Orcs in my fantasy world have their origins on the continent of Aoqina. Some time back, a group of elfs came to worship beings they called the Sow Mothers. A herd of goddesses that suckled their followers on the rich milk of fertility and wealth, the Sow Mothers called their followers to form their own communities in the face of rising intolerance against them by the larger elfin culture. Soon, the villages and towns and groves of the elfs could no longer be called home by the followers of the Sow Mothers. When home becomes wild, the wilderness becomes home. Roving bands of Sow Mother worshipers wandered Aoqina, and with separation came individuation.
These pig-elfs began to explore new ways of living, new forms of culture centered around their matrons. They sought to know who they were and who they could become, reshaping their society around a religion, fueled by curiosity around how that religion and its consequences could engender new forms of art, new social rituals, new politics, new family dynamics. The one thing they never sought was a settled home, a single place for them to reside. They kept themselves wandering and homeless in order to preserve their distinction from other elfs, their alienation from that culture that spawned them.
A movement grew within the pig-elfs that proclaimed them to no longer be, in fact, elfs. At first a small seed within the soil of a porcine counterculture, it grew over many years. As they became a decisive force among the followers of the Sow Mothers, members of this movement delved into esoteric magicks. Some even traveled to the spirit realms where the Sow Mothers and their children squealed, divining strange new prayers from the oinking cacophony. Rituals were developed that would sever the pig-elfs forever from their ancestral race. Casting these spells, reciting these prayers, changed the wandering bands of the pig-elfs, brought the essence of their goddesses into them.
Fey features grew hairy and plump. Small noses sprouted into snouts. Teeth became tusks, and delicate ears grew wide, floppy, an impossibly soft. Orcs had birthed themselves, creating themselves in the image of their goddesses. Individual sovereignty and self-determination has been central to who they have been ever since.
The magicks that created the orcs were later adopted by a group of gnolls obsessed with liberty. When they adapted them towards the goal of excising all that was obedient from their essence, they ended up splitting the bestial parts of themselves from the rational, cleaving the souls in twain. Thus, were humans and hyenas first born.
I’m going to use a relatively simple formula to create the Orcish language. The basic lexicon will be stolen from Quenya in recognition of their elfin ancestry, but the grammar won’t be the inflected forms of a language invented by a British philologist. Rather, the forms and the modulations of the words will derive from tlIngan Hol (that is: Klingon), that melange of weirdnesses that is Marc Okrand.
I want the language to sound like, well, the noises pigs make, so I will be replacing many of the phonemes from each language with the phonemes from the English words “oink”, “squeal”, “grunt”, and “snort”. This will also allow the two languages ~ who have very little in common phonetically ~ merge more seamlessly.
From this simplistic beginning, I can later go in and make changes to evolve my Orcish into a language that can really stand on its own. But, later ~ functionality before obsessive tinkering, right? ;-)
I’ve been a major linguistics fan most of my life, so I will be using a lot of funny characters in these posts. They are from the International Phonetics Alphabet, a tool developed by the international linguistics community to record the exact sounds used by people when they speak. Please forgive me if it seems esoteric to you; a description of the various sounds of Orcish in layman’s terms will appear later in this post, as well as how to write them without all those funny letters. The IPA will always be written between some sort of brackets, usually between two slashes (which is standard IPA practice).
When importing Quenya words, /ŋ/, /n/, /r/, /g/, /w/ /l/, /kʷ/, /i/, /oi/, /ai/, /au/, and /ui/ will all just stay the same. I’ll change /t/→/tʰ/, /s/→/ʂ/, /m/→/ᵑk/, /v/→/ʂ/, /j/→/kʷ/, /d/→/l/, /k/→/g/, /h/→/r/, /rj/→/n/, /p/→/tʰ/, /f/→/q͡χ/, /b/→/x/, /a/→/oi/, /e/→/i/, /u/→/ʌ/, and /o/→/ɔ˞/.
When importing tlIngan Hol words (well, endings and prefixes), /tʰ/, /q͡χ/, /ʂ/, /x/, /n/, /r/, /l/, /ʔ/, /t͡ʃ/, /d͡ʒ/, /ɣ/, /m/, /ŋ/, and /ɪ/ will all just stay the same. I’ll change /pʰ/→/tʰ/, /qʰ/→/kʷ/, /b/→/n/, /ɖ/→/ᵑk/, /t͡ɬ/→/l/, /v/→/r/, /w/→/ʂ/, /j/→/g/, /ɑ/→/i/, /ɛ/→/ʌ/, /o/→/ɔ˞/, and /u/→/oi/. As a curious etymological note, that means that /ʔ/, /t͡ʃ/, /d͡ʒ/, /ɣ/, and /ɪ/ will only show up in syntactical and grammatical affixes, but not in the lexicon itself.
This leaves Orcish with 17 consonants (a moderately small inventory; that’s as many consonants as Japanese). They are as follows, with the simple spelling first, followed by the phonetic spelling in between the slashes:
n /n/
r /r/
l /l/
g /g/
m /m/
ch /t͡ʃ/
j /d͡ʒ/
qu /kʷ/
w /w/
ng /ŋ/ ~ these 10 sounds in Orcish are all pronounced as an English speaker would expect the letters to sound
t /tʰ/ ~ this letter has the sound of the t in the English word “top”. If you put your hand to your mouth and say “top” and “stop”, you’ll notice a little breath of air in the former that’s absent from the latter; that pop of air is what the superscript “h” represents.
‘ /ʔ/ ~ this is the sound that often feels like not a sound in the middle of the English word uh-oh. It’s a little catch in the throat.
q /x/ ~ this sound’s not in English, but it is in languages like Spanish (the first sound in “junta”, for example). It’s kinda like a hard breathing at the back of the throat.
nk /ᵑk/ ~ this sound does happen in English (in “ankle”, for example), but we don’t think about it much. If you try to say “k”, but start out like you’re going to say “n”, you’ll just about get it.
s /ʂ/ ~ this sound is exactly like an “s”, only you curl your tongue backwards when you say it.
gh /ɣ/ ~ this is kind of like a very soft “g”. It used to be in English, but isn’t anymore; it does sometimes gets used instead of “g” in Spanish, though (“amigo”, for example)
kh /q͡χ/ ~ a rather rare sound, you probably won’t have heard it except on Star Trek. It sounds a bit like choking momentarily.
and 8 vowels, including diphthongs (a large inventory; that’s as many vowels as Arabic and Turkish). Neither tone nor nasality is contrastive in Orcish, but their baseline realizations of these phonemes (that is, the way they say these vowel sounds) are different from what English-speakers would expect, often spoken at higher or lower tones and often nasalized. Non-orcs speaking the language can be easily understood if they get these things wrong, but they will sound hella funny to the orcs to whom they’re talking:
i /Ĩ˦/ & ee /ĩ˥ː/ ~ as the vowel in English “feet”, spoken as if with a cold (routing some of the air out through the nose) and a tone higher than baseline. The only differences between the two are that the latter is twice as long as the former and is another tone higher.
oy /õĨ/ ~ as an English speaker would expect “oy” to sound, if spoken with a cold
ai /ai/ ~ not like “paid” but rather like “aikido”
ow /au/ ~ about how an English speaker would say “ow”
ui /u˨i˥/ ~ essentially the same vowel sound as the English pig call “suey”, starting a tone below baseline and ending two tones above
uh /ʌ̃˨/ ~ as in English “uh” or “cup”, spoken as if with a cold and a tone below baseline
o /ɔ̃˞/ ~ despite being spelled “o”, it sounds like the English word “or” or as in “lord”, again spoken by sending some of the air through your nose
ih /ɪ̃˨/ ~ as the vowel in English “bit”, nasalized again and spoken a tone below baseline
That’s a consonant:vowel ratio of 2.125:1 (a little bit more than twice as many consonants as vowels), which is moderately low. That’s a tiny bit smaller than Korean and Ainu (both 2.2:1, I think) and Cree (≈2.14:1, I think), so our Orcish is in quite good company!
Wanna Find Something . . . Particular?
Showing posts with label Fantasy Friday. Show all posts
Showing posts with label Fantasy Friday. Show all posts
Friday, September 28, 2018
And now for something completely different: the Orcish language (Fantasy Friday #15)
Friday, September 14, 2018
Equipping Forsetilafom (Fantasy Friday #13)
I think (I hope) traits for Forsetilafom will be relatively easy to choose. One will have to model their essentially orphaned/homeless origin story, of course, but first I fill the gap I left open by not choosing Unimpeachable Honor as a feat. Forsetilafom is a character able to indulge in all the excesses and fripperies of the court but not to become bogged down or corrupted by them ~ it’s basically their core character concept. Heroes of the High Court has a trait associated on Golarion with being a member of Grand Prince Stavian III’s court in the Imperial Palace of Oppara in Taldor called Debauchery Defier. Sidenote: I like the name Stavian, I should steal it. Debauchery Defier is a social trait that allows one to better resist addiction. It is abso perf for Forsetilafom! Yoink!
As for spending Forsetilafom’s 3000gp, Heroes of the High Court provides nothing useful beyond a price for ostentatious garments and the other two courtly books only a handful more of interest that they can afford. Searching for magic items that would supercharge Forsetilafom’s primary weapon results in a lot of things that are too expensive for them to purchase, but also ioun stones, two of which are affordable and appropriate (cracked blue rhomboid and cracked magenta prism). Costing a total of 1200 gp together, and 1700 with a wayfinder, their power is simply supercharging but the image is powerful. The crown jewels of Forsetilafom’s family riven by their betrayal, circling around their beautiful head. I wonder about searching for magic items that mention aasimar, noble, court, justice, sex, seduction, seduce, and prostitution? Aasimar only gives 6 results, prompting me to add Blood of Angels to my list for Forsetilafom’s shopping. Noble gives a couple, including a constant detect poison which would be super useful, but court refuses to turn up anything useful as do justice and every other keyword I try. Blood of Angels turns up all of nothing either.
OK, so let’s start looking at some packages of magic items: A cracked dark blue rhomboid ioun stone and a magenta prism ioun stone in a standard wayfinder (which would give Forsetilafom +1 to Perception, Sense Motive, and one save, and +2 to one other skill that isn’t related to the save that got the bonus) add up to 1700, as I said. A noble’s vigilant pillbox with only the white pearl (the constant detect poison 10 feet that I mentioned, plus a one-time delay poison effect) would bring that up to 2450 gp. There’s some flashy magic items that I was looking at ~ the Kitharodian pen, platter of exquisite feasting, and sleeves of many garments ~ but you know what? Fuck it. The family jewels that I just described are much more appropriate. Let’s go with them. 650 gp remain, from which an immediate 320 is removed to purchase a masterwork rapier, leaving 330 gp. Another single gp gives a reinforced tunic so Forsetilafom’s AC isn’t, like, the worst ever.
Ultimate Intrigue has a sidebar entitled “Tools of Intrigue” which lists good equipment choices for various intrigue-related professions. The paragraph on reconaissance is prolly a super-good place to start. A 50-page journal, book lariat to ensure it doesn’t get stolen, inkpen, and vial of regular ink would cost Forsetilafom a total of 18 gp 4 sp. Adding a signet ring and sealing wax to serve as their mark adds another 6 gp. An ear trumpet and a mirror to aid in covert surveillance through doors and around corners sets them back 15 gp more, leaving them with 289 gp 6 sp.
We should take a look at Forsetilafom’s wardrobe, too, I suppose. One outfit of 10 gp or less is free, which will be a courtesan’s outfit, I do believe. A courtier’s outfit, for more formal occasions, costs another 30 gp; Forsetilafom had to run from their home chateau in quite the rush and then rebuild their life and (somewhat) their standing afterwards, so we’ll spend only 25 gp on jewelry and accessories, halfway in cost between an out-of-place commoner wearing fancy clothes and an actual established noble. We’re down to 234 gp 6 sp.
Let’s put some antitoxin in that vigilant pillbox for 50 gp for a vial, and buy some clear ear for 15 gp beside. A perfume kit would seem to be a good spend for 40 gp, bringing Forsetilafom’s coffers down to 129 gp 6 sp. A Nosleborrean blue book, a book of puzzles, and some flash seeds cost another 90 gp, leaving us with 39 gp 6 sp. Let’s update Forsetilafom’s ink to ghost ink, further protecting their investigations. That takes another 17 gp. A courtesan’s kit might be a good 10 gp spent, and a grooming kit would be another gp. We’re down to 10 gp 6 sp. A Medium treasure chest to hold everything while the High Reeve Adventurant travels brings us to 3 gp 6 sp. Considering that’s the equivalent of $720-$1800, that’s good walking around money for a noble with no real power to back their station. Let’s leave it at that!
Surprisingly, the three books focused on social lalalas don’t provide any appropriate traits. Glancing through the social traits on the SRD reveals Bastard which, while not literally true, does kinda fit Forsetilafom’s childhood experiences of being an outsider and a noble without much power to back them up. Its benefit ~ +1 to Sense Motive and it’s always a class skill ~ works for Forsetilafom but is, truth be told, kinda blah. And their skill is already really fucking good, even without magic items: they succeed on a DC 20 (like for Sense Relationships) 70% of the time when dealing with people from Natsiyaasim. If they’re not humanoids and speaking a foreign language, that’s still a 20% success rate! Bastard is from Ultimate Campaign ~ mebbe I’ll take a look in there. The aasimar racial traits on the SRD give us some maybe slightly better options, and if I take a drawback from Ultimate Campaign ~ like Dependent, which makes perfect sense for Forsetilafom’s background ~ I can take both! Wary and Adrift work together to portray their background well, I think, and contribute both to their primary weapon being Sense Motive and their role as High Reeve.
As for spending Forsetilafom’s 3000gp, Heroes of the High Court provides nothing useful beyond a price for ostentatious garments and the other two courtly books only a handful more of interest that they can afford. Searching for magic items that would supercharge Forsetilafom’s primary weapon results in a lot of things that are too expensive for them to purchase, but also ioun stones, two of which are affordable and appropriate (cracked blue rhomboid and cracked magenta prism). Costing a total of 1200 gp together, and 1700 with a wayfinder, their power is simply supercharging but the image is powerful. The crown jewels of Forsetilafom’s family riven by their betrayal, circling around their beautiful head. I wonder about searching for magic items that mention aasimar, noble, court, justice, sex, seduction, seduce, and prostitution? Aasimar only gives 6 results, prompting me to add Blood of Angels to my list for Forsetilafom’s shopping. Noble gives a couple, including a constant detect poison which would be super useful, but court refuses to turn up anything useful as do justice and every other keyword I try. Blood of Angels turns up all of nothing either.
OK, so let’s start looking at some packages of magic items: A cracked dark blue rhomboid ioun stone and a magenta prism ioun stone in a standard wayfinder (which would give Forsetilafom +1 to Perception, Sense Motive, and one save, and +2 to one other skill that isn’t related to the save that got the bonus) add up to 1700, as I said. A noble’s vigilant pillbox with only the white pearl (the constant detect poison 10 feet that I mentioned, plus a one-time delay poison effect) would bring that up to 2450 gp. There’s some flashy magic items that I was looking at ~ the Kitharodian pen, platter of exquisite feasting, and sleeves of many garments ~ but you know what? Fuck it. The family jewels that I just described are much more appropriate. Let’s go with them. 650 gp remain, from which an immediate 320 is removed to purchase a masterwork rapier, leaving 330 gp. Another single gp gives a reinforced tunic so Forsetilafom’s AC isn’t, like, the worst ever.
Ultimate Intrigue has a sidebar entitled “Tools of Intrigue” which lists good equipment choices for various intrigue-related professions. The paragraph on reconaissance is prolly a super-good place to start. A 50-page journal, book lariat to ensure it doesn’t get stolen, inkpen, and vial of regular ink would cost Forsetilafom a total of 18 gp 4 sp. Adding a signet ring and sealing wax to serve as their mark adds another 6 gp. An ear trumpet and a mirror to aid in covert surveillance through doors and around corners sets them back 15 gp more, leaving them with 289 gp 6 sp.
We should take a look at Forsetilafom’s wardrobe, too, I suppose. One outfit of 10 gp or less is free, which will be a courtesan’s outfit, I do believe. A courtier’s outfit, for more formal occasions, costs another 30 gp; Forsetilafom had to run from their home chateau in quite the rush and then rebuild their life and (somewhat) their standing afterwards, so we’ll spend only 25 gp on jewelry and accessories, halfway in cost between an out-of-place commoner wearing fancy clothes and an actual established noble. We’re down to 234 gp 6 sp.
Let’s put some antitoxin in that vigilant pillbox for 50 gp for a vial, and buy some clear ear for 15 gp beside. A perfume kit would seem to be a good spend for 40 gp, bringing Forsetilafom’s coffers down to 129 gp 6 sp. A Nosleborrean blue book, a book of puzzles, and some flash seeds cost another 90 gp, leaving us with 39 gp 6 sp. Let’s update Forsetilafom’s ink to ghost ink, further protecting their investigations. That takes another 17 gp. A courtesan’s kit might be a good 10 gp spent, and a grooming kit would be another gp. We’re down to 10 gp 6 sp. A Medium treasure chest to hold everything while the High Reeve Adventurant travels brings us to 3 gp 6 sp. Considering that’s the equivalent of $720-$1800, that’s good walking around money for a noble with no real power to back their station. Let’s leave it at that!
Friday, August 31, 2018
Introducing Forsetilafom (Fantasy Friday #11)
In time, even this character’s watchfulness couldn’t see every gradual corruption. As questionable magical activities came into vogue amongst this character’s peers, they almost fell to the same subtle spiritual disease as everyone else, almost found themself transformed into a wrathful brute. The nobility of their spirit wouldn’t allow them to trip over the line, however, and that drove them back into study. The loremaster’s smug grin as this character sheepishly came to the library after some years of frippery and social engineering was a bother, but a small price to pay as the pair’s research unearthed ancient secrets and a creeping spiritual rot. Strengthening all the spiritual purity they had, this character managed to throw off the effect and once more act as the Bulwark of Courtly Virtue to exorcise it, finally. The old Gold Dragon in Strength gives two tokens it doesn’t actually have to Intelligence.
This character’s incipient devotion to study was somewhat cut short as they were given an actual position, with power as well as honor, within the court. As High-Reeve, this character served to decide cases brought to the court in their host’s stead. Though young, they served well, with justice and supreme judgment as such until they decided to go adventuring. Despite some grumbling at their age, the sheer force and easy joy of their presence prevented anyone from moving against them. Nonetheless, they felt the need to prove themself and that was what brought them to travel the realm as High-Reeve Adventurer. The Silver Dragon in Intelligence gives one of its tokens to Charisma.
This character’s final ability score array thus comes out as:
Strength 8 [-2 points]
Dexterity 14 [5 points]
Constitution 15 [7 points]
Intelligence 13 [3 points]
Wisdom 15 [7 points]
Charisma 14 [5 points]
Constitution missed a 16 by one point, giving one point to Wisdom and one to Charisma. Similarly, Dexterity has one extra point, which trickles down to Intelligence.
We seem to have already determined a race and a homeland for this character ~ they are an asimar (yes, it’s spelt that way in my world) from Natsiyaasim. We should probably name them; I rather like the idea of naming them Forseti, after the most just of the Aesir. One’s noble house is important to most of Natisyaasim’s populace. Each raskokabajho who settled there with Blessed Imye gave rise to several such noble houses, each descended from that raskokabajho. Looking over my notes, I determine that Forseti is a scion of the raskokabajho Nosilebo, patron of Natsiyaasim’s various houses of carnal love. Taking a peek over at a Kushiel’s Legacy series wiki, I see that Namarrese houses include L’Envers, Fhirze, Le Blanc, Le Doux, and Lafons. (Namarre is the region of Terre d’Ange settled by Naamah, the equivalent to Nosilebo; the equivalent region of Natsiyaasim is called Nosleborre). Looking at the meanings of these names, I decide Lafons (http://www.surnamedb.com/Surname/Lafond) is the most appropriate for Forseti and remove the end to make the name work better with Natsiyaasim’s langauge.
In English/D’Angeline, their name would thus be “Forseti Lafo”, but in the language of Natsiyaasim, such a name would be constructed as a genitive phrase (Forseti of Lafo). I based the genitive construction in this language on that of Sumerian, so they are expressed as a single word constructed as follows: OWNED.OWNER.m. In this case, Forseti is the “owned” and Lafo the “owner”, so their name comes out as Forsetilafom, the asimar (a word that means “pertaining to that which is of the angel”, much like D’Angeline is an adjectival form of the prepositional phrase “d’Ange”).
As an aasimar descended from Nosilebo, Forsetilafonsom gains +2 Wisdom and +2 Charisma, some protection against negative energy, a +2 bonus on Diplomacy and Perform (erotic arts), the ability to cast detect desires once per day, and darkvision. As to Forsetilafonsom’s class, well, that’s not nearly as obvious (this is an interesting inversion of Boanerges’s process!) I think looking through the book Heroes of the High Court might be a good place to start . . . . The biggest things that jump out at me from that book are a couple of spells (one far in the future, as its 6th or 7th level) that would seem to entice Forsetilafonsom into becoming a cleric, inquisitor, sorcerer, witch, or wizard. And the silksworn occultist. At first, I was ready to pass on the silksworn, as psychic powers are a Scarhasi thing, but the silksworn occultist’s spells are arcane! For the moment, that puts occultist in the front running.
Heroes of the High Court also reminded me of Ultimate Intrigue, so I’ll check that out now. And the dandy archetype for rangers wins the day! It’s absolutely perfect! Forsetilafom is officially a ranger (dandy). 6d6 roll a dead average 21, making them 41 years old (significantly younger than Boanerges). I’ve been thinking about Forsetilafom’s gender, and I think I really like the idea of them being genderqueer. I often feel myself as an inside-outsider in a society so heavily binarily-gendered and have found that such a position can be both quite revealing and very powerful. Perfect for Forsetilafom. So I’ll average the heights and weights listed for male and female aasimar. Again, the dice come out right in the average; in this case, it’s 2d8 and that gives Forsetilafom 5’10” of height. They’re just a tiny bit skinny, at 140 pounds.
This character’s incipient devotion to study was somewhat cut short as they were given an actual position, with power as well as honor, within the court. As High-Reeve, this character served to decide cases brought to the court in their host’s stead. Though young, they served well, with justice and supreme judgment as such until they decided to go adventuring. Despite some grumbling at their age, the sheer force and easy joy of their presence prevented anyone from moving against them. Nonetheless, they felt the need to prove themself and that was what brought them to travel the realm as High-Reeve Adventurer. The Silver Dragon in Intelligence gives one of its tokens to Charisma.
This character’s final ability score array thus comes out as:
Strength 8 [-2 points]
Dexterity 14 [5 points]
Constitution 15 [7 points]
Intelligence 13 [3 points]
Wisdom 15 [7 points]
Charisma 14 [5 points]
Constitution missed a 16 by one point, giving one point to Wisdom and one to Charisma. Similarly, Dexterity has one extra point, which trickles down to Intelligence.
We seem to have already determined a race and a homeland for this character ~ they are an asimar (yes, it’s spelt that way in my world) from Natsiyaasim. We should probably name them; I rather like the idea of naming them Forseti, after the most just of the Aesir. One’s noble house is important to most of Natisyaasim’s populace. Each raskokabajho who settled there with Blessed Imye gave rise to several such noble houses, each descended from that raskokabajho. Looking over my notes, I determine that Forseti is a scion of the raskokabajho Nosilebo, patron of Natsiyaasim’s various houses of carnal love. Taking a peek over at a Kushiel’s Legacy series wiki, I see that Namarrese houses include L’Envers, Fhirze, Le Blanc, Le Doux, and Lafons. (Namarre is the region of Terre d’Ange settled by Naamah, the equivalent to Nosilebo; the equivalent region of Natsiyaasim is called Nosleborre). Looking at the meanings of these names, I decide Lafons (http://www.surnamedb.com/Surname/Lafond) is the most appropriate for Forseti and remove the end to make the name work better with Natsiyaasim’s langauge.
In English/D’Angeline, their name would thus be “Forseti Lafo”, but in the language of Natsiyaasim, such a name would be constructed as a genitive phrase (Forseti of Lafo). I based the genitive construction in this language on that of Sumerian, so they are expressed as a single word constructed as follows: OWNED.OWNER.m. In this case, Forseti is the “owned” and Lafo the “owner”, so their name comes out as Forsetilafom, the asimar (a word that means “pertaining to that which is of the angel”, much like D’Angeline is an adjectival form of the prepositional phrase “d’Ange”).
As an aasimar descended from Nosilebo, Forsetilafonsom gains +2 Wisdom and +2 Charisma, some protection against negative energy, a +2 bonus on Diplomacy and Perform (erotic arts), the ability to cast detect desires once per day, and darkvision. As to Forsetilafonsom’s class, well, that’s not nearly as obvious (this is an interesting inversion of Boanerges’s process!) I think looking through the book Heroes of the High Court might be a good place to start . . . . The biggest things that jump out at me from that book are a couple of spells (one far in the future, as its 6th or 7th level) that would seem to entice Forsetilafonsom into becoming a cleric, inquisitor, sorcerer, witch, or wizard. And the silksworn occultist. At first, I was ready to pass on the silksworn, as psychic powers are a Scarhasi thing, but the silksworn occultist’s spells are arcane! For the moment, that puts occultist in the front running.
Heroes of the High Court also reminded me of Ultimate Intrigue, so I’ll check that out now. And the dandy archetype for rangers wins the day! It’s absolutely perfect! Forsetilafom is officially a ranger (dandy). 6d6 roll a dead average 21, making them 41 years old (significantly younger than Boanerges). I’ve been thinking about Forsetilafom’s gender, and I think I really like the idea of them being genderqueer. I often feel myself as an inside-outsider in a society so heavily binarily-gendered and have found that such a position can be both quite revealing and very powerful. Perfect for Forsetilafom. So I’ll average the heights and weights listed for male and female aasimar. Again, the dice come out right in the average; in this case, it’s 2d8 and that gives Forsetilafom 5’10” of height. They’re just a tiny bit skinny, at 140 pounds.
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Friday, August 24, 2018
But does it always turn out the same? (Fantasy Friday #10)
Let’s create another character with the Three-Dragon Ante system. It’s a test of the reliability of the system: if this second character comes out significantly different from the first, it’s a sign that the system is a robust and a useful one. If every character comes out the same, then this system wouldn’t be very useful, would it?
This character’s card spread is:
Nature: Blue Dragon 2
Spirit: White Dragon 4
Body: Princess
Mind: Brass Dragon 2
Nurture: Silver Dragon 8
Strength: Gold Dragon 6
Dexterity: Blue Dragon 1
Constitution: Blue Dragon 7
Intelligence: Silver Dragon 2
Wisdom: Gold Dragon 13
Charisma: Brass Dragon 7
Much more heroic than Boanerges, with six metallic dragons! And yet at the same time, three blue dragons, which hits a threshold of significance. Maybe this character is from the desert (Not!Sahara? The Scarhasi deserts? Somewhere further afield?) . . . Or mebbe the character has some electrical association. Ironic, since the name I stole from the Bible for the last character (Boanerges) means “Sons of Thunder” in Aramaic bastardized by Hellenic authors. Also, because I’m already thinking about Africa cause of Boanerges, I’m reminded of Shango, the Yoruba orisha associated with lightning, and his wife Oya, who is the thunder, and their rather . . . tumultuous marriage (storms occur whenever they argue, which is often).
This character’s nature is almost as vain, resilient, and forceful as the last’s; I give six tokens from Nature to Body and three to Mind. Not a great sign when looking for differentiation between the two. Luck pushed them, however, towards the speed, ferocity, and agility of a white dragon. My first thought is that, while Boanerges is a preening barbarian dandy (when not the Unseen Heart of the Flame, of course), this character is more akin to the arrogant villain of a racing movie. They know they’re the best and they are overly assured that anyone who contests that will be eating their dust. They don’t show off to convince people to give them whatever they want, they just win always. Regardless, Dexterity, Constitution, and Charisma all get a token each.
The next card, somewhat sadly, inspires chuckles as I read it. The Princess denotes something very different from anything in Boanerges’s spread ~ that being diplomacy and influence ~ but has (at least for now) a very similar result. Constitution gets 4 tokens and Dexterity 2. I’m going to say that, however this turns out, that Princess in the Body position indicates that this character is devastatingly beautiful. Who knows if that will be in line with the rest of their occupation and reality or just a three-dimensionalizing extra quality? Although, a brass dragon’s wise and very perceptive mind lurks behind those good looks, so maybe they really are a social character who fights in courts rather than blood-mudded fields or the fantasy fucking Vietnam of a dungeon. Wisdom gets all three of Mind’s tokens, in a dramatic departure from Boanerges’s stats.
The adult Silver Dragon in Nurture continues the welcome distinction from Boanerges, as its judgment and justice give its token to Wisdom. I’m starting to get an image of this character ~ a noble of an evil realm forced by an uprising to flee as a child to another kingdom which, despite (or perhaps because of) its own goodness took them in and gave her a home. All that remains of their home culture is a vanity and an unrelenting drive for survival; all the rest of them is filled with the wisdom and the empathy and the justice of their rescuers. At the same time, their noble status among the houses of the realm and the friendship of their host has given them a solid place in their host’s court but their lack of any sort of realm or muster has left them without any sort of power amongst that court’s intrigues. Some years before they came of age, they learned to rely on a creative wit and judicious use of their good looks when those intrigues threatened the virtue of that court, maneuvering the host noble into uselessness and leaving the strong will of this character as the only advocate for justice. It was very Jacqueline Carey. Which, in turn, suggests that the character comes from Aoqina, my campaign world’s Europe-equivalent, specifically the realm of Natsiyaasim, which is based on Terre d’Ange (with influences from the Vikings and a religion tracing back to the grandchild of a Presterjho archangel who fought at a Troy-equivalent with Jedi expies).
Anyway, the adult Gold Dragon in the Wisdom slot gives two tokens to Charisma as the struggle for the soul of the court brings them much fame and skill at leading people with honor and nobility of spirit. That their host showered honors upon them as the Bulwark of Courtly Virtue only deepened the effect. Hilariously, the old Brass Dragon in Charisma just gives it right back. Where many would be tempted to just revel in the glory and the veneration of all the nobles around them ~ and this character was sorely tempted, considering their nature and early training ~ they resisted, and took the position of Bulwark quite seriously. Piercing eyes watched everyone, and discerned when and how to intervene without conflict to preserve the sanctity of the realm. Without conflict, to be sure, as this was a job of glittering laughter, not the dim and judgmental work of an inquisitor.
Of course, vanity could not be held at bay for long. It never hindered their work, but it is true that this character came to enjoy their position, the favor of their host, and the rewards of their good looks. Several relationships ended in tears and anger as this character’s incisive mind caught notice that they were founded upon the other’s desire for advancement, privilege, or ability to get away with some vice or crime, but for the most part, this character was free to indulge themselves in the gleaming giggles of play amongst the court. That old Blue Dragon in Constitution steals two tokens from Strength. The Blue Dragon in Dexterity isn’t so old, however, so it only steals one token from Intelligence, as these pleasures and this work call for time to be spent on them to succeed. Besides, studying with the castle’s loremaster was always yawn-inducing, so the distractions were quite welcome.
This character’s card spread is:
Nature: Blue Dragon 2
Spirit: White Dragon 4
Body: Princess
Mind: Brass Dragon 2
Nurture: Silver Dragon 8
Strength: Gold Dragon 6
Dexterity: Blue Dragon 1
Constitution: Blue Dragon 7
Intelligence: Silver Dragon 2
Wisdom: Gold Dragon 13
Charisma: Brass Dragon 7
Much more heroic than Boanerges, with six metallic dragons! And yet at the same time, three blue dragons, which hits a threshold of significance. Maybe this character is from the desert (Not!Sahara? The Scarhasi deserts? Somewhere further afield?) . . . Or mebbe the character has some electrical association. Ironic, since the name I stole from the Bible for the last character (Boanerges) means “Sons of Thunder” in Aramaic bastardized by Hellenic authors. Also, because I’m already thinking about Africa cause of Boanerges, I’m reminded of Shango, the Yoruba orisha associated with lightning, and his wife Oya, who is the thunder, and their rather . . . tumultuous marriage (storms occur whenever they argue, which is often).
This character’s nature is almost as vain, resilient, and forceful as the last’s; I give six tokens from Nature to Body and three to Mind. Not a great sign when looking for differentiation between the two. Luck pushed them, however, towards the speed, ferocity, and agility of a white dragon. My first thought is that, while Boanerges is a preening barbarian dandy (when not the Unseen Heart of the Flame, of course), this character is more akin to the arrogant villain of a racing movie. They know they’re the best and they are overly assured that anyone who contests that will be eating their dust. They don’t show off to convince people to give them whatever they want, they just win always. Regardless, Dexterity, Constitution, and Charisma all get a token each.
The next card, somewhat sadly, inspires chuckles as I read it. The Princess denotes something very different from anything in Boanerges’s spread ~ that being diplomacy and influence ~ but has (at least for now) a very similar result. Constitution gets 4 tokens and Dexterity 2. I’m going to say that, however this turns out, that Princess in the Body position indicates that this character is devastatingly beautiful. Who knows if that will be in line with the rest of their occupation and reality or just a three-dimensionalizing extra quality? Although, a brass dragon’s wise and very perceptive mind lurks behind those good looks, so maybe they really are a social character who fights in courts rather than blood-mudded fields or the fantasy fucking Vietnam of a dungeon. Wisdom gets all three of Mind’s tokens, in a dramatic departure from Boanerges’s stats.
The adult Silver Dragon in Nurture continues the welcome distinction from Boanerges, as its judgment and justice give its token to Wisdom. I’m starting to get an image of this character ~ a noble of an evil realm forced by an uprising to flee as a child to another kingdom which, despite (or perhaps because of) its own goodness took them in and gave her a home. All that remains of their home culture is a vanity and an unrelenting drive for survival; all the rest of them is filled with the wisdom and the empathy and the justice of their rescuers. At the same time, their noble status among the houses of the realm and the friendship of their host has given them a solid place in their host’s court but their lack of any sort of realm or muster has left them without any sort of power amongst that court’s intrigues. Some years before they came of age, they learned to rely on a creative wit and judicious use of their good looks when those intrigues threatened the virtue of that court, maneuvering the host noble into uselessness and leaving the strong will of this character as the only advocate for justice. It was very Jacqueline Carey. Which, in turn, suggests that the character comes from Aoqina, my campaign world’s Europe-equivalent, specifically the realm of Natsiyaasim, which is based on Terre d’Ange (with influences from the Vikings and a religion tracing back to the grandchild of a Presterjho archangel who fought at a Troy-equivalent with Jedi expies).
Anyway, the adult Gold Dragon in the Wisdom slot gives two tokens to Charisma as the struggle for the soul of the court brings them much fame and skill at leading people with honor and nobility of spirit. That their host showered honors upon them as the Bulwark of Courtly Virtue only deepened the effect. Hilariously, the old Brass Dragon in Charisma just gives it right back. Where many would be tempted to just revel in the glory and the veneration of all the nobles around them ~ and this character was sorely tempted, considering their nature and early training ~ they resisted, and took the position of Bulwark quite seriously. Piercing eyes watched everyone, and discerned when and how to intervene without conflict to preserve the sanctity of the realm. Without conflict, to be sure, as this was a job of glittering laughter, not the dim and judgmental work of an inquisitor.
Of course, vanity could not be held at bay for long. It never hindered their work, but it is true that this character came to enjoy their position, the favor of their host, and the rewards of their good looks. Several relationships ended in tears and anger as this character’s incisive mind caught notice that they were founded upon the other’s desire for advancement, privilege, or ability to get away with some vice or crime, but for the most part, this character was free to indulge themselves in the gleaming giggles of play amongst the court. That old Blue Dragon in Constitution steals two tokens from Strength. The Blue Dragon in Dexterity isn’t so old, however, so it only steals one token from Intelligence, as these pleasures and this work call for time to be spent on them to succeed. Besides, studying with the castle’s loremaster was always yawn-inducing, so the distractions were quite welcome.
Friday, August 10, 2018
Boanerges's character sheet 3/3 (Fantasy Friday #8)
Medium-size outsider (native)
Aura: good (moderate; only in vigilante identity); Senses: Darkvision 60 ft.; Perception +4
Strength 11 (0)
Dexterity 17 (+3)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 7 (-2)
Charisma 15 (+2)
Hit Points: 28
Saves: Fort +4 (+1 class + 3 Con), Ref +6 (+3 class + 3 Dex), Will +1 (+3 class - 2 Wis)
Base Attack Bonus: +2
Base Speed: 30 feet
Special Qualities: Redemption inquisition, splintered identity (CN social, CG vigilante)*
Talents: Harsh judgment (purity +1, 1/day; vigilante)**, quick change (social)*, social grace (Intimidate; social)***
Special Defenses: Fire in the blood****, fire resistance 5
Spell-Like Abilities: 1/day ~ burning hands (CL 1; DC 13)
Skills: Acrobatics +9 or +13 (3 ranks + 3 Dex + 3 class)*****, Diplomacy +4 (0 ranks + 2 Cha + 2 inquisition), Disguise +2 or +22 (0 ranks + 2 Cha)******, Intimidate +8 or +12 (3 ranks + 2 Cha + 3 class)**, Knowledge (planes) +7 (3 ranks + 1 Int + 3 class), Knowledge (religion) +7 (3 ranks + 1 Int + 3 class), Perception +4 (1 rank - 2 Wis + 3 class + 2 inquisition), Ride +7 (1 rank + 3 Dex + 3 class), Sense Motive 0 (0 ranks - 2 Wis + 2 inquisition), Survival +2 (1 rank - 2 Wis + 3 ranks)
Feats: Celestial Obedience (Awi), Cosmopolitan (Celestial, <language>, arcana, planes), Improved Unarmed Strike (B), Light Armor Proficiency (B), Martial Weapon Proficiency (all) (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B)
Traits: Impressive Presence (DC 13)*******, Redeemer********
Languages: Celestial, Ignan, <insert national language here>, <insert other language>, <insert other language>
* Splintered Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity. However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate. For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity. A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.
Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.
** A vigilante with this talent can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the vigilante receives a bonus or special ability based on the type of judgment made. At 1st level, a vigilante can use this ability once per day. At 4th level and every three levels thereafter, the vigilante can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The vigilante must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. Purity: The vigilante is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
*** Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
**** Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
***** Belt of Tumbling: Aura: faint transmutation; CL 1st; Weight 1 lb. This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
****** Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
******* Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.
******** Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.
********* Armbands of the Brawler: Aura: faint transmutation; CL 3rd; Weight 1 lb. These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.
********** Seer’s Tea: Aura: faint divination; CL 3rd; Weight —. This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.
*********** Warpaint of the Terrible Visage: Aura: faint necromancy; CL 1st; Weight —. This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature’s face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint’s magic; otherwise it fades away.
************ Whacking Stick: Damage: 1d4 B&P or 1d6 B; Critical: x2; Range Increment: 10 feet; Weight: 1 lb. The whacking stick looks like a club, but is closer in function to brass knuckles. The head of a whacking stick is made from the hardened root bulb of a sapling, and is either sharpened to a dull point, or carved into flanges or facets like a mace. The tail end of the haft is sharpened as well. The head of the whacking stick is grasped in the hand and used for punching attacks, while the haft is allowed to trail along the forearm for use as a makeshift buckler. The grip on the weapon can also be reversed, still grasping the head but jabbing with the pointed end of the haft. Finally, the haft of the weapon can be used as a grip, allowing the user to swing it like a club. If the user is fighting defensively, the whacking stick adds an additional +1 to the user’s AC to represent the added defense provided by using the haft as a makeshift buckler. A whacking knife cannot be used defensively on the same arm as a sheathed arm knife. If used as a club, the whacking stick inflicts 1d6 points of damage, but it inflicts blunt damage instead of blunt/piercing damage, and the haft shatters on a natural roll of 1.
************* When applied directly to a wound, these herbal balms speed healing and produce a sedative effect. They are not especially useful in the heat of combat, as it can take several hours for the sedative effect to wear off and for the subject to return to normal. A healing salve converts 1d4 points of damage into the same amount of subdual damage. The subdual damage heals at the normal rate of 1 hp per character level per hour of rest. For one hour after the use of a healing salve, the user is drowsy; drowsy characters suffer -1 to all skill and ability checks, attack rolls, and saving throws. A healing salve can only be effectively used once per hour ~ penalties and healing do not stack with multiple uses during that time ~ though subsequent application after an hour’s wait do convert more damage.
************** This liquid, distilled from the bark of trees, provides partial protection from malaise, a common but occasionally dangerous ailment caused by mosquito bites. Drinking marsh water allows a victim to take 10 on any saving throws against malaise for one week.
Aura: good (moderate; only in vigilante identity); Senses: Darkvision 60 ft.; Perception +4
Strength 11 (0)
Dexterity 17 (+3)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 7 (-2)
Charisma 15 (+2)
Hit Points: 28
Saves: Fort +4 (+1 class + 3 Con), Ref +6 (+3 class + 3 Dex), Will +1 (+3 class - 2 Wis)
Base Attack Bonus: +2
Base Speed: 30 feet
Special Qualities: Redemption inquisition, splintered identity (CN social, CG vigilante)*
Talents: Harsh judgment (purity +1, 1/day; vigilante)**, quick change (social)*, social grace (Intimidate; social)***
Special Defenses: Fire in the blood****, fire resistance 5
Spell-Like Abilities: 1/day ~ burning hands (CL 1; DC 13)
Skills: Acrobatics +9 or +13 (3 ranks + 3 Dex + 3 class)*****, Diplomacy +4 (0 ranks + 2 Cha + 2 inquisition), Disguise +2 or +22 (0 ranks + 2 Cha)******, Intimidate +8 or +12 (3 ranks + 2 Cha + 3 class)**, Knowledge (planes) +7 (3 ranks + 1 Int + 3 class), Knowledge (religion) +7 (3 ranks + 1 Int + 3 class), Perception +4 (1 rank - 2 Wis + 3 class + 2 inquisition), Ride +7 (1 rank + 3 Dex + 3 class), Sense Motive 0 (0 ranks - 2 Wis + 2 inquisition), Survival +2 (1 rank - 2 Wis + 3 ranks)
Feats: Celestial Obedience (Awi), Cosmopolitan (Celestial, <language>, arcana, planes), Improved Unarmed Strike (B), Light Armor Proficiency (B), Martial Weapon Proficiency (all) (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B)
Traits: Impressive Presence (DC 13)*******, Redeemer********
Languages: Celestial, Ignan, <insert national language here>, <insert other language>, <insert other language>
Equipment: Belt of tumbling, armbands of the brawler*********, 1 dose seer’s tea**********, 1 dose war paint of the terrible visage***********, masterwork whacking stick************, masterwork leather armor, 2 traveller’s outfits, large darkwood shield, woven backpack, light blanket, bottle calabash, 2 wooden boxes (used instead of leather belt pouches), wooden headrest, wooden game board, 3 doses healing salve*************, 4 doses marsh water**************, iron fishhook, iron pot, iron sewing needle, tent, disguise kit, silver holy symbol of Awi, 1 piece papyrus, 1 piece charcoal, labor elephant, Huge pack saddle, 3 days elephant feed, 8 days of trail rations, 1 gp, 7 sp, 9 cp.
* Splintered Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity. However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate. For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity. A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.
Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.
** A vigilante with this talent can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the vigilante receives a bonus or special ability based on the type of judgment made. At 1st level, a vigilante can use this ability once per day. At 4th level and every three levels thereafter, the vigilante can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The vigilante must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. Purity: The vigilante is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
*** Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
**** Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
***** Belt of Tumbling: Aura: faint transmutation; CL 1st; Weight 1 lb. This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
****** Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
******* Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.
******** Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.
********* Armbands of the Brawler: Aura: faint transmutation; CL 3rd; Weight 1 lb. These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.
********** Seer’s Tea: Aura: faint divination; CL 3rd; Weight —. This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.
*********** Warpaint of the Terrible Visage: Aura: faint necromancy; CL 1st; Weight —. This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature’s face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint’s magic; otherwise it fades away.
************ Whacking Stick: Damage: 1d4 B&P or 1d6 B; Critical: x2; Range Increment: 10 feet; Weight: 1 lb. The whacking stick looks like a club, but is closer in function to brass knuckles. The head of a whacking stick is made from the hardened root bulb of a sapling, and is either sharpened to a dull point, or carved into flanges or facets like a mace. The tail end of the haft is sharpened as well. The head of the whacking stick is grasped in the hand and used for punching attacks, while the haft is allowed to trail along the forearm for use as a makeshift buckler. The grip on the weapon can also be reversed, still grasping the head but jabbing with the pointed end of the haft. Finally, the haft of the weapon can be used as a grip, allowing the user to swing it like a club. If the user is fighting defensively, the whacking stick adds an additional +1 to the user’s AC to represent the added defense provided by using the haft as a makeshift buckler. A whacking knife cannot be used defensively on the same arm as a sheathed arm knife. If used as a club, the whacking stick inflicts 1d6 points of damage, but it inflicts blunt damage instead of blunt/piercing damage, and the haft shatters on a natural roll of 1.
************* When applied directly to a wound, these herbal balms speed healing and produce a sedative effect. They are not especially useful in the heat of combat, as it can take several hours for the sedative effect to wear off and for the subject to return to normal. A healing salve converts 1d4 points of damage into the same amount of subdual damage. The subdual damage heals at the normal rate of 1 hp per character level per hour of rest. For one hour after the use of a healing salve, the user is drowsy; drowsy characters suffer -1 to all skill and ability checks, attack rolls, and saving throws. A healing salve can only be effectively used once per hour ~ penalties and healing do not stack with multiple uses during that time ~ though subsequent application after an hour’s wait do convert more damage.
************** This liquid, distilled from the bark of trees, provides partial protection from malaise, a common but occasionally dangerous ailment caused by mosquito bites. Drinking marsh water allows a victim to take 10 on any saving throws against malaise for one week.
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Friday, August 3, 2018
Boanerges's character sheet 2/3 (Fantasy Friday #7)
Personality: The Fifty encourage their members to be vain and swaggering, stylish bravos intimidating their opponents by means of their number, their volume, their indomitable confidence, and the panache with which they fight. Boanerges internalized all of that, seeking glory through tricks and acrobatics and flashy flourishes. Little is fully serious to him and everything can invite a joke or a wry chuckle, often tinged with the burning cruelty almost reflexive among the Fifty. That cruel streak shows itself on the scrap of papyrus he keeps on himself at all points, scribbled with the blows he taken and all the times he’s been wronged. That way he never fails to take revenge ~ vengeance is very important to Boanerges. The fire burns those who would attempt to extinguish it. A strange optimism develops from the same urge; there is no circumstance in Boanerges’s belief that can defeat him permanently. With an appropriately fancy and daring revenge, he can come back from any set-back or defeat to find victory in the fulness of time.
But Boanerges is feeling (and acting) increasingly awkward. So much of how he knew to interact with people is falling away as he fights to achieve his Destiny by ensuring that justice grows within the Fifty. He has increasingly less of an idea of how to interact with people, and he is terrified that this will expose him as no longer agreeing with the ways of the Fifty. He’s seen what the horde does to those they consider traitors, and he fears that even those he considered (before) very good friends will commit such atrocities on him. These fears are particularly intense after the beating he took for another of the Fifty recently.
Self-control is, in many ways, alien to Boanerges. If there is a pleasure to be had (or better, taken), then he gives himself over to it with a venereal devotion that might be inspirational if it wasn’t so base. Drugs, sex, combat, gambling, whatever it is, Boanerges loves to do it. However, under influence from the archangel Awi, he is struggling to learn how to turn this passion for the bodily pleasures to more exalted ends, still as strong in intensity but less conducive to his remaining powerless. Oh, yes, Awi has shown him how the leaders of the Fifty have fostered this attitude of indulgence as a way to perpetuate their power and consolidate their control ~ to keep Boanerges and those like him docile. Their names are written in large print on that scrap of papyrus.
Also alien to Boanerges is the way in which he must work towards his goals. While personal glory and shining panache were how he used to measure success, now success come when no one (or only those that need to, anyway) realizes he was ever there. Where violence was once a way of life, peaceful interventions and subtlety are now his bread and butter. Where he once sought the defeat of those he campaigned against, now his goals are to ensure that justice is done and to bring his friends to the realization that there is another way to be. Constraining the thunderous force of Boanerges’s personality into these clandestine activities is a constant struggle with himself, and discernment has a tendency to disappear into discomfort. Thankfully, however, that means planning (something neither he nor any member of the Fifty was ever good at) is replaced by his old friend and true companion, quick wits.

Appearance: Like most ifrit of the Fifty, Boanerges’s extremely dark skin shines with an inhuman polished brass sheen, against which his long, thin fingers stand out in a beautiful matte dark charcoal-grey, a color that extends up to his elbows and is matched by his calves and feet. The pointed shape of ears similarly reflects that of the horns on his brow. The ivory, brass-colored gleam of these horns against the bright red of his hair, worn in the traditional triple-crested amasunzu of the Fifty, draw the eye from his easy, dare-you grin and glinting hazel gaze. One almost never notices the seeming oddity of that gaze, not just in color but in the gentle, unflinching steadiness of it, looking at any individual thing just a beat longer than one would expect.
Built like a whip ~ tall, thin, and powerful ~ Boanerges of the Fifty wears a flapping kaftan over a relatively sparse leather armor, designed as much for breathability and heat moderation as for protection. The kaftan is in the traditional pattern of the Fifty, an akyem pattern of bright red and grey, symbolizing the glory of great deeds performed in the purifying flames of battle. Strapped to his back is a large, eye-shaped shield, its black ostrich feathers swaying above a stylized painted image of a bowl containing blazing flames and a small, lightning-like serpent escaping its confines. Boanerges’s frame drips and clatters with gaudy jewelry fashioned from the claws, horns, hooves, and teeth of a wide variety of beasts. In his hand is a gorgeously-carved whacking stick, held by default in the traditional fashion, its bulb in front of his fist and its pointed shaft alongside his forearm.
The Unseen Heart of the Flame, on the other hand, leaves the shield behind and dons a very different kaftan, much more tailored and fit to his flame so as to reduce its sound and its motion. Its pattern is the emaa da pattern that denotes uniqueness, perfection, exceptional achievement, and creative ingenuity behind several large stars patterned with the nsoromma pattern depicting the hopeful power of the people when they depend not on themselves but upon the divine powers. The green in the nsoromma, however, is instead blue, replacing the growth of crops with the growth of peace and harmony. The short raffia surrounding a mask consisting of an abstractified, circular face separated from the crescent moon a foot above it by a white rectangle painted with a blue x ~ adapted from a more northerly mask representing Destiny ~ tickles the silver dove-winged scroll bouncing on his chest.
The two giveaways that Boanerges and the Unseen Heart of the Flame are the same person are the scarred, rough-worn, coarse leather armbands whose thick leather straps clasp each upper arm and the thin, flexible cotton cord wrapped several times around his waist.
But Boanerges is feeling (and acting) increasingly awkward. So much of how he knew to interact with people is falling away as he fights to achieve his Destiny by ensuring that justice grows within the Fifty. He has increasingly less of an idea of how to interact with people, and he is terrified that this will expose him as no longer agreeing with the ways of the Fifty. He’s seen what the horde does to those they consider traitors, and he fears that even those he considered (before) very good friends will commit such atrocities on him. These fears are particularly intense after the beating he took for another of the Fifty recently.
Self-control is, in many ways, alien to Boanerges. If there is a pleasure to be had (or better, taken), then he gives himself over to it with a venereal devotion that might be inspirational if it wasn’t so base. Drugs, sex, combat, gambling, whatever it is, Boanerges loves to do it. However, under influence from the archangel Awi, he is struggling to learn how to turn this passion for the bodily pleasures to more exalted ends, still as strong in intensity but less conducive to his remaining powerless. Oh, yes, Awi has shown him how the leaders of the Fifty have fostered this attitude of indulgence as a way to perpetuate their power and consolidate their control ~ to keep Boanerges and those like him docile. Their names are written in large print on that scrap of papyrus.
Also alien to Boanerges is the way in which he must work towards his goals. While personal glory and shining panache were how he used to measure success, now success come when no one (or only those that need to, anyway) realizes he was ever there. Where violence was once a way of life, peaceful interventions and subtlety are now his bread and butter. Where he once sought the defeat of those he campaigned against, now his goals are to ensure that justice is done and to bring his friends to the realization that there is another way to be. Constraining the thunderous force of Boanerges’s personality into these clandestine activities is a constant struggle with himself, and discernment has a tendency to disappear into discomfort. Thankfully, however, that means planning (something neither he nor any member of the Fifty was ever good at) is replaced by his old friend and true companion, quick wits.
Appearance: Like most ifrit of the Fifty, Boanerges’s extremely dark skin shines with an inhuman polished brass sheen, against which his long, thin fingers stand out in a beautiful matte dark charcoal-grey, a color that extends up to his elbows and is matched by his calves and feet. The pointed shape of ears similarly reflects that of the horns on his brow. The ivory, brass-colored gleam of these horns against the bright red of his hair, worn in the traditional triple-crested amasunzu of the Fifty, draw the eye from his easy, dare-you grin and glinting hazel gaze. One almost never notices the seeming oddity of that gaze, not just in color but in the gentle, unflinching steadiness of it, looking at any individual thing just a beat longer than one would expect.
Built like a whip ~ tall, thin, and powerful ~ Boanerges of the Fifty wears a flapping kaftan over a relatively sparse leather armor, designed as much for breathability and heat moderation as for protection. The kaftan is in the traditional pattern of the Fifty, an akyem pattern of bright red and grey, symbolizing the glory of great deeds performed in the purifying flames of battle. Strapped to his back is a large, eye-shaped shield, its black ostrich feathers swaying above a stylized painted image of a bowl containing blazing flames and a small, lightning-like serpent escaping its confines. Boanerges’s frame drips and clatters with gaudy jewelry fashioned from the claws, horns, hooves, and teeth of a wide variety of beasts. In his hand is a gorgeously-carved whacking stick, held by default in the traditional fashion, its bulb in front of his fist and its pointed shaft alongside his forearm.
The Unseen Heart of the Flame, on the other hand, leaves the shield behind and dons a very different kaftan, much more tailored and fit to his flame so as to reduce its sound and its motion. Its pattern is the emaa da pattern that denotes uniqueness, perfection, exceptional achievement, and creative ingenuity behind several large stars patterned with the nsoromma pattern depicting the hopeful power of the people when they depend not on themselves but upon the divine powers. The green in the nsoromma, however, is instead blue, replacing the growth of crops with the growth of peace and harmony. The short raffia surrounding a mask consisting of an abstractified, circular face separated from the crescent moon a foot above it by a white rectangle painted with a blue x ~ adapted from a more northerly mask representing Destiny ~ tickles the silver dove-winged scroll bouncing on his chest.
The two giveaways that Boanerges and the Unseen Heart of the Flame are the same person are the scarred, rough-worn, coarse leather armbands whose thick leather straps clasp each upper arm and the thin, flexible cotton cord wrapped several times around his waist.
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Friday, July 27, 2018
Boanerges's character sheet 1/3 (Fantasy Friday #6)
Boanerges, “The Unseen Heart of the Flame”
Cismale CN/CG ifrit vigilante (splintersoul, zealot of Awi) 3
History: The origins of the roving army known as the Sulxonmo (“The Fifty”, in the Dzena-drif language) stretch back a century and more. The Bonfire Queen of the ifrit theocratic kingdom Rashab at the time, Alfonyath of Astwera, claimed her newborn son was the rightful heir of the Presterjho nation of Cusulu. Naturally enough, perhaps, Sehjic (the Bykeg of Cusulu) disputed this claim. A cold war developed; Alfonyath hinted at invading Cusulu to make it a protectorate of Rashab, but delayed while sending a series of adventurers to search for the Great Erolamadu, a magical ivory scimitar and symbol of her office.
Nothing turned up before Bonfire Queen Alsonyath died and was succeeded by her niece Oramir of Astwera. Hoping to establish dominance and end the decades of hostility, Bykeg Sehjic demanded Oramir re-establish an ancient tradition of sending 50 common and 50 noble ifrit virgins to Cusulu in tribute, a tradition Alfonyath had defied from very early on in her reign. As Oramir seemed to consider giving into these demands, Alfonyath’s son Matamor of Astwera grew angrier and angrier, incensed that what he considered his rightful birthright would be frittered away by his peace-loving cousin. He began to gather a horde of disaffected ifrit and form them into an army of preening, vain, daring warriors. Their tactics were founded upon the intimidatory potential of excessive (and loud) shows of skill and confidence; in short, they were swashbucklers with whacking sticks. He named them the Sulxonmo in mockery of the tribute demanded by Cusulu and allowed his rage to pull him into leading them in more and more despicable ways. Such as the forced recruiting (as in, kidnapping) of children to serve as soldiers.
A few years into his agitations, Matamor had a revelation of a dream in which a child rode a white horse under a banner made of a fishing net, wielding the Great Erolamadu. Born to a wealthy fisherman and his dancer wife, Boanerges was a child of but 35 years at the time. In fact, on his 35th birthday, he went fishing with his own cousin, an ifrit by the name of Logadé, in the Negdal Fields of northern Rashab. After being pulled into the water by a large fish, Logadé found an ivory scimitar, beautifully carved. When they returned, Boanerges watched as his cousin played with the other children of the village, miraculously not wounding them when he struck them with the blade. Everyone he struck, however, began to act like the legends of the zombies people talked about existing in far countries.
Several months later, Boanerges was captured by the Fifty in a raid led by Matamor himself, who recognized the child from his dream. A quick and threatening interview later revealed the location of the Great Erolamadu and its bearer Logadé. Once the Sulxonmo tracked down and kidnapped the boy, Matamor told Boanerges that he had to kill his own, beloved cousin in order to be initiated into the horde. When Boanerges refused, he was told that the alternative was death. When he still refused, Matamor sighed a heavy sigh and hit him with the Erolamadu. The domination effect brought the intended effect, and Boanerges became a member of the Sulxonmo covered in the blood of his own kin.
Cismale CN/CG ifrit vigilante (splintersoul, zealot of Awi) 3
History: The origins of the roving army known as the Sulxonmo (“The Fifty”, in the Dzena-drif language) stretch back a century and more. The Bonfire Queen of the ifrit theocratic kingdom Rashab at the time, Alfonyath of Astwera, claimed her newborn son was the rightful heir of the Presterjho nation of Cusulu. Naturally enough, perhaps, Sehjic (the Bykeg of Cusulu) disputed this claim. A cold war developed; Alfonyath hinted at invading Cusulu to make it a protectorate of Rashab, but delayed while sending a series of adventurers to search for the Great Erolamadu, a magical ivory scimitar and symbol of her office.
Nothing turned up before Bonfire Queen Alsonyath died and was succeeded by her niece Oramir of Astwera. Hoping to establish dominance and end the decades of hostility, Bykeg Sehjic demanded Oramir re-establish an ancient tradition of sending 50 common and 50 noble ifrit virgins to Cusulu in tribute, a tradition Alfonyath had defied from very early on in her reign. As Oramir seemed to consider giving into these demands, Alfonyath’s son Matamor of Astwera grew angrier and angrier, incensed that what he considered his rightful birthright would be frittered away by his peace-loving cousin. He began to gather a horde of disaffected ifrit and form them into an army of preening, vain, daring warriors. Their tactics were founded upon the intimidatory potential of excessive (and loud) shows of skill and confidence; in short, they were swashbucklers with whacking sticks. He named them the Sulxonmo in mockery of the tribute demanded by Cusulu and allowed his rage to pull him into leading them in more and more despicable ways. Such as the forced recruiting (as in, kidnapping) of children to serve as soldiers.
A few years into his agitations, Matamor had a revelation of a dream in which a child rode a white horse under a banner made of a fishing net, wielding the Great Erolamadu. Born to a wealthy fisherman and his dancer wife, Boanerges was a child of but 35 years at the time. In fact, on his 35th birthday, he went fishing with his own cousin, an ifrit by the name of Logadé, in the Negdal Fields of northern Rashab. After being pulled into the water by a large fish, Logadé found an ivory scimitar, beautifully carved. When they returned, Boanerges watched as his cousin played with the other children of the village, miraculously not wounding them when he struck them with the blade. Everyone he struck, however, began to act like the legends of the zombies people talked about existing in far countries.
Several months later, Boanerges was captured by the Fifty in a raid led by Matamor himself, who recognized the child from his dream. A quick and threatening interview later revealed the location of the Great Erolamadu and its bearer Logadé. Once the Sulxonmo tracked down and kidnapped the boy, Matamor told Boanerges that he had to kill his own, beloved cousin in order to be initiated into the horde. When Boanerges refused, he was told that the alternative was death. When he still refused, Matamor sighed a heavy sigh and hit him with the Erolamadu. The domination effect brought the intended effect, and Boanerges became a member of the Sulxonmo covered in the blood of his own kin.
Friday, July 20, 2018
Finishing off Boanerges (Fantasy Friday #5)
Time to choose Boanerges’s two feats. We’ve already chosen one, of course: Celestial Obedience (Awi) at 3rd level. The question is his first-level feat. Feats are often the most time-intensive aspect of D&D3.x/PF character creation, of course. I start by spending some time to see if can find an appropriate feat to counteract Boanerges’s Wisdom deficiency, but after looking through www.d20pfsrd.com and every book I could think of covering magic and religion, all I was able to find was a Rogue Genius Games 3rd-party feat that would allow me to just change his spellcasting attribute. The powergamer in me would want to shift it over to Charisma, but that (once again) seems to diminish the discomfort theme in Boanerges’s character. Intelligence makes more sense considering Awi’s associations with knowledge and books, but is still rather unsatisfying, to be honest. Furthermore, I seem to have grown a little bit more conservative as I age ~ the fact that it’s 3rd-party is, in itself, an argument against using it. Sadly, none of the books I looked through offered anything much terribly exciting even beyond that idea. The most interesting were various ways of improving Boanerges’s ability to make nonlethal attacks and one that improves his ability to redeem evil creatures, which is definitely a frontrunner possibility.
The idea of perhaps giving him Amateur Swashbuckler has been in the back of my mind from the beginning, as that’s how I imagine the army that gave rise to Boanerges, as composed of barbarians with the Amateur Swashbuckler feat, barbarian/swashbucklers, hooded champion rangers, devoted muses (from a variety of base classes), dancing blade fighters, wildstrider swashbucklers, and the like, all pumped up with teamwork and panache feats to make them even more frightening. By itself, however, the feat seems rather ho-hum and, more damning, not adding terribly much to Boanerges that he doesn’t already get from vigilante.
I get bored poring through the list of feats on the SRD, and the teamwork feats don’t provide anything overly attractive. Same story for the Improved Unarmed Strike tree and style feats. The afore-mentioned redeemer feat seems to be the best and most obvious choice, so let’s go with that. Except it’s a trait, not a feat >.< Well, I’ll definitely take that in the next step!
Realizing that I’ve mentioned Awi’s association with knowledge a few times but haven’t built that into Boanerges yet, I start looking for appropriate feats to do so. Searching “Knowledge” in the SRD and restricting it to Feats turns up nothing more interesting than Scholar, which feels kind of blah for Boanerges. But I later find Cosmopolitan, which weirdly feels more exciting as a marker of Awi’s blessing (and, in some ways, more powerful than Scholar, too, as it could be seen as the equivalent of 8 skill ranks at lower levels, as opposed to Scholar’s four). Yeah, let’s take Cosmopolitan, giving Boanerges access to two more languages (one of which, for sure, is Celestial) and two Knowledge skills ~ I’m gonna go with planes and arcana ~ as class skills.
That done (finally), we turn our eyes to character traits. As stated, Redeemer from Champions of Purity is a definite go, leaving only one more trait to be chosen. The other one involves a lot of scrolling through the Traits database on the SRD page. Enough that I started to despair of finding something good, until way down near the end, I come upon a list of traits from the Guide to Pathfinder Society Organized Play (sidenote: that abbreviates to P.S.O.P., which makes me think of the brandy qualification system and its V.S.O.P. Does the Pathfinder Society produce brandy to finance its operations? That could be the seed of a rad adventure/campaign idea). The rather-despicable-to-my-anarchist-mind Sovereign Court has a trait associated with it called Impressive Presence that does pretty much exactly what I want it to do. Much like most all of the ifrits in Boanerges’s horde have access to panache through Amateur Swashbuckler, archetypes, or the swashbuckler class itself, most all of them also have the Impressive Presence trait. It is the basis for their entire tactical understanding.
The last step with Boanerges is to equip him. A third-level character is supposed to get 3000 gp of equipment (that’s wealth equivalent to about $600,000 to $1,500,000 in modern money). It’s usually a good rule of thumb to spend no more than half of one’s wealth on an individual ite, but a prophetic paraphenalia from Faiths & Philosophies seems just a little bit perfect for something Awi might have given him ~ it’s very much in line with Awi’s style, and is 2000 gp (500 more than I should spend on an individual item). I usually despise limited-use magic items, a hatred borne of an over-extended critique of industrialized late capitalism’s disposable, planned-obsolescence, addiction-economy obsession. Ultimate Equipment offers four other possibilities for magic items: belt of tumbling, armbands of the brawler, seer's tea, and war paint of the terrible visage. I know I said I was wary of third-party content, but I also happen to own Nyambe, for the express reason of helping me add more African elements to my world, borrowing from someone who (hopefully) has better knowledge about it than I do.
Neither Nyambe nor Eberron’s Secrets of Xen’drik adds any droolworthy magic items to our list, but Nyambe can help us decide what mundane equipment we want Boanerges to buy, which can determine our budget. Let’s start with a large darkwood shield, which would cost 257 gp ~ a masterwork small would be 153, if we need more room in the budget. Nyambe lists a wooden plate armor; if we make that darkwood, it would cost 450 gp, which might be a bit much (especially with the -2 armor check penalty). So let’s go with masterwork studded leather (which I just learned is actually brigandine ~ the “studs” are rivets holding the plates beneath the leather) for 175 gp. So, armor as a whole costs 432 or 328 gp. For a weapon, we’ll call the whacking stick the official weapons of these swashbuckling ifrit barbarians. A masterwork version would be 303 gp.
We’re left with 2265 gp, or 2369 gp if we want the space. If we leave the prophetic paraphenalia behind, then the magic items I’ve chosen come out to 1950 gp, leaving 315/419 gp. He gets a traveler’s outfit for free, and we buy a woven backpack (2 gp), light blanket (3 sp), bottle calabash (5 sp), 2 wooden boxes (used instead of leather belt pouches; 2 sp), wooden headrest (2 sp), wooden game board (5 gp), 3 doses healing salve (30 gp), 4 doses marsh water (20 gp), iron fishhook (1 sp), iron pot (5 sp), iron sewing needle (5 sp), tent (10 gp), disguise kit (50 gp), and a silver holy symbol of Awi (25 gp). That comes out to . . . 144 gp 3 sp spent. We have at least 170 gp 7 sp left to spend. A light warhorse is 150 gp, but we wouldn’t be able to afford any barding for it. A labor elephant costs the same, and a pack animal is better suited to my visual image of Boanerges, anyway. A Huge pack saddle swallows up 10 gp, and 3 days of feed another 6 gp. We finally buy 8 days of trail rations for Boanerges himself, and are left with 3 gp walking money. Oh, let’s not forget a second traveller’s outfit for the Unseen Heart of the Flame’s costume. That’s a gold piece out of the walking money.
The idea of perhaps giving him Amateur Swashbuckler has been in the back of my mind from the beginning, as that’s how I imagine the army that gave rise to Boanerges, as composed of barbarians with the Amateur Swashbuckler feat, barbarian/swashbucklers, hooded champion rangers, devoted muses (from a variety of base classes), dancing blade fighters, wildstrider swashbucklers, and the like, all pumped up with teamwork and panache feats to make them even more frightening. By itself, however, the feat seems rather ho-hum and, more damning, not adding terribly much to Boanerges that he doesn’t already get from vigilante.
I get bored poring through the list of feats on the SRD, and the teamwork feats don’t provide anything overly attractive. Same story for the Improved Unarmed Strike tree and style feats. The afore-mentioned redeemer feat seems to be the best and most obvious choice, so let’s go with that. Except it’s a trait, not a feat >.< Well, I’ll definitely take that in the next step!
Realizing that I’ve mentioned Awi’s association with knowledge a few times but haven’t built that into Boanerges yet, I start looking for appropriate feats to do so. Searching “Knowledge” in the SRD and restricting it to Feats turns up nothing more interesting than Scholar, which feels kind of blah for Boanerges. But I later find Cosmopolitan, which weirdly feels more exciting as a marker of Awi’s blessing (and, in some ways, more powerful than Scholar, too, as it could be seen as the equivalent of 8 skill ranks at lower levels, as opposed to Scholar’s four). Yeah, let’s take Cosmopolitan, giving Boanerges access to two more languages (one of which, for sure, is Celestial) and two Knowledge skills ~ I’m gonna go with planes and arcana ~ as class skills.
That done (finally), we turn our eyes to character traits. As stated, Redeemer from Champions of Purity is a definite go, leaving only one more trait to be chosen. The other one involves a lot of scrolling through the Traits database on the SRD page. Enough that I started to despair of finding something good, until way down near the end, I come upon a list of traits from the Guide to Pathfinder Society Organized Play (sidenote: that abbreviates to P.S.O.P., which makes me think of the brandy qualification system and its V.S.O.P. Does the Pathfinder Society produce brandy to finance its operations? That could be the seed of a rad adventure/campaign idea). The rather-despicable-to-my-anarchist-mind Sovereign Court has a trait associated with it called Impressive Presence that does pretty much exactly what I want it to do. Much like most all of the ifrits in Boanerges’s horde have access to panache through Amateur Swashbuckler, archetypes, or the swashbuckler class itself, most all of them also have the Impressive Presence trait. It is the basis for their entire tactical understanding.
The last step with Boanerges is to equip him. A third-level character is supposed to get 3000 gp of equipment (that’s wealth equivalent to about $600,000 to $1,500,000 in modern money). It’s usually a good rule of thumb to spend no more than half of one’s wealth on an individual ite, but a prophetic paraphenalia from Faiths & Philosophies seems just a little bit perfect for something Awi might have given him ~ it’s very much in line with Awi’s style, and is 2000 gp (500 more than I should spend on an individual item). I usually despise limited-use magic items, a hatred borne of an over-extended critique of industrialized late capitalism’s disposable, planned-obsolescence, addiction-economy obsession. Ultimate Equipment offers four other possibilities for magic items: belt of tumbling, armbands of the brawler, seer's tea, and war paint of the terrible visage. I know I said I was wary of third-party content, but I also happen to own Nyambe, for the express reason of helping me add more African elements to my world, borrowing from someone who (hopefully) has better knowledge about it than I do.
Neither Nyambe nor Eberron’s Secrets of Xen’drik adds any droolworthy magic items to our list, but Nyambe can help us decide what mundane equipment we want Boanerges to buy, which can determine our budget. Let’s start with a large darkwood shield, which would cost 257 gp ~ a masterwork small would be 153, if we need more room in the budget. Nyambe lists a wooden plate armor; if we make that darkwood, it would cost 450 gp, which might be a bit much (especially with the -2 armor check penalty). So let’s go with masterwork studded leather (which I just learned is actually brigandine ~ the “studs” are rivets holding the plates beneath the leather) for 175 gp. So, armor as a whole costs 432 or 328 gp. For a weapon, we’ll call the whacking stick the official weapons of these swashbuckling ifrit barbarians. A masterwork version would be 303 gp.
We’re left with 2265 gp, or 2369 gp if we want the space. If we leave the prophetic paraphenalia behind, then the magic items I’ve chosen come out to 1950 gp, leaving 315/419 gp. He gets a traveler’s outfit for free, and we buy a woven backpack (2 gp), light blanket (3 sp), bottle calabash (5 sp), 2 wooden boxes (used instead of leather belt pouches; 2 sp), wooden headrest (2 sp), wooden game board (5 gp), 3 doses healing salve (30 gp), 4 doses marsh water (20 gp), iron fishhook (1 sp), iron pot (5 sp), iron sewing needle (5 sp), tent (10 gp), disguise kit (50 gp), and a silver holy symbol of Awi (25 gp). That comes out to . . . 144 gp 3 sp spent. We have at least 170 gp 7 sp left to spend. A light warhorse is 150 gp, but we wouldn’t be able to afford any barding for it. A labor elephant costs the same, and a pack animal is better suited to my visual image of Boanerges, anyway. A Huge pack saddle swallows up 10 gp, and 3 days of feed another 6 gp. We finally buy 8 days of trail rations for Boanerges himself, and are left with 3 gp walking money. Oh, let’s not forget a second traveller’s outfit for the Unseen Heart of the Flame’s costume. That’s a gold piece out of the walking money.
Friday, July 13, 2018
Religion and Boanerges (Fantasy Friday #4)
When we get to determining the proficiencies Boanerges gets as a splintersoul zealot vigilante, the time comes to finally determine his patron. Alignment matters here, too ~ vigilantes can have two alignments next to each other, zealots have alignment restrictions like clerics, and splintersouls qualify for class features and things if only one (not both) alignments does. I’m fairly strongly attached to him as CG/CN in a predominantly CE society, which (I realize now) changes who I’ve been thinking his archangel is.
Presterjho’s pantheon, as it were, is modeled on that of one of my favorite not-quite-obscure RPGs, In Nomine, Steve Jackson Game’s complete redesign of a French angels-and-demons game. So far, as I’ve been digging into the details of Boanerges, I’ve been assuming that he would follow Telakh, the hola archangel of Faith (equivalent to Khalid in In Nomine). But Telakh is staunchly lawful! Back to the drawing board . . . Gebhuri, naifo archangel of Fire (Gabriel) is something of a chaotic counterpart to Telakh, the burning ecstasy of faith as opposed to the rigid discipline thereof. But I’m feeling like Boanerges’s patron should be more neutral good. For one, this gives the splintersoul splintered identity some oomph, but on another, it reinforces the “sneaky redeemer” aspect of Boanerges, which I fear is getting lost. Let’s see, the list of neutral good archangels is:
Dhanebsonhi, kruv archangel of Dreams
Khashamsorof, kruv archangel of Children
Nanahoy, hola archangel of Lightning
Yorethil, faras archangel of Revelation
Themnoth, yaim archangel of the Voice
Newosli, kruv archangel of Flowers
Sennao, wekyosthet archangel of the Ocean
Awi, yaim archangel of Destiny
Razal, rogigyos archangel of Death
That’s 9 out of the 22 most popular archangels in Presterjho, easily the most common alignment thereamong.
Let’s see . . . I want a focus on redemption and converting folk to the cause of good, yeah? So we can immediately rule out Nanahoy, Yorethil, Themnoth, Sennao, and Razal, as they’re all more concerned with other things. That leaves Dhanebsohni, Khashamsorof, Newosli, and Awi. As much as I really enjoy making unusual servitors of Children in In Nomine, I think I’ll have Boanerges serve the very mysterious Awi, whose focus is entirely on ensuring that the world turns out for the better. It also makes Boanerges quite cosmopolitan, as he comes from Not-CentralAfrica and follows a religion from neighboring Presterjho shaded by the atheistic Jedi-like worship of Time centered in Scarhas (Destiny and Fate replace the Light and Dark Sides in that religion).
Awi believes that the use of weapons leads to rash actions, and that rash actions tend to fulfill Fate far more often than Destiny. Accordingly, his favored weapon is the unarmed strike, and Boanerges gets Improved Unarmed Strike as a bonus feat.
Social talents available to Boanerges at 1st level are somewhat disappointing, actually. I think you’re expected to take renown, but that would dilute the theme of his discomfort at having to stuff his normally huge and flamboyant personality into a small and subtle secret identity, of intimidating bluster struggling towards compassionate persuasion. I consider gossip collector for a hot second, but it feels kinda tacked-on, not hitting any particular element of his character or background. I decide to go with social grace finally. We’ll choose Intimidate, to further the contrast (and cuz it’s Boanerges’s highest mental skill).
Zealot replaces vigilante specialization with an inquisitor’s inquisition, the choice of which is ridiculously easy: Boanerges benefits from the Redemption inquisition. Awi chose him as their agent specifically to seed goodness within an evil horde. The vigilante talent at 2nd level isn’t so easy. I consider the channel energy zealot talent, but that still seems like an “overwhelming presence” thing. Harsh judgment? It does allow the judgment of purity, which is awfully tempting when surrounded by inherently magical beings like ifrits. Magical familiarity, on the other hand, is within Awi’s purview, as he is the most arcane of the archangels, and also the most associated with time. I wonder if there are any good time-related cantrips to give Boanerges? Shadow’s speed and shadow’s sight seem like good, solid, boring workhorse talents, while steely resolve makes some sense for a servant of Awi, I suppose. Team player, on the other hand, seems appropriate enough to join harsh judgment (purity) and magical familiarity as the front-runners. A quick glance at the list of cantrips reveals nothing I want for Boanerges. Let’s go with harsh judgment (purity). And splintersoul requires us to take an early quick change talent at 3rd level (the earliness costs us unshakable, too).
When in his vigilante identity ~ which I realize I really should name . . . . how about, like, the Unseen Heart of the Flame? ~ Boanerges possesses a moderate aura of good. He can also cast spells like an inquisitor as the Unseen Heart. Or would, if his wisdom was higher >.< 5 points is a lot to ask for, but I wonder if we can’t make up for it with a magical item? The answer, sadly, is hell no ~ even the smallest boost of a +2 costs 4000 gp, and at 3rd level, Boanerges only has 3000.
I know a lot of players out there would say that I’ve made catastrophically suboptimal choices when building Boanerges, but I like to think that Awi had this exact process in mind by choosing him. Boanerges is meant to seed goodness within his horde, and the process of doing so is meant to build within him the wisdom that Awi so prizes. The plans of an archangel, let alone a yaim archangel (the yaim are not like other angels ~ they are direct emanations of the divine), are fractal, complicated, and multifaceted. In terms of planning for the future, Boanerges should be all caught up in terms of spellcasting by 7th level (with his 4th-level ability increase going to Wisdom, and a headband of inspired wisdom +4 costing 16,000 gp).
Presterjho’s pantheon, as it were, is modeled on that of one of my favorite not-quite-obscure RPGs, In Nomine, Steve Jackson Game’s complete redesign of a French angels-and-demons game. So far, as I’ve been digging into the details of Boanerges, I’ve been assuming that he would follow Telakh, the hola archangel of Faith (equivalent to Khalid in In Nomine). But Telakh is staunchly lawful! Back to the drawing board . . . Gebhuri, naifo archangel of Fire (Gabriel) is something of a chaotic counterpart to Telakh, the burning ecstasy of faith as opposed to the rigid discipline thereof. But I’m feeling like Boanerges’s patron should be more neutral good. For one, this gives the splintersoul splintered identity some oomph, but on another, it reinforces the “sneaky redeemer” aspect of Boanerges, which I fear is getting lost. Let’s see, the list of neutral good archangels is:
Dhanebsonhi, kruv archangel of Dreams
Khashamsorof, kruv archangel of Children
Nanahoy, hola archangel of Lightning
Yorethil, faras archangel of Revelation
Themnoth, yaim archangel of the Voice
Newosli, kruv archangel of Flowers
Sennao, wekyosthet archangel of the Ocean
Awi, yaim archangel of Destiny
Razal, rogigyos archangel of Death
That’s 9 out of the 22 most popular archangels in Presterjho, easily the most common alignment thereamong.
Let’s see . . . I want a focus on redemption and converting folk to the cause of good, yeah? So we can immediately rule out Nanahoy, Yorethil, Themnoth, Sennao, and Razal, as they’re all more concerned with other things. That leaves Dhanebsohni, Khashamsorof, Newosli, and Awi. As much as I really enjoy making unusual servitors of Children in In Nomine, I think I’ll have Boanerges serve the very mysterious Awi, whose focus is entirely on ensuring that the world turns out for the better. It also makes Boanerges quite cosmopolitan, as he comes from Not-CentralAfrica and follows a religion from neighboring Presterjho shaded by the atheistic Jedi-like worship of Time centered in Scarhas (Destiny and Fate replace the Light and Dark Sides in that religion).
Awi believes that the use of weapons leads to rash actions, and that rash actions tend to fulfill Fate far more often than Destiny. Accordingly, his favored weapon is the unarmed strike, and Boanerges gets Improved Unarmed Strike as a bonus feat.
Social talents available to Boanerges at 1st level are somewhat disappointing, actually. I think you’re expected to take renown, but that would dilute the theme of his discomfort at having to stuff his normally huge and flamboyant personality into a small and subtle secret identity, of intimidating bluster struggling towards compassionate persuasion. I consider gossip collector for a hot second, but it feels kinda tacked-on, not hitting any particular element of his character or background. I decide to go with social grace finally. We’ll choose Intimidate, to further the contrast (and cuz it’s Boanerges’s highest mental skill).
Zealot replaces vigilante specialization with an inquisitor’s inquisition, the choice of which is ridiculously easy: Boanerges benefits from the Redemption inquisition. Awi chose him as their agent specifically to seed goodness within an evil horde. The vigilante talent at 2nd level isn’t so easy. I consider the channel energy zealot talent, but that still seems like an “overwhelming presence” thing. Harsh judgment? It does allow the judgment of purity, which is awfully tempting when surrounded by inherently magical beings like ifrits. Magical familiarity, on the other hand, is within Awi’s purview, as he is the most arcane of the archangels, and also the most associated with time. I wonder if there are any good time-related cantrips to give Boanerges? Shadow’s speed and shadow’s sight seem like good, solid, boring workhorse talents, while steely resolve makes some sense for a servant of Awi, I suppose. Team player, on the other hand, seems appropriate enough to join harsh judgment (purity) and magical familiarity as the front-runners. A quick glance at the list of cantrips reveals nothing I want for Boanerges. Let’s go with harsh judgment (purity). And splintersoul requires us to take an early quick change talent at 3rd level (the earliness costs us unshakable, too).
When in his vigilante identity ~ which I realize I really should name . . . . how about, like, the Unseen Heart of the Flame? ~ Boanerges possesses a moderate aura of good. He can also cast spells like an inquisitor as the Unseen Heart. Or would, if his wisdom was higher >.< 5 points is a lot to ask for, but I wonder if we can’t make up for it with a magical item? The answer, sadly, is hell no ~ even the smallest boost of a +2 costs 4000 gp, and at 3rd level, Boanerges only has 3000.
I know a lot of players out there would say that I’ve made catastrophically suboptimal choices when building Boanerges, but I like to think that Awi had this exact process in mind by choosing him. Boanerges is meant to seed goodness within his horde, and the process of doing so is meant to build within him the wisdom that Awi so prizes. The plans of an archangel, let alone a yaim archangel (the yaim are not like other angels ~ they are direct emanations of the divine), are fractal, complicated, and multifaceted. In terms of planning for the future, Boanerges should be all caught up in terms of spellcasting by 7th level (with his 4th-level ability increase going to Wisdom, and a headband of inspired wisdom +4 costing 16,000 gp).
Friday, July 6, 2018
OK, maybe not from Prester . . . (Fantasy Friday #3)
Thinking about the charau-ka as a possible race for Boanerges brings the jungliest region of this continent to mind. It occurs to me that an elemental theme could work well there, drawing on images of the rainforest as a place of nature at its most intense and individual (as opposed to the, like, unitary image of powerful nature that comes with places like mountains, the arctic, and oceans). That as-yet-unnamed region, analogous to Central Africa in geohistorical placement, shares a border with Prester in the middle of the continent. If I place Boanerges just on one side or the other of that border, they can be a member of a swashbuckly force of evil ifrit, perhaps based on something like Boko Haram or God’s Army. I like that idea! OK, Boanerges is now officially an ifrit.
Looking at the race description, I note already that there’s a base trait I wanna replace with an alternate trait ~ as a vigilante, even if Boanerges is a zealot and a divine spellcaster, the fire affinity trait helps him out all of not at all. Fire in the blood (which gives him a morsel of access to fast healing when he takes fire damage) would replace fire affinity not only ably, but in line with some of Boanerges’s themes, I daresay. Hypnotic (which boosts an ifrit’s ability to fascinate) is a little tempting, as a reference to the swashbuckling element. But Boanerges, again, would probably gain spellcasting through the zealot archetype, and I dunno how many inquisitor spells cause fascination. Nor do I actually know yet if Boanerges will take the zealot archetype. And the same arguments apply to the boons given by his Celestial Obedience to his yet-unchosen archangel. Fire in the blood it is!
As for their gender, making them female would seem to play into old Victorian ideas of the woman as the civilizing force (an idea that pops up unfortunately in too many Second Wave feminisms). Similarly, making them trans or nonbinary in any way would seem to underscore too much the dual nature of Boanerges ~ another trope that can lead to icky things. An agender Boanerges is more tempting, gives them more texture to their psyche, but in the end has, I think, the same problems. I guess cismale is the best option for Boanerges.
Choosing his race also lets us determine Boanerges’s age, height, and weight. I’m gonna call vigilante a self-taught class so we roll 60+6d6 for his age, getting 76 as his age. That makes him a little young for an ifrit vigilante (average age would be 81), which I think is appropriate for his character. He’s tall, though, living up to his personality, as a 2d8 roll of 14 tells us that he’s 6’4” and a 2d8x5 roll of 40 gives us a weight of 150 pounds. I think he’s actually come out pretty skinny, though his charisma makes him seem larger than he actually is.
I also note that there are several racial feats available to ifrits. Blistering Feint, which makes the ifrit better at feinting when using a fiery weapon and does damage with the feint as well, is especially noteworthy ~ although we’ve already chosen Boanerges’s 1st-level feat (Celestial Obedience, recall), I’d wanna pick up Combat Expertise at 3rd level, Improved Feint at 5th, and Blistering Feint itself at 7th (assuming the redeemer theme in Boanerges doesn’t cause me to grab any feats in between all these). Firesight (which improves visibility in smoky conditions) and the Scorching Weapons feat tree (which lets you make your weapon fiery) are tempting; maybe if there’s ever a chance for Boanerges to pick up a bonus feat.
Oh, wait. Celestial Obedience requires Knowledge (planes) 3; it can’t be taken until 3rd level. OK, I’ll create Boanerges at level 3, then, and have him take Combat Expertise at level 1. Except he’s obviously not smart enough >.<
Vigilantes have a Hit Die of d8, so rolling 2d8+8+9 gives Boanerges 28 hit points. 6 skill points per level gives us 21 skill points. Knowing that we want Boanerges to have Celestial Obedience, we immediately spend 3 of those on Knowledge (planes), which is a cross-class skill. Cross-referencing the vigilante skill list with the barbarian list (in order to reflect Bonerges’s evil horde origin), we find that Acrobatics, Climb, Craft, Intimidate, Perception, Ride, Survival, and Swim are on both lists. Let’s drop Craft and Swim out of that list out of hand as being inappropriate for Boanerges’s cultural origins, leaving a total of 6 skills. Intimidate definitely gets the full 3 skill ranks and Acrobatics, too, as both are central to the tactics of the ifrit horde that birthed Boanerges. That’s 12 points left. If we give Perception, Ride, and Survival 2 points each (all of them are basic, universal skills in the region and the horde), we’re left with 6 more skill points. I’m thinking that I want Boanerges to qualify for the mystery cultist prestige class at 8th level, so I need to make sure that Knowledge (religion) (another cross-class skill) gets the full 3 ranks. And we’ll use the last 3 skill points to give Boanerges the ability to protect his secret goodytwoshoes identity, with a rank each in Bluff, Disguise, and Stealth. Yeah, that’s pretty low ~ Boanerges was raised to be flashy and big and eye-catching, not subtle and quiet and unseen!
Gawds! I’m making so many mistakes with Boanerges >.< Zealot, which I think I am in fact taking along with splintersoul, swaps out a few class skills for Knowledge (religion) and Spellcraft. More importantly, it reduces the skill points per level to 4! My 21 points get reduced a full 6 points to 15 ~ I’ll take a point out of the various general-ed skills I gave Boanerges (Perception, Ride, Survival, Bluff, Disguise, and Stealth).
Looking at the race description, I note already that there’s a base trait I wanna replace with an alternate trait ~ as a vigilante, even if Boanerges is a zealot and a divine spellcaster, the fire affinity trait helps him out all of not at all. Fire in the blood (which gives him a morsel of access to fast healing when he takes fire damage) would replace fire affinity not only ably, but in line with some of Boanerges’s themes, I daresay. Hypnotic (which boosts an ifrit’s ability to fascinate) is a little tempting, as a reference to the swashbuckling element. But Boanerges, again, would probably gain spellcasting through the zealot archetype, and I dunno how many inquisitor spells cause fascination. Nor do I actually know yet if Boanerges will take the zealot archetype. And the same arguments apply to the boons given by his Celestial Obedience to his yet-unchosen archangel. Fire in the blood it is!
As for their gender, making them female would seem to play into old Victorian ideas of the woman as the civilizing force (an idea that pops up unfortunately in too many Second Wave feminisms). Similarly, making them trans or nonbinary in any way would seem to underscore too much the dual nature of Boanerges ~ another trope that can lead to icky things. An agender Boanerges is more tempting, gives them more texture to their psyche, but in the end has, I think, the same problems. I guess cismale is the best option for Boanerges.
Choosing his race also lets us determine Boanerges’s age, height, and weight. I’m gonna call vigilante a self-taught class so we roll 60+6d6 for his age, getting 76 as his age. That makes him a little young for an ifrit vigilante (average age would be 81), which I think is appropriate for his character. He’s tall, though, living up to his personality, as a 2d8 roll of 14 tells us that he’s 6’4” and a 2d8x5 roll of 40 gives us a weight of 150 pounds. I think he’s actually come out pretty skinny, though his charisma makes him seem larger than he actually is.
I also note that there are several racial feats available to ifrits. Blistering Feint, which makes the ifrit better at feinting when using a fiery weapon and does damage with the feint as well, is especially noteworthy ~ although we’ve already chosen Boanerges’s 1st-level feat (Celestial Obedience, recall), I’d wanna pick up Combat Expertise at 3rd level, Improved Feint at 5th, and Blistering Feint itself at 7th (assuming the redeemer theme in Boanerges doesn’t cause me to grab any feats in between all these). Firesight (which improves visibility in smoky conditions) and the Scorching Weapons feat tree (which lets you make your weapon fiery) are tempting; maybe if there’s ever a chance for Boanerges to pick up a bonus feat.
Oh, wait. Celestial Obedience requires Knowledge (planes) 3; it can’t be taken until 3rd level. OK, I’ll create Boanerges at level 3, then, and have him take Combat Expertise at level 1. Except he’s obviously not smart enough >.<
Vigilantes have a Hit Die of d8, so rolling 2d8+8+9 gives Boanerges 28 hit points. 6 skill points per level gives us 21 skill points. Knowing that we want Boanerges to have Celestial Obedience, we immediately spend 3 of those on Knowledge (planes), which is a cross-class skill. Cross-referencing the vigilante skill list with the barbarian list (in order to reflect Bonerges’s evil horde origin), we find that Acrobatics, Climb, Craft, Intimidate, Perception, Ride, Survival, and Swim are on both lists. Let’s drop Craft and Swim out of that list out of hand as being inappropriate for Boanerges’s cultural origins, leaving a total of 6 skills. Intimidate definitely gets the full 3 skill ranks and Acrobatics, too, as both are central to the tactics of the ifrit horde that birthed Boanerges. That’s 12 points left. If we give Perception, Ride, and Survival 2 points each (all of them are basic, universal skills in the region and the horde), we’re left with 6 more skill points. I’m thinking that I want Boanerges to qualify for the mystery cultist prestige class at 8th level, so I need to make sure that Knowledge (religion) (another cross-class skill) gets the full 3 ranks. And we’ll use the last 3 skill points to give Boanerges the ability to protect his secret goodytwoshoes identity, with a rank each in Bluff, Disguise, and Stealth. Yeah, that’s pretty low ~ Boanerges was raised to be flashy and big and eye-catching, not subtle and quiet and unseen!
Gawds! I’m making so many mistakes with Boanerges >.< Zealot, which I think I am in fact taking along with splintersoul, swaps out a few class skills for Knowledge (religion) and Spellcraft. More importantly, it reduces the skill points per level to 4! My 21 points get reduced a full 6 points to 15 ~ I’ll take a point out of the various general-ed skills I gave Boanerges (Perception, Ride, Survival, Bluff, Disguise, and Stealth).
Friday, June 29, 2018
Boanerges of Prester is born (Fantasy Friday #2)
Nurture is the first area the character received training or which they put effort into improving. The adult (cuz it’s strength 5) black dragon here picks up the themes of the Spirit card ~ cunning, sneakiness, and lies. It appears that it was one of those random things which exert so much force on our lives that led this character to their class. They didn’t set out to become a vigilante; chance pushed them down this path. Nurture gives its token to Dexterity.
I think I’ll name the character Boanerges, or something like that; they remind me of those two somehow. They have all the force of a lightning bolt, funneled into a subtle fight for minds and souls in order to save their own infected one.
The Red Dragon 10 in Dexterity steals Strength’s two tokens, furthering the theme of constrained force, I suppose. I think Boanerges was raised to be a soldier, a vain and venereal bravo filled with a dark panache, but a chance encounter in a military raid brought them to the side of the angels. Literally. But one soldier against an army, let alone the nation that sent them, is a losing proposition. So Boanerges turned to shadier methods to spread the word.
Strength, in its turn, steals two tokens from Intelligence as it is also an adult Red Dragon. Panache was glorified and fostered in the army’s ranks, but questions weren’t. Venal tastes were catered to, pointless pleasures and decadent diversons employed to keep the bravos from rebelling. A third adult Red Dragon lurks in Intelligence’s land, stealing two tokens from Wisdom. Armies like this one present a paradox: it does everything it can to restrict the exercise of intelligence, which means that a piercing mind is the only thing that allows promotion.
An old bronze dragon in Wisdom gives its token to Dexterity. Constraining the thunderous force of Boanerges’s personality into clandestine activities breeds skill, but discernment has a tendency to disappear into discomfort. Planning is replaced by quick wits. As Boanerges’s angelic master pushed them away from their chaotic life into one of discipline and honor, their heuristic, social, and behavioral skills prove less and less useful, more and more foolish, even when drawn upon in the appropriate situations. But it also pushes them to become damn good at what they do.
The old Gold Dragon in Charisma passes two of its four tokens to Constitution. Recently, Boanerges had to take a severe beating in order to cover for a fellow bravo they had managed to convert to the way of good after months of work. This act of self-sacrificing nobility left them humbled but even more resilient than before. Significantly more resilient, as the Dracolich in Constitution (the last card in the reading) steals a token from all the evil dragons in the spread: Strength, Dexterity, and Intelligence.
Constitution ends up with a freakin’ 14 tokens! That’s one more than the 13 needed for a 17 Constitution. According to the article, I take that token and apply it to the next highest score. But Dexterity would be in the situation, as it has exactly enough for a high Dex. I should skip the tie between Intelligence and Charisma and apply the token to Strength. However, it makes more sense for this character to give it to Charisma, I think, so I’ma do that. Boanerges’s ability scores come out to
Strength 11 [1 point]
Dexterity 15 [7 points]
Constitution 17 [13 points]
Intelligence 12 [2 points]
Wisdom 9 [-1 point]
Charisma 13 [3 points]
OK, I seem to have chosen a class and even an initial feat for Boanerges, so lemme backtack a bit and consider a class. The region of my campaign world in which celestials are the biggest deal religiously is roughly equivalent (in geographical and geohistorical relation to other regions, at least) to Eastern Africa. Ethiopia and the like. While I always try to do all the research and include actual elements from a variety of real-world and literary sources, I am by no means an Africa scholar, and this region is in no ways intended to actually represent East Africa. As a nod to the ancient, questionable European legends that inspired me to make this region the angelic one, I’ve named it Prester.
My world-creation has been focused on Aoqina (roughly, Europe) and Scarhas (roughly, the Middle East) so far, so I’m not yet certain what the racial makeup of the area is like. Elfs exist all across the surface of the world, and dwarfs can easily pop up anywhere. Halflings are an Aoqinan race, but they’ve been around a helluva long time, so they’ve spread. Gnomes came into existence on the border between Aoqina and Scarhas, as dwarfin sailors bred with merbunnies (descendants of outcast anthropomorphic rabbits from the moon) in the Hemaya Sea, but that was also a long time ago. Now, gnomes range far and wide. Gnomes gave rise to gnolls in Aoqina a decent time ago by breeding with trolls OD&D style, so they’ve had time to spread, but they’re prolly pretty exotic by the time you hit the equivalent of, say, western China or of the Congo Basin (though more headed south from Aoqina than any other direction). Humans are the leavings of a uselessly successful gnollish magickal experiment. They sought to remove all that was obedient from them to ensure their everlasting freedom, but that left only an unintelligent animal: the hyena. The intelligent humans were the obedient bits they discarded, and are pretty young as a race, so are unlikely to be found in significant numbers outside of the three regions bordering the Voda Sea (Aoqina, Scarhas, and my equivalent of the Maghreb/North Africa).
So, Prester’s population of standard races, to summarize:
Dwarfs: Possible, but somewhat unlikely
Elfs: As common as elfs ever get
Gnomes: Uncommon
Halflings: Common, but a minority
Humans: Rare
Orcs: Absent
I also note that a full quarter of the Three-Dragon Ante spread is red dragons ~ this suggests maybe a direction to start looking beyond the standard seven races. Red dragons live in warm mountains, I wonder what comes up on www.pfsrd.com with that ecology . . . . Naw, nothing useful comes from that search. I consider ifrit (I don’t think I want an elemental theme to races in Presterjho), kobold (possible, draconic, but a little small for the sheer force of personality I’m imagining), tiefling (currently the front-runner, but a little on-the-nose), kuru (tied with tiefling, currently), I keep coming back to the goblinoids but their homes are on an entirely different continent. The charau-ka are interesting, with tactics based on intimidation and exuberance which could blend in the swashbuckly elements I’m imagining.
I think I’ll name the character Boanerges, or something like that; they remind me of those two somehow. They have all the force of a lightning bolt, funneled into a subtle fight for minds and souls in order to save their own infected one.
The Red Dragon 10 in Dexterity steals Strength’s two tokens, furthering the theme of constrained force, I suppose. I think Boanerges was raised to be a soldier, a vain and venereal bravo filled with a dark panache, but a chance encounter in a military raid brought them to the side of the angels. Literally. But one soldier against an army, let alone the nation that sent them, is a losing proposition. So Boanerges turned to shadier methods to spread the word.
Strength, in its turn, steals two tokens from Intelligence as it is also an adult Red Dragon. Panache was glorified and fostered in the army’s ranks, but questions weren’t. Venal tastes were catered to, pointless pleasures and decadent diversons employed to keep the bravos from rebelling. A third adult Red Dragon lurks in Intelligence’s land, stealing two tokens from Wisdom. Armies like this one present a paradox: it does everything it can to restrict the exercise of intelligence, which means that a piercing mind is the only thing that allows promotion.
An old bronze dragon in Wisdom gives its token to Dexterity. Constraining the thunderous force of Boanerges’s personality into clandestine activities breeds skill, but discernment has a tendency to disappear into discomfort. Planning is replaced by quick wits. As Boanerges’s angelic master pushed them away from their chaotic life into one of discipline and honor, their heuristic, social, and behavioral skills prove less and less useful, more and more foolish, even when drawn upon in the appropriate situations. But it also pushes them to become damn good at what they do.
The old Gold Dragon in Charisma passes two of its four tokens to Constitution. Recently, Boanerges had to take a severe beating in order to cover for a fellow bravo they had managed to convert to the way of good after months of work. This act of self-sacrificing nobility left them humbled but even more resilient than before. Significantly more resilient, as the Dracolich in Constitution (the last card in the reading) steals a token from all the evil dragons in the spread: Strength, Dexterity, and Intelligence.
Constitution ends up with a freakin’ 14 tokens! That’s one more than the 13 needed for a 17 Constitution. According to the article, I take that token and apply it to the next highest score. But Dexterity would be in the situation, as it has exactly enough for a high Dex. I should skip the tie between Intelligence and Charisma and apply the token to Strength. However, it makes more sense for this character to give it to Charisma, I think, so I’ma do that. Boanerges’s ability scores come out to
Strength 11 [1 point]
Dexterity 15 [7 points]
Constitution 17 [13 points]
Intelligence 12 [2 points]
Wisdom 9 [-1 point]
Charisma 13 [3 points]
OK, I seem to have chosen a class and even an initial feat for Boanerges, so lemme backtack a bit and consider a class. The region of my campaign world in which celestials are the biggest deal religiously is roughly equivalent (in geographical and geohistorical relation to other regions, at least) to Eastern Africa. Ethiopia and the like. While I always try to do all the research and include actual elements from a variety of real-world and literary sources, I am by no means an Africa scholar, and this region is in no ways intended to actually represent East Africa. As a nod to the ancient, questionable European legends that inspired me to make this region the angelic one, I’ve named it Prester.
My world-creation has been focused on Aoqina (roughly, Europe) and Scarhas (roughly, the Middle East) so far, so I’m not yet certain what the racial makeup of the area is like. Elfs exist all across the surface of the world, and dwarfs can easily pop up anywhere. Halflings are an Aoqinan race, but they’ve been around a helluva long time, so they’ve spread. Gnomes came into existence on the border between Aoqina and Scarhas, as dwarfin sailors bred with merbunnies (descendants of outcast anthropomorphic rabbits from the moon) in the Hemaya Sea, but that was also a long time ago. Now, gnomes range far and wide. Gnomes gave rise to gnolls in Aoqina a decent time ago by breeding with trolls OD&D style, so they’ve had time to spread, but they’re prolly pretty exotic by the time you hit the equivalent of, say, western China or of the Congo Basin (though more headed south from Aoqina than any other direction). Humans are the leavings of a uselessly successful gnollish magickal experiment. They sought to remove all that was obedient from them to ensure their everlasting freedom, but that left only an unintelligent animal: the hyena. The intelligent humans were the obedient bits they discarded, and are pretty young as a race, so are unlikely to be found in significant numbers outside of the three regions bordering the Voda Sea (Aoqina, Scarhas, and my equivalent of the Maghreb/North Africa).
So, Prester’s population of standard races, to summarize:
Dwarfs: Possible, but somewhat unlikely
Elfs: As common as elfs ever get
Gnomes: Uncommon
Halflings: Common, but a minority
Humans: Rare
Orcs: Absent
I also note that a full quarter of the Three-Dragon Ante spread is red dragons ~ this suggests maybe a direction to start looking beyond the standard seven races. Red dragons live in warm mountains, I wonder what comes up on www.pfsrd.com with that ecology . . . . Naw, nothing useful comes from that search. I consider ifrit (I don’t think I want an elemental theme to races in Presterjho), kobold (possible, draconic, but a little small for the sheer force of personality I’m imagining), tiefling (currently the front-runner, but a little on-the-nose), kuru (tied with tiefling, currently), I keep coming back to the goblinoids but their homes are on an entirely different continent. The charau-ka are interesting, with tactics based on intimidation and exuberance which could blend in the swashbuckly elements I’m imagining.
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Friday, June 22, 2018
Dragon Magazine's Cartomantic Character Creation (Fantasy Friday #1)
Way long ago in an earlier age, an eighth of a century ago, in the inexplicably ancient time of 2005, Wizards of the Coast released a card game that could function as a game prop, much like White Wolf’s series of vampiric, werewolf (including the bad ones), hunter, demon, and mage scriptures (published long before Zak's name was associated with the company ~ like at least two decades before), or Pathfinder’s Harrow Deck. The game was called Three-Dragon Ante; I own it but I’ve never played it.
It’s a betting game designed by Rob Heinsoo in which you compile flights of cards of various strengths, many of which have various triggered abilities whose activation is dependent on its strength compared to those played previously. After each “gambit” (kinda like a trick, I guess), the stakes go to the player with the most strength and a new gambit begins. Collecting matching sets of same-color or same-strength dragons triggers extra gold-earning effects. The idea is that this is a game that exists within Greyhawk (the default setting for D&D 3.x) so you can play while your characters play.
I’m most interested in it not for this, however. No, far more interesting is that the August ‘06 issue of Dragon included a Tarot-like character generation method using the deck. The only thing better than a cartomantic spread for 2nd-generation RPG character creation is a good lifepath system. I’m a sucker for those, as Traveller Tuesdays will no doubt eventually show. I thought I’d create an adventuring party by this method (using Pathfinder rules, however, cuz duh) and see how it does at providing me with story seeds and interesting character details. Join me in this adventure?
First thing I do, obvi, is shuffle the deck. Fun fact: I always shuffle decks 7 times because I picked up somewhere that a standard 52-card playing deck achieves pure, unpredictable randomness at seven riffle shuffles, combinatorily speaking. So I do that. The spread involves three cards (Body, Spirit, and Mind) surrounded by 4 others, laid horizontally, in the cardinal directions (Nature, Nurture, Dexterity, and Wisdom) and four more bursting diagonal at the corners (Strength, Constitution, Intelligence, and Charisma). The orientation of the cards plays a role in the reading, so you should know that Strength is in the upper left, followed in clockwise order by Intelligence, Wisdom, Charisma, Constitution, and Dexterity. Thus, there’s a physical side (the left) and a mental (the right).
I draw the following cards for my first character:
Nature: Blue Dragon 4
Spirit: Black Dragon 1
Body: Green Dragon 6
Mind: Silver Dragon 8
{Oooh! An evil body, with evil instincts and urges, but a good mind stronger than it. It’s Driz’zt, sure, but the idea that I’m not even done drawing and already seeing interpretations suggests that this will be a useful creation method!}
Nurture: Black Dragon 5
Strength: Red Dragon 12
Dexterity: Red Dragon 10
Constitution: Dracolich 10
Intelligence: Red Dragon 8
Wisdom: Bronze Dragon 11
Charisma: Gold Dragon 11
Hmmm, there’s just so much evil in this spread ~ maybe the good mind, despite its being stronger than the evil body, is losing the battle, just outnumbered by instincts and culture. I have to be careful, though, cuz while I like the idea of deconstructing Driz’zt, these themes edge a little closer than I’d like to some truly disgusting ideas.
Let’s see, we then put 9 tokens on Nature, 3 on Spirit, 1 on Nurture, and 2 on each ability card. These will eventually become points in standard point buy that will determine the character’s actual ability scores.
The character’s nature, represented by a blue dragon, is resilient, vain, and forceful. I give six tokens to Body and three to Mind off the Nurture card as a result. Spirit, perhaps oddly-named, represents chance. We all have things that are central to who we are that just kind of bumbled their way into our path, whether it’s the career we discovered after a friend forwarded us a funny job posting or our love of Fleetwood Mac because the diner we ate lunch at everyday while homeless played a lot of it over the stereo. In this character’s case, these things involve the stealth, cunning, and deceit of the Black Dragon. Dexterity, Constitution, and Intelligence each receive a token as a result.
More doubling themes! I’m seeing a character inclined toward vanity and forcefulness, but pushed by circumstance into acting secretly, maybe even from the shadows. Perhaps I’ll make them a vigilante . . . . I think it might be fun to play up the discomfort of the character, the strain of trying to stifle their usual habits and bearing in order to be most effective. These are much safer themes than the ones I mentioned earlier, thankfully, though they could be combined by creating a sneaky character from a member of a typically brutish race like ogres. Side note: Golarion’s ogres might exist as part of a long line of classist depictions of rural folk (as ogres usually are), but damn if their sheer, utter, going-for-it monstrosity is much more fun than standard D&D uses of the ogre!
The Green Dragon in the Body position tells us that the character can handle most anything, accepting what would be maiming blows with nothing but a snarling belligerence. I kind of envision this more as the really annoying kind of person who is never down for very long, no matter what’s thrown at them, but always brings things to account. Many have tried to take them down, only to fall to the character’s retaliations. All six of these tokens go to Constitution.
We finally get a glint of something pleasant and hopeful in this character ~ who seems very much like a Mean Girl, to be honest, vain, cunning, tricksy, and vengeful ~ as their Mind is filled with the judgment and justice of the Silver Dragon. I kind of want to make them a paladin, but it seems like that would fail to capture the duality of the character, the tidal wave forced into the trickle that rots your walls. Maybe there’s an archetype of vigilante that would be appropriate . . . not really (at least not one listed on www.pfsrd.com), though I did briefly consider a zealot. It didn’t quite fit what I wanted, however. I think I could model what I want with the Celestial Obedience feat, perhaps, as I’m getting an image of a character in an evil society who has turned to devious methods to promote a good religion. Sort of a Frank Miller villain by day, sneaky Superman by night kind of situation. More on that later. For now, that Silver Dragon gives two tokens to Charisma and one to Wisdom.
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