Races with ties to other realms or the underdark are unlikely to make the cut since they do not fit the setting.

Class: Core, Base, and Hybrid. Use unchained versions where applicable. Archetypes can be altered to accommodate unchained classes. Samurai and Ninja will be allowed as re-flavored Fighters and Rogues respectively. They will need to be tweaked a little since there are no eastern weapons or armor. Third party classes will be considered as long as they don't require a drastic change to normal Pathfinder rules. I will say that I have most of the Legendary Games class alterations and also quite a few from Little Red Goblin. No spheres, DSP psionics, or Path of War. Guns don't exist.

Alignment: Any except True Neutral. There is no alignment restriction on classes. Monks and paladins must still have a code of some sort. You may use an already existing set or create your own as long as you get DM approval.

Starting Wealth: None, you only start with an outfit.

Traits: Two, one must be specific to this adventure. No traits that give additional wealth or equipment.

Inherent Magic: Everyone, regardless of class, receives Knowledge: Arcana, Spellcraft, and Use Magic Device as class skills. Everyone also has Detect Magic and three other cantrips of choice from any core spell list, all usable at will. Classes that already receive cantrips only gain Detect Magic and one additional cantrip but they can pull from any spell list for any of the cantrips they get from their class.

Other: You can use the Background Skills and Elephant in the Room.


 





House Rules:
  • Everyone receives an ability similar to, but more powerful than, the Eschew Materials feat. You can cast any spell with a material component costing 25g or less without needing that component. This increases by 25g for every level beyond first to a total of 500g at level twenty. If someone finds a way to abuse this then I might remove it, or alter it in some way.
  • Everyone may take an additional feat at first level but must be something "fun". Static bonuses are not "fun", so no Weapon Focus, TWF, Stealthy, or commonly used feats like Power Attack (granted this one is free with Feat Taxes, but just an example). It should be something to provide a little flavor, not simply to make your character stronger.
  • Classes that only receive 2 + Int skill points per level now gain 4 + Int skill points per level. On that note, I would recommend anyone looking at a class that has a "Legendary" version from Legendary Games use that version. Fighter, Barbarian, Shifter, etc. They are just overall a bit better for their versatility.
  • No bloodlines, mysteries, spirits, patrons, etc, that receive their power from outsiders other than celestial or elemental.
  • Summoners are pretty restricted on eidolon subtypes. Allowed: Aberrent, Ancestor, Deepwater, Elemental, and Plant. With some re-flavoring the Radiant, Shadow, and Inevitable can also be used using light element, dark element, and construct crafter ideas respectively.
  • A rogue's Finesse Training applies to one weapon of choice at first level instead of 3rd, and additional weapons are chosen at the normal rate (3rd, 11th, and 19th levels).
  • Monks may replace their first level bonus feat with Finesse Training as per a rogue. The benefit applies at first level to unarmed attacks and alternate weapons may be chosen at the normal rate (3rd, 11th, and 19th levels).
  • Brawlers may replace their second level bonus feat with Finesse Training as per a rogue. The benefit applies at second level to unarmed attacks and alternate weapons may be chosen at 5th, 11th, and 19th levels.
  • Shamans do not need to split their ability scores between Charisma and Wisdom. Simply pick one at level one and all of your spells, abilities, DCs, etc are based off that one ability score. This cannot be changed later.




Format however you want but please include the below information.

Name:
Race:
Age: The age at which you will be shipped off to Ilisia, should be between fifteen and seventeen. For the sake of this game we are going to assume that all races reach adulthood at the same rate but some just live longer or shorter lives.
Gender:
Class: Include archetypes. Two max.
Alignment:
Element: Elements play a bit of a role later in this game. List ones that interest you. You can rank them if you like but you aren't gaurenteed to get your favorite. The primary elements are Air, Earth, Fire, and Water. Dark and Light exist but they are rare. Even more rare are specific options. Metal for earth, lightning for air, magma for fire, etc.
Favorite Color:
Personality or Goals:
Background:

Try to include your character sheet somewhere. It doesn't have to be 100% but the more thorough you are the more interest it shows.




Deities: They do not actually play are large part of this game, at least not as I have it now. Most people pay homage to one god or another, and temples can be found in any sizable town. They do not often dip their hands into the lives of mortals like they do in other settings. You can use the standard list from Golarion.

Divine Casters: The "divine" caster classes become arcane casters with a connection to spirits. The spirits are the ones that provide them the majority of their power, whereas normal arcane casters pull the power directly from themselves. These spirits can be manifested as a companion creature, though they provide no benefit other than as role-play potential. These spirits are usually attuned to one element. One exception would be the witch. It is still possible to role-play that your character is receiving power directly from a deity for one reason or another, best done with either the oracle or witch but can be done with any class (even normal arcane casters).

Planes: There isn't the typical heaven, hell, astral plane, shadow plane, etc, that there is in other Pathfinder games. You cannot summon celestials or demons. You can still summon other creatures, though the idea is that you are forming them out of magic rather than pulling them from somewhere else. This will also affect other spells that require another plane of existence.

Elements: Everyone is born with an attunement to one specific element. This element tends to represent which kind of magic they are strongest with. The common elements are Earth, Fire, Water, and Wind. Each element also has subdivisions but these are more rare and also more specific. Example: Metal from Earth. Lightning from Wind. Some can even be a combination of two, such as Mud (water and earth).

Languages: Draconic has become a dead language, only found in obscure tomes or forgotten ruins. It is not a language you can typically start with but possible to be learned should you find someone willing to teach or enough material to learn from. Similar to Thassilonian in typical Pathfinder Golarion setting. The current "common" is derived from Draconic but has long since become its own language.

Celestial is completely absent.

Undercommon is absent as well, since there is no typical Underdark or Darklands. At least not one that has been discovered as of yet.

Infernal and Abyssal are interchangeable, basically different dialects of the same language. One can understand the other, though can cause some minor miscommunication when dealing with delicate subjects. It is the languages used by the demons sealed behind the Veil. These are not something that can be learned currently.

Auran, Aquan, Terran, and Ignan are far more common in this setting. As I mentioned, there aren't the typical alternate planes of existence like what you see from Golarion. Elemental creatures exist normally on your world, simply with strong ties to a specific element. The same could be said for Ifrits, Oread, Sylphs, and Undines. Rather than being half-breeds, they are simply a member of a normal race but for some reason born with a slightly stronger tie to one element.




I'll be recruiting 4-5 players.

I will keep the application process up for a few weeks but may extend or close early depending on interest. I'll currently set it for 7/12/2019.

Last edited by Infestation; 06-21-2019 at 06:43 PM.
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Old 06-20-2019, 10:07 AM
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Frequently Asked Questions:


Why haven't the demons attempted to invade the world during the intervening years?

Some speculate that when the dragons created the Veil they also created a seal between Dedradus and the demons' home world. Others believe that the dragons' ritual was powerful enough that it ripped even the demons still on their own world and sealed them behind the Veil with their brethren. Regardless of which is accurate, no human has actually seen a demon since the Veil.

What happened to the dragons?

Another subject debated by scholars and historians. Some believe they simply went extinct, the world no longer capable of supporting them. Some believe they created another dimension, as they did with Abaddon, to retreat to but this one a beautiful haven of peace and beauty. There are many other theories with varying credibility but these are the two most widely believed.

Where did humans and the other races come from?

There are three main theories on this topic:
  1. Dragons created humans specifically to guard the pillars and maintain the veil. All other humanoid races then diverged from humans.
  2. Humans evolved naturally but were elevated by dragons to speed up their evolution. The other races evolved alongside humans, though some may have shared ancestry they weren't necessarily all derived from humans.
  3. Humans are a less corrupt species that migrated, or perhaps fled, from the demon home world. The other races were present before the humans arrival but were less advanced. This one tends to be more common among nonhuman races.





Applicants: Updated as of 7/4.

PlayerCharacterRaceClassElements
MairienRaelis AstrionHumanOracleAir/Light
GrouchyCirranil LaraethalElfFighterWater/Air
SalmonMaxSachiko SatsuKitsuneBardAir/Fire
MrjoeganglesJory BalefinnHumanBloodragerLight
RacesWildTarskisLizardfolkSorcererAir/Fire
teotsalBremm TimayaGnomeBardFire
BanewolfVaedraSylphRogueAir/Electricity/Dark
ShadesoulKazorin DuranathMinotaurMonkLight/Air/Water/Earth/Fire/Dark
PhernCael EburnusPhernLegendary SwashbucklerFire/Light
AntipodeEleivyr Tel'YssironHalf-ElfWarpriestDark/Lightning/Air
AhabEndaHumanMonkSteam/Fire/Magma
RunetideMunin LengHumanSpellwrightEarth/Silver/Water
Cristal08DarkmoonWillowSpring ChildLegendary MagusWood/Water/Earth/Plants
taleteller50Aileen O BroinStrixShamanWind/Night/Healing/Water/Earth/Fire
SarsprillaXe'riaIfritSummonerFire/Air/Earth/Water
MurderInParadiseElfFighterMud/Earth 
DoctorLovePHDCanizHumanSorcererAir/Fire

Last edited by Infestation; 07-04-2019 at 07:45 PM.
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Old 06-20-2019, 10:35 AM
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Placeholder for interest and question.

Last edited by Mrjoegangles; 06-20-2019 at 10:38 AM.
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Old 06-20-2019, 10:36 AM
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An idea for an oracle with Ancestor mystery is coalescing in my mind, but that raises an immediate question: by default, summoning one's Ancestral Weapon would always be a standard action, which is crazy. Would you be open to amending that to it working like drawing a weapon?
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Old 06-20-2019, 10:45 AM
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Old 06-20-2019, 10:49 AM
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Mairien - I would have no problem with that.
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Old 06-20-2019, 11:54 AM
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Hm. I have a couple of notions. A dispossessed noble who's House was betrayed and all but destroyed, who is now concealing her connection to it...or a freewheeling kitsune swashy bardy character, who's always getting into trouble.

Kitsune are okay, yeah?
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Old 06-20-2019, 12:07 PM
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They are.
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Old 06-20-2019, 12:15 PM
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Application
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Name: Raelis Astrion
Race: Human
Class: Heavens Oracle (Haunted)
Age: 17
Alignment: NG
Campaign Trait: Noble Outcast
Elemental Affinities: Light and Air
Favourite Colour: Cerulean
Fun Feat: Prophetic Visionary
Character Sheet: [x]

Backstory

Raelis was born under curious auspices: in a clear night with an unusual alignment of the celestial bodies, when a shooting star fell from the sky and set a part of her parental estate on fire. With a senator for a paternal uncle, Raelis was one of the select few. Sweet in temperament and attractive in appearance, the girl was set for an easy life of comfort - but fate would have it differently. From an early age, her childhood was beset by misfortunes of various sorts. She accepted them meekly, and while many were eager to be forgiving of such a charming child's apparent clumsiness, some members of the household grew increasingly resentful, and the girl's nonchalant equanimity was judged a rather improper attitude.

Calamity struck when one of these mishaps, involving, as so many, falling objects, gravely injured and almost killed Raelis' infant brother Martus - her father's heir, and the third child after Raelis and her elder sister Themis. Ultimately, it was decided that the child was a liability. Together with her nanny Yulea, a half-elven woman of cheerful temperament, she was sent away from Ascentis to the town of Tovia to live out her days in appropriate obscurity. Raelis did not understand, but was comforted by Yulea's presence, to whom, like many children of the nobility, she was more attached than to her own parents.

Yulea, herself a young, if somewhat plain, woman and now free of supervision, did not take long to begin a life for herself, but even a string of lovers would not deter her from taking affectionate care of the unfortunate child she had grown very fond of, and a certain sense of propriety and comme il faut has always remained in the little household. Yulea received a small upkeep on the condition that she should raise the child in her own position in society, but she saw no reason not to impart on the girl what she had herself learnt in her dealings with nobility, which, as someone who had been employed by one of the most powerful families in the country - a point of pride for her -, was not too little. While she made sure that Raelis knew that she mustn't speak of her parents, in her mind, the girl had it difficult enough with the misfortunes that beset her, and anything that would make her life easier and could help her to success was justified.

And neither did the strange spirits of the upper atmosphere that had taken an interest in the human child relinquish their hold over her life... Like anyone her age, Raelis has no idea where this is going, but she is looking forward to the Academy in the hopes that she will learn better to cope with the undoubtedly magical phenomena she keeps experiencing.

Characterisation

Raelis is fit to inspire sculptors, painters, and poets, and her astonishing beauty invariably turns onlookers' heads in the streets. Her pretty face, fair-skinned, with lightning-blue eyes, framed by raven-hued hair, is positively haunting. Her body has blossomed into a feminine form, and while her clothes are inexpensive, there is a certain well-groomed orderliness about her appearance. The girl herself appears curiously oblivious to it all: she seems dreamy and quiet - some would say spacey -, often inscrutable, and while one might find her to be a little guarded and restrained, her gentle and kind, though not always warm, disposition comes to the fore when she is approached.

And yet she is not at all the delicate flower one might mistake her for: a quiet strength lies within her, and hardened by the curse that lies on her, she faces life with unexpected resilience. Not quick to flinch in the face of anything, she is someone whose sympathies and loyalty, once won, can be relied on.

Raelis has a deep sense that she doesn't quite belong - and strangely enough, that this is alright. By the standards of Sabrion, she is quite religious, paying homage and taking seriously the teachings of both Desna and Shelyn.

Notes

Anyone who has an idea and wants to forge a pre-existing relationship of one sort or another, feel free to hit me up in DMs.

Once she hits level 3, a spirit is going to appear in the form of a thrush familiar via Eldritch Heritage (Arcane), but we're not there yet.

Last edited by Mairien; 06-29-2019 at 02:54 AM.
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Old 06-20-2019, 12:22 PM
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I'm curious too. Is there a reason you're not allowing Occult classes? Its sounding at a glance that they'd fit right in.
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Old 06-20-2019, 12:32 PM
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App complete.

Character Concept
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Name: Cirranil Laraethal
Race: Elf
Age: 15
Gender: Male
Class: Legendary Fighter (still looking to see if he can be a Sensate but that's the way he will be played at least)
Alignment: Neutral Good
Element: Water or Air (he likes to go with the flow and is a bit spacy)
Favorite Color: Blue



Personality or Goals:
Cirranil is an introverted, curious, and slow paced young elf. He considers himself both an artist and a warrior and feels life is more about experiences and feelings than what you can read out of a book or the opinions of others. He has a deep passion for philosophy and can sometimes speak in pseudo-mystical terms about his views on life, loss, and suffering. He is a bit of a loner and is often engaging in a wide assortment of odd activities to achieve his goal of "whole being suppleness" - he does a strange stretching routine every day, is a strict vegetarian, attempts to meditate in all sorts of strange places, and often tries balancing on high objects to "center himself". He is intensely interested in the study of the sword and the elven methods of combat, and practices as often as he can. His religious views are slightly blasphemous in that he doesn't see gods as all powerful beings but instead just normal men and women with a higher elevation of consciousness.

Background:
Born on the Laraethal homestead just a short walk from the city of Tovia, his parents Aldayon and Mirianil have always had a reputation for being a bit... different. His father had an intense passion for astronomy and could often be found perched on his star-gazing rock next to the highly traveled road. Unfortunately for those travelers, Aldayon found that to be most attuned to the stars one had to be completely naked when on his star-gazing rock. His mother Mirianil is a self-proclaimed herbalist and amateur alchemist, and her concoctions for health and luck are well known for their lack of effectiveness. Needless to say the Laraethals are seen as strange folks among the citizens of Tovia.

Cirranil is proof that the apple didn't fall too far from the tree. A single child, Cirranil is heavily influenced by his parents and engages in all manner of strange hobbies. At an early age he showed a fondness for balancing on high objects, a deep love for animals, and a distracted mind with a short attention span for intellectual activities. He and his parents ate strange plants, performed strange exercises, did breathing exercises while hanging upside down from trees, and all manner and types of odd pseudo-mystical practices. Cirranil's true loves are philosophy and the sword, and he eagerly devotes his full attention to both of them. When he is offered a chance to study at the Ilisia, Academy of the Arcane his parents were overjoyed and Cirranil feels proud to bear the Laraethal name to the Academy.

Appearance:
Cirranil is a short, skinny young elven man with long platinum blonde hair and misty gray eyes that seem as if they belong to a wizened old man rather than a fresh faced youth. He has a thin pointed nose and thin lips, and an easy smile that seems if he is slightly amused by everything that is happening around him. His voice is light and wispy, and when speaking he often pauses in the middle of a sentence as if he is struggling to find what to say. He is surprisingly nimble, and when he stands and moves it almost appears as if he is performing a dance of some kind. He wears a patchwork tunic and leggings, with multi-colored squares sewn into his clothing, and small bundles of fabric (filled with different plants for luck and health) are sewn onto his clothing at various points as well. Only his boots appear new, but that is because he typically prefers to be barefoot and has not worn them often yet.
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Last edited by Grouchy; 06-26-2019 at 01:10 PM.
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Old 06-20-2019, 12:37 PM
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Psionic abilities don't really exist in the sense that you can control magic with just thought alone. That's more reserved for the odd "alien" creatures, like aberrations. If you really want one of the occult classes because of its mechanics I am fine with it as long as you are willing to role-play that you simply tap into magic a little differently, similar to how spirit (divine) casters differ from arcane. Only one I will stand firm on the ban of though is Kineticist. Some of the occult rules wont be in place, such as psychic duels.

Last edited by Infestation; 06-20-2019 at 12:39 PM.
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Old 06-20-2019, 12:42 PM
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Name: Sachiko Satsu
Race: Kitsune
Age: 16
Gender: Female
Class: Archaeologist Bard
Campaign Trait: Prankster
Alignment: Chaotic Good
Element: Air and Fire, in that order
Favorite Color: Blue! NO, YELLLLLOOOOOWWWW... No, but seriously, probably purple. Wait, what was the question again?

Personality or Goals: Sachiko is energetic (someone say hyperly so), brash, loud, competitive and impulsive, able to switch moods with astonishing rapidity. She often plays those traits up as well, finding that behaving in a silly manner often leads people to underestimate or dismiss her...which makes impressing them and tricking them much easier! Sachiko loves praise, and a heartfelt compliment earns instant friendship. Those who do not praise her, or that insult her, fall into the second category of people...those who need to be 'defeated.' Fortunately defeat generally means embarrassing via tricks, though Sachiko does want to become a flashy and daring sword-slashin' spell slingin' hero of the people!

Background: Sachiko has been raised entirely in a human-dominated city, and has rarely laid eyes on other kitsune. Her mother left the forests that the fox-kin usually call home while pregnant, and Sachiko was born in a roadside tavern and inn. She went to the city with a caravan, and later married one of the guards. Sachiko was urged to stay in human form and to do her best to fit in with her friends. It hasn't been easy though. Even at a young age, Sachiko already had two tails. She was barely adolescent when she learned to transform fully into a fox. The magic of the kitsune runs deep in her, and adds to the mystery of why her mother left...while pregnant no less. Though she gently deflects questions, Sachiko has gotten the sense from her mother that they should not ever go back to the woods. As a consequence, Sachiko is very cautious of other kitsune...one of the few things that can convince her to shut up and keep her head down.

 

Last edited by SalmonMax; 07-10-2019 at 05:47 PM.
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Old 06-20-2019, 01:20 PM
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”Is that all you got?”


Application: Balefinn
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The Scarred One

Name: Jory Balefinn
Race: Human
Age: 17
Gender Male
Class: Bloodrager (Spelleater//Primalist)
Alignment: CG
Element: Light
Favorite Color: Yellow
Traits: Street Rat, Cloistered Upbringing
Personality: Fun loving charismatic guy, has a bit of a chip on his shoulder, but uses his bottled-up frustrations to push himself to new heights and go beyond his limits. A bit of a dullard and more than a little nave, Jory is smart enough to attach himself to those smarter than him and trust their guidance.
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Pi’ipolli
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Pip

Name: Pi’ipolli “Pip” Leluminoviousa
Race: Elemental
Age: When the stars first cast a glow upon creation
Class: Familiar (Sage/Parasite Archtypes)
Personality: Bright, happy, and enthusiastic. Amazed by the world and enjoying every chance to be out experiencing it. Troubled that he is unable to remember who he was, or rather used to be, Pip is nevertheless more concerned with getting the most out of the life he has now. When he isn’t bubbling over the newest experience and the amazement it brings he is usually guiding the hopeless Jory as he stumbles through life, or using his healing light to repair the many holes Jory keeps letting people poke into his weak, soft skin. Unused to human physiology, or at least unable to remember Pip has had a hard time healing Jory correctly and the thick, heavy scars that crisscross his body attest to that.
Goals: Life prior to being released is still a mystery to Pi’ipolli, or Pip, as his bonded partner insists on calling him. Remembering only his name Pip has found the world a scary, confusing, and wonderful place. Currently Pip seeks to gather as much knowledge as possible, about the world, and about what and who he truely is.

Last edited by Mrjoegangles; 06-21-2019 at 02:49 PM.
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  #15  
Old 06-20-2019, 01:26 PM
RacesWild RacesWild is offline
Great Wyrm
 
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Name: Tarskis
Race: Lizardfolk
Age: 15
Gender: Male
Class: Sorcerer (Archetype Storm born)
Alignment:Chaotic Good
Element: Air as Number 1, Fire as Number 2
Favorite Color: Dark Blue
Personality or Goals: WIP
Background: WIP
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