I think I'll go for a Barbarian, aiming for some of the Superstition style rage powers. Perhaps the last of a tribe dedicated to fighting magic for the purposes of preventing anyone from imitating the Rune Lords?
Avatar by the incomparable Herpestidae.
Originally Posted by Flickerdart
Fortunately, a Monk 1/Warblade 19 uses Iron Heart Surge to end the Monk character class, and the day is saved.
I've currently got three concepts for the RotRL game I'm bouncing between. Unsure which one to use.
1. Warden of the Shires: A halfling cavalier of the Order of the Paw. He/she will have a sturdy war dog mount and adventure with the party mainly to protect the small communities they visit along the way like Sandpoint and Turtleback Ferry. He/she fights giants and doesn't afraid of anything. Alignmentwise, likely Lawful Good and worshiping Erastil, as he's the god of small communities and their protection.
2. Thassilonian Scholar: A mage of some sort, whether sorcerer or wizard or even magus, seeking to research ancient Thassilon. Most likely human, but open to using other races. I want him/her to develop a desire to seek virtue as it becomes clearer just how evil the Runelords, especially Karzoug, were. In that instance, likely Lawful Neutral or Lawful Good and probably following Irori, both for the idea of mental discipline and self-perfection, as well as his guardianship of history, which works well with the character's profession as an amateur archaeologist.
3. Hometown Hero: Human or half-human member of one of Sandpoint's merchant houses who rises up to protect his/her home from a goblin attack. After it becomes clear this is only the beginning of something much, much bigger, they join the adventure to protect their home, get their family name out there and make a little profit too. Likely a bard or rogue specced to be the party face and accountant, and largely playing a support role in combat. Alignment is probably Lawful Good, Lawful Neutral or Neutral Good, and deity will likely be Abadar, god of merchants.
If anyone gets rubbish ability rolls, then you can use twenty point buy so you don't have to be completley useless at something. Psionics, no, psionic races absolutely no. AZ, I preffer number 2 and 3 of those, leaning towards number three. Number 1 seems too self-rightous, like a paladin who hasn't got a proper personality. But that's just my opinion, and I'm being slightly hippocritical seen as I'm playing a Paladin for CotCT.
If we're going with the "three siblings" scheme, here's my tentative take on the matter (the sheets are still in complete shambles, but I'm working on them):
In the dwarven city of Janderhoff, the Halfear clan is well-known and well-respected for its unbroken lineage of stalwart fighters and hardy drinkers. Named so after a particularly stubborn ancestor, Holgur, The Halfear, who had half his right earlobe eaten by a savage orc and who then ripped said orc's guts open to get it back, the clan prides itself with its leal service to the city and dwarvenkind. To prove their mettle and learn of friend and foe alike, every Halfear wishing to bear arms is expected to go forth from Janderhoff and spend a decade living and fighting in the outside world. Not all Halfears come back, as many die and a shameful few succumb to the temptations of the road. Such fears reside in the breasts of elders when the youngest of the Halfear line - boisterous Hargrim, stoic Hardek and pious Halfast - set upon the road, each seeking to prove his worth as a Halfear.
Hargrim Halfear (LG dwarf fighter): Eldest of the brothers, it is Hargrim who took swiftest to the ways of the axe and the shield, proving himself a fierce combatant and a fiercer drinker. Never far from boasting or yelling out a warcry, Hargrim relishes a good fight, whether a friendly tavern brawl or a brain- and bloodsplattered battle. Yet he is not foolhardy or blinded by the glimmer of his own armor, but knows when to fall back and when to keep his bloodlust in check to keep his comrades out of harm's way.
Hardek Halfear (LG dwarf ranger): The middle child, Hardek grew up a stoic and quiet young dwarf, not the pride of his family like his big brother Hargrim nor the joy of the household like his little brother Halfast. Always more at home in the wilds and with animals, it came as no surprise when Hardek chose the leathers and arrows of a ranger over the shield and sword of a fighter. Hunting in the wilds has infused him with deep reverence and affinity for the natural world, and nothing upsets him more than needless cruelty towards animals. It is those times that the best his foe can hope for is dying with an arrow through his eye before the enraged dwarf gets to him with his axes.
Halfast Halfear (LG dwarf paladin of Torag): The runt of the litter, Halfast grew as the apple of his mother's eye, and many assumed that the soft-spoken and kind dwarf would not pick up arms but would rather stay behind, perhaps as an apprentice smith. The truth was not that far-off; Halfast's destiny lay with the forge, but not the family forge but the temple forge of Torag. Wishing both to prove himself and to be a force for good in this world, Halfast found his future among the paladins and clerics of the Father of Creation. Learning to both judge and redeem, to fight and to preserve, the soft ore of boyhood was forged into a steel warhammer of Torag. With a hammer in his hand, a shield by his side and the fire of Torag's forge burning in his heart, Halfast set out into the world with his brothers.
I'm currently making all of them, so it's pretty much take your pick. Any comments and feedback are of course welcome, considering I'm still fairly new at Pathfinder's crunchier aspects.
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North_Ranger, if my understanding is correct, the siblings is completely optional. When I originally did it, I was just trying to create a connection between the three characters and making them siblings seemed easiest. You don't HAVE to do it if you don't want to. I personally think the Halfear brothers are awesome, though.
Originally Posted by Thattaman
AZ, I preffer number 2 and 3 of those, leaning towards number three. Number 1 seems too self-rightous, like a paladin who hasn't got a proper personality. But that's just my opinion, and I'm being slightly hippocritical seen as I'm playing a Paladin for CotCT.
I think that's because I was focused more on chassis than personality in the description. Number one would be more of a really loyal and energetic do-gooder. "Okay, we fought the goblins and fended off a giant invasion! We're awesome! Let's go find some more villages to protect! Woohoo!" I only mentioned deity for whatever fits their alignment and goals best. He wouldn't necessarily that pious, it's just that his favorite things fall under Erastil's purview. Plus I was thinking of having him be an awesome cook too.
Uh-huh. And might I ask why psionics are banned? It would be more balanced than the basic magic system, amongst other things. PsyWar wasn't even my original class; I was talking to a friend, who pointed out that theurge wasn't the best idea, and let me know that PsyWar would fit my concept and work simply enough.
And might I also ask why psionic classes are banned as well? It's not vital at all, no, but I'd just like to know.
Originally Posted by The-Mage-King, on water;
Hydrogen Dioxide! It kills more people than ANYTHING ELSE! Billions are CHRONICALLY ADDICTED to it!
As a scion of Sandpoint's most notorious mercantile house, Maximiliana grew up a spoiled young woman whose interest soon drifted to the arcane and to the history of Thassilon. After paying and pursuing a magical education, Maximiliana hopes to learn the secrets of that ancient empire, and maybe gain a fraction of the power of the Runelords she admires. Note that as part of her character development this admiration will change to revulsion as it's revealed just how horrible the Runelords were, and her alignment will likely shift to Good at some point. I intend to multiclass into Pathfinder Savant. Thattaman, is Leadership allowed? I would like to take a certain NPC met in the first episode of the campaign as a cohort later...