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<blockquote data-quote="pathfinderq1" data-source="post: 6887226" data-attributes="member: 48394"><p>Update:</p><p>1. I signed up on rpgpost and joined the game thread. Still reading to get a handle on playstyle and so on.</p><p></p><p>2. Concept list has narrowed to three- I'm working on expanded backgrounds and character sheets to see if I can narrow things further. </p><p></p><p>>Current concept incarnations (again, in no particular order- longer backgrounds in process):</p><p>A. "Vex"- Genevieve Lizette 'Jennie' ir'Dezain is the youngest daughter of a successful merchant/scholar family (Recently elevated to the gentry as Aundair begins to rebuild after the War). Her family lineage has long carried more than a trace of elven blood. With no obvious magical talent, she was trained in combat and tactics, with an eye towards a military career- but the treaty of Thronehold cut that path short. Her swordmaster sponsored her to the Defenders Guild, and after some easy assignments she was attached to an expedition to the jungles of Xen'drik, acting as a bodyguard to one of the archaelogical scholars. Pursued by a drow hunting party, the group stumbled into an ancient fortress from the Age of Giants- and into some kind of ancient arcane machine. In a flash of light, Jennie was transformed- her latent arcane gifts were activated, and her physical skills were boosted (especially her metabolism). In the same flash, though, almost all of her party were wiped out- Jennie and the few survivors barely made it back to Stormreach. On probation with the Guild, she has returned to Khorvaire- and is trying to understand just what happened to her. <span style="color: #00FF00">Primarily a 'scaled-up' D&D character, but 4e swordmages were basically superheroes anyway. Basically a weapon master archetype, though she is learning some blade magic tricks- combat teleportation and magical blasts and shields, for the most part. While she is technically a minor noble, she is not in her family's good graces right now (so as to leave the active noble intrigue mostly to Matteus, if he comes back). Also a member of Deneith's Defenders Guild, but not a House member, or dragonmarked. </span></p><p></p><p>B. "The Hag"- When the legendary annis Sora Maenya helped found the monstrous nation of Droaam, she left behind a terrible legacy in the Eldeen Reaches- in addition to her own atrocities, she left a number of horrible offspring. Zarekka was one such monster- a hag whose ancestry included annis, fiend, river troll and stone giant. A savage creature, more beast than 'person', Zarekka was a terrible predator- at least as strong as her legendary ancestor. In desperation, the Gatekeeper druids in her territory bound her with a ritual prison- and an elderly shifter druid tried to convert the hag into an ally. The process took years- as expected the hag was not inclined to cooperate, and she had been exposed to little in the way of language (and nothing at all in terms of philosophy, reason, or education). The old shifter was quite patient, and VERY persuasive- in time the hag learned to reason, and the basic concepts of caring and empathy; she even found that these concepts spoke to the deeper, previously untouched reaches of her soul. She began to honestly WANT to do good and to care for or protect those who were in a position of weakness or need. She even began to learn of druidic philosophy, and the tenets of the Gatekkepers. But when a group of bandits stumbled upon the isolated retreat, Zarekka was till bound within her circle- and she could only watch as the marauders cut down her teacher. Until, with her last dying act, the druid swept her arm across the barrier and broke the circle- Zarekka'a old fury arose in an instant, and the bandits did not stand a chance (though at least now Zarekka felt regret for what she inflicted upon them). She buried her old teacher in that clearing, and conducted the rites as best she could before she set out into the larger world. Zarekka did not believe that the other Gatekeepers would accept her (and she might be right), and she was not content to return to her old ways. While the stories of Droaam that she heard were intriguing, she instead set out into the so-called civilized lands, seeking to further the learnings which she had only begun. She quickly learned that 'civilized' people were often (legitimately) terrified at the mere sight of her form- but luckily, like most hags, she could assume a less-threatening appearance; it was never a gift she had practiced, though, so she found herself capable of taking only one form- in this case, the shape of a young shifter, as her dear teacher might once have looked. In this guise, she set out on the roads- and she found herself compelled to help those who seemed to be in need, though her methods were a bit unconventional, and she still derived perhaps a bit too much enjoyment from answering trouble with violence... <span style="color: #00FF00">(Basically a Hulk archetype, though in this case the Hulk form is her true one. The two shapes share a mind- mostly; her hag shape is far more instinctive and feral- she CAN think, but often acts first). Mostly a brick, with a bit of senses (and a single level of metamorph for her other shape- most hags are more adept at this but I didn't want to crowd Faz's niche).</span></p><p></p><p>3. "Shard"- Katri Thern'aashta is a young half-orc woman, born in the Shadow Marches. Undersized by the standards of her folk, she was remarkably smart and clever- so she was educated with an eye towards a career of a scribe or maybe a magewright. She manifested her Mark of Finding at an early age, though, and she was apprenticed in her House's operations, as part of the Finder's Guild. She specialized in finding arcane items- her mark allowed her detect and identify magic items with a touch. She had a bit of a gift for going unnoticed- a definite asset; she also found that many people tended to underestimate the brains of a half-orc... One assignment sent her in pursuit of an unusual dragonshard- but when she finally found it, her touch unleashed a wave of strange energy. She found herself changed by that strange pulse- she could assume a blurred, ghostly form. In the year since, she has learned a lot- and she has begun to believe that there may be things in the world more important than the great houses... <span style="color: #00FF00">(Shard is a bit of a 'magical detective' who is headed towards a ninja-esque role. Think The Shadow, or Kitty Pryde>Ariel>Shadowcat, or in time, a Batman with magic instead of tech. She carries a dragonshard dagger which constitutes the majority of her offense- powers aside, her best asset is her brain and detective skills (Eidetic/Well-informed/Jack of All Trades/etc.); her still-improving dragonmark may also be useful.) Member of House Tharashk (basically 'Favored in House')- she doesn't play the game much, but will probably have complication related to demands from House and Guild...</span></p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 6887226, member: 48394"] Update: 1. I signed up on rpgpost and joined the game thread. Still reading to get a handle on playstyle and so on. 2. Concept list has narrowed to three- I'm working on expanded backgrounds and character sheets to see if I can narrow things further. >Current concept incarnations (again, in no particular order- longer backgrounds in process): A. "Vex"- Genevieve Lizette 'Jennie' ir'Dezain is the youngest daughter of a successful merchant/scholar family (Recently elevated to the gentry as Aundair begins to rebuild after the War). Her family lineage has long carried more than a trace of elven blood. With no obvious magical talent, she was trained in combat and tactics, with an eye towards a military career- but the treaty of Thronehold cut that path short. Her swordmaster sponsored her to the Defenders Guild, and after some easy assignments she was attached to an expedition to the jungles of Xen'drik, acting as a bodyguard to one of the archaelogical scholars. Pursued by a drow hunting party, the group stumbled into an ancient fortress from the Age of Giants- and into some kind of ancient arcane machine. In a flash of light, Jennie was transformed- her latent arcane gifts were activated, and her physical skills were boosted (especially her metabolism). In the same flash, though, almost all of her party were wiped out- Jennie and the few survivors barely made it back to Stormreach. On probation with the Guild, she has returned to Khorvaire- and is trying to understand just what happened to her. [COLOR="#00FF00"]Primarily a 'scaled-up' D&D character, but 4e swordmages were basically superheroes anyway. Basically a weapon master archetype, though she is learning some blade magic tricks- combat teleportation and magical blasts and shields, for the most part. While she is technically a minor noble, she is not in her family's good graces right now (so as to leave the active noble intrigue mostly to Matteus, if he comes back). Also a member of Deneith's Defenders Guild, but not a House member, or dragonmarked. [/COLOR] B. "The Hag"- When the legendary annis Sora Maenya helped found the monstrous nation of Droaam, she left behind a terrible legacy in the Eldeen Reaches- in addition to her own atrocities, she left a number of horrible offspring. Zarekka was one such monster- a hag whose ancestry included annis, fiend, river troll and stone giant. A savage creature, more beast than 'person', Zarekka was a terrible predator- at least as strong as her legendary ancestor. In desperation, the Gatekeeper druids in her territory bound her with a ritual prison- and an elderly shifter druid tried to convert the hag into an ally. The process took years- as expected the hag was not inclined to cooperate, and she had been exposed to little in the way of language (and nothing at all in terms of philosophy, reason, or education). The old shifter was quite patient, and VERY persuasive- in time the hag learned to reason, and the basic concepts of caring and empathy; she even found that these concepts spoke to the deeper, previously untouched reaches of her soul. She began to honestly WANT to do good and to care for or protect those who were in a position of weakness or need. She even began to learn of druidic philosophy, and the tenets of the Gatekkepers. But when a group of bandits stumbled upon the isolated retreat, Zarekka was till bound within her circle- and she could only watch as the marauders cut down her teacher. Until, with her last dying act, the druid swept her arm across the barrier and broke the circle- Zarekka'a old fury arose in an instant, and the bandits did not stand a chance (though at least now Zarekka felt regret for what she inflicted upon them). She buried her old teacher in that clearing, and conducted the rites as best she could before she set out into the larger world. Zarekka did not believe that the other Gatekeepers would accept her (and she might be right), and she was not content to return to her old ways. While the stories of Droaam that she heard were intriguing, she instead set out into the so-called civilized lands, seeking to further the learnings which she had only begun. She quickly learned that 'civilized' people were often (legitimately) terrified at the mere sight of her form- but luckily, like most hags, she could assume a less-threatening appearance; it was never a gift she had practiced, though, so she found herself capable of taking only one form- in this case, the shape of a young shifter, as her dear teacher might once have looked. In this guise, she set out on the roads- and she found herself compelled to help those who seemed to be in need, though her methods were a bit unconventional, and she still derived perhaps a bit too much enjoyment from answering trouble with violence... [COLOR="#00FF00"](Basically a Hulk archetype, though in this case the Hulk form is her true one. The two shapes share a mind- mostly; her hag shape is far more instinctive and feral- she CAN think, but often acts first). Mostly a brick, with a bit of senses (and a single level of metamorph for her other shape- most hags are more adept at this but I didn't want to crowd Faz's niche).[/COLOR] 3. "Shard"- Katri Thern'aashta is a young half-orc woman, born in the Shadow Marches. Undersized by the standards of her folk, she was remarkably smart and clever- so she was educated with an eye towards a career of a scribe or maybe a magewright. She manifested her Mark of Finding at an early age, though, and she was apprenticed in her House's operations, as part of the Finder's Guild. She specialized in finding arcane items- her mark allowed her detect and identify magic items with a touch. She had a bit of a gift for going unnoticed- a definite asset; she also found that many people tended to underestimate the brains of a half-orc... One assignment sent her in pursuit of an unusual dragonshard- but when she finally found it, her touch unleashed a wave of strange energy. She found herself changed by that strange pulse- she could assume a blurred, ghostly form. In the year since, she has learned a lot- and she has begun to believe that there may be things in the world more important than the great houses... [COLOR="#00FF00"](Shard is a bit of a 'magical detective' who is headed towards a ninja-esque role. Think The Shadow, or Kitty Pryde>Ariel>Shadowcat, or in time, a Batman with magic instead of tech. She carries a dragonshard dagger which constitutes the majority of her offense- powers aside, her best asset is her brain and detective skills (Eidetic/Well-informed/Jack of All Trades/etc.); her still-improving dragonmark may also be useful.) Member of House Tharashk (basically 'Favored in House')- she doesn't play the game much, but will probably have complication related to demands from House and Guild...[/COLOR] [/QUOTE]
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