Outcasts(Kingmaker) Roster Thread
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: TheScarletBlade on 11-04-2018, 04:21:03</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>TheScarletBlade</strong> on <strong>11-04-2018, 04:21:03</strong>
			</dt>
			<dd class="postbody">
				Roster thread for the Outcasts Kingmaker Party. Maintained by the PCs.<br><br><strong><span style="font-size: 12pt;" class="bbc_size">Outcasts : Dorn, Luckums, Largya, Alni, Aaeleyah</span></strong><br><br>This five person party have been outcasts their whole lives. Who could love half orcs and frog girls? Whether from racial heritage or being seduced by dark powers, these adventurers left their homes seeking a place to belong. Why not the stolen lands? An uninhabitable bog with no laws or people to look down on their heritage, maybe they can create a home to all types of people: not just stinking normals. 1 is a raging warrior with a tough past, seeking violence and battle. 2 seeks acceptance as their goblin and frog backgrounds forced them out of civilized lands. 1 twisted by a dark voice in their head, warping their humanity a little bit every day. In one way or another, this band of adventurers is bound by a bond of shared discrimination against them: the stolen lands a chance to set the story right for these outcasts.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>ThatFantasticBard</strong> on <strong>11-04-2018, 05:08:54</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/8/88/Ad085dd8e20c1a29a2a961113e95aa12.jpg)</div><span style="font-size: 14pt;" class="bbc_size">Alni Savund</span> (https://www.myth-weavers.com/sheet.html#id=1543402)<br><br><strong>Description:</strong> Alni is on the shorter side for a male human, standing just shy of five and a half feet. While he's lived mostly in seclusion, he puts a great deal of effort into his appearance, keeping himself well groomed&nbsp; often using various lotions to keep his skin feeling soft and smooth. His piercing blue eyes have an almost eerie glow to them, something that he simply waves off as 'a family trait' to any that bother asking. Alni spends most of his time indoors, a preference that's made obvious with his pale complexion and lack of any definition. In fact, the only 'wild' thing about the boy is his thick, black hair, the only thing about his appearance that doesn't seem to have every minute detail completely controlled by him. His wardrobe consists of mostly exotic or just simply expensive outfits, not a single wrinkle to be found on any of the fabric, though he does have a few less extravagant options for when he has to travel for whatever reason. While his eyes reveal a great deal of intelligence, they also show a lot of inexperience, the boy being too young and too much of a shut in to fully understand how the world works. That being said, his lack of experience in dealing with others and feeling of superiority over people he considers 'duller' makes him a rather bad conversationalist, at times ranging anywhere from rude to just downright awkward. Despite this, he does genuinely try to better his attitude around others, at least, when he's not being too stubborn to admit to his mistakes. <br><br><strong>Background:</strong> Alni grew up in a small house outside the walls of New Stetven. He was raised alone by his mother, Velya, who was the self proclaimed healer of New Stetvan. His father, having left before he was born, was rarely mentioned by Alni or his mother, the boy being perfectly content with his single parent. Alni had fond memories of his childhood, remembering his mother as being very caring, if not somewhat overprotective. Anytime Velya had left the house, she would encourage Alni to stay inside, bringing him a wide assortment of books to tide him over until she returned. While he enjoyed whatever she brought him, reading them all several times over, he held a particular fascination for ones that dealt with that involved arcane or fantastical subjects. While the books managed to keep him preoccupied for the most part, he would still occasionally sneak outside when he thought his mother was gone, but always ended up getting caught and scolded, resulting in the attempts to explore outside his home becoming less and less frequent.<br><br>While most of Alni's childhood remained relatively simple, one day, when Velya returned from one of her trips, something about her had... changed. She was still the same doting mother she had always been, but she seemed far more unhinged, Alni often catching her muttering to herself or dancing around outside at night, completely naked. She had also begun to bring strange men into their home, all of which seemed to disappear without a trace after a few days. She changed physically as well, her appearance looking far more youthful than he had remembered and her eyes changing from a deep emerald color to a piercing blue. While he did his best to ignore these changes and pretend like everything was the same as ever, he couldn't help but feel afraid whenever she was around. Even though she didn't change how she treated him, Alni began to avoid his mother more and more, even beginning to sneak out while she was still home.<br><br>Shortly after he came of age, Alni decided he couldn't stand living with his mother anymore, the woman being barely recognizable as the person who had raised him and even starting to look at the boy with contempt, as if he was becoming a burden on her life. Shortly before he acted on plans he had of leaving however, his mother had suddenly vanished, without a trace. At first, he thought she had just left on another one of her trips, but as days turned to weeks and weeks to months, Alni realized that she wasn't returning. She hadn't even taken anything with her, all her belongings remaining exactly where he remembered, completely untouched. Despite the strained relationship they had in more recent years, Alni couldn't help but feel sorrow at the disappearance of Velya. She was still, after all, the woman who had raised him, despite all the dramatic changes she underwent.<br><br>A few years after Velya's disappearance and Alni was still living in their home. He decided to take on the role of a healer in her stead, though his knowledge in alchemy was far more lacking and he had trouble making enough to live off of. One night, while he was asleep, Alni was visited by a vision of a strange being in his dreams. It told him that it knew his mother and that it agreed to look after him once she was no longer able to. It told him that he could have whatever his heart desired so long as he did 'small favors' for it. When he agreed to do what it asked, it even told him a great deal of secrets it knew. When Alni awoke, he was greeted to the sight of his first gift for his compliance, a small greensting scorpion waiting patiently right next to his head. He felt no fear as he stared curiously at the poisonous insect, fully aware of the magical link he had with it. When dawn broke,&nbsp; Alni set off to do as the strange being asked, collecting various ingredients that grew nearby, his new scorpion companion riding along on his shoulder. The task seemed rather mundane and he couldn't understand what it would want with what he was collecting, but he did so without question, eager to see just what his new 'friend' was capable of. Returning home with what he was asked to gather, he slipped the flora he collected under his pillow, Sure enough, when he went to sleep that night, the vision greeted him once again, pleased that he had done as it asked. In return, it told him more of its secrets and gave him exactly what he asked for: gold.<br><br>Things continued this way for quite some time, with Alni doing some seemingly mundane task for his mysterious benefactor and it rewarding him with more secrets and more of whatever the boy desired. As time went on, Alni's appearance began to change, his emerald eyes become bluer and brighter with each passing day and his overall features becoming more feminine. He hardly noticed, however, being far too preoccupied with all of the new stuff that he had been given, his small home becoming more and more extravagant with each request he fulfilled. In addition, the strange being's secrets allowed the boy to grow more and more powerful, learning magic that would take some years to master, in mere days.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>11-04-2018, 09:35:26</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(https://i.pinimg.com/564x/92/f3/cc/92f3cc2acd5c38d9840ee9cc291cdc72.jpg)</div><strong>Name:</strong> Luckums<br><strong>Race:</strong> Callow May Changeling (Goblin father)<br><strong>Class:</strong> Vexing Trickster Mesmerist<br><strong>Sheet:</strong> https://www.myth-weavers.com/sheet.html#id=1549226<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Stat Block</div><div class="spoiler_body"><strong>Luckums</strong><br>Female callow may mesmerist (vexing trickster) 1<br>CN Small humanoid (changeling)<br><strong>Init:</strong> +2; <strong>Senses</strong> Darkvision 60', perception +5<br><hr>DEFENSE<br><hr><strong>AC</strong> 15, touch 13, flat-footed 13 (+2 armor, +2 dex, +1 size)<br><strong>hp</strong> 9 (1d8+1)<br><strong>Fort</strong> +0, <strong>Ref</strong> +4, <strong>Will</strong> +3<br><hr>OFFENSE<br><hr><strong>Speed</strong> 30'<br><strong>Melee</strong> sickle +0 (1d4-1/x2, trip)<br><strong>Ranged</strong> light crossbow +3 (1d6, 19-20)<br><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br><strong>Special Attacks</strong> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hypnotic Stare (Su)</div><div class="spoiler_body">A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect.</div></div>, <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Painful Stare (Su)</div><div class="spoiler_body">When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.</div></div><br><strong>Hag Magic Spell-Like Abilities</strong> (CL 1<sup>st</sup>; concentration +5)<br>&nbsp;&nbsp;&nbsp;1/day — <em>dancing lights</em><br>&nbsp;&nbsp;&nbsp;1/day — <em>detect magic</em><br>&nbsp;&nbsp;&nbsp;1/day — <em>disguise self</em><br>&nbsp;&nbsp;&nbsp;1/day — <em>pass without trace</em> (DC 15)<br><strong>Mesmerist Spells Known</strong> (CL 1<sup>st</sup>; concentration +5)<br>&nbsp;&nbsp;&nbsp;1<sup>st</sup> (2/day) — <em>charm person</em> (DC 17), <em>sow thoughts</em> (DC 17)<br>&nbsp;&nbsp;&nbsp;0<sup>th</sup> (at will) — <em>daze</em> (dc 16), <em>ghost sound</em> (dc 14), <em>prestidigitation</em>, <em>lullaby</em> (dc 16)<br><hr>STATISTICS<br><hr><strong>Str</strong>&nbsp; 8, <strong>Dex</strong> 14, <strong>Con</strong> 11, <strong>Int</strong> 14, <strong>Wis</strong> 12, <strong>Cha</strong> 18<br><strong>Base Atk</strong> +0; <strong>CMB</strong> -2; <strong>CMD</strong> 10<br><strong>Feats</strong> Spell Focus — Enchantment (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Focus)<br><strong>Mesmerist Tricks:</strong> <br><strong>Traits</strong> brigand (campaign) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Brigand); adopted (social, (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Adopted) gains bouncy (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Bouncy)); coven casting (magic) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Coven%20Casting); occult bargain (drawback) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Occult%20Bargain)<br><strong>Skills</strong> Bluff +9, Diplomacy +8, Disguise +4, Intimidate +8, Perception +5, Snese motive +5, Spellcraft +6, Stealth +11, Use magic device +8<br><strong>Languages</strong> Common, goblin, aklo, giant<br><strong>SQ</strong> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Green Widow (Race)</div><div class="spoiler_body">A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.</div></div>, <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hag Magic (race)</div><div class="spoiler_body">Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.</div></div>, <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Witchborn (race)</div><div class="spoiler_body">Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.</div></div>, <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Consummate Trickster (Ex)</div><div class="spoiler_body">A vexing trickster gains a +1 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks. This bonus increases by 1 at 4th level and every 3 mesmerist levels thereafter (maximum +6).<br><br>This ability replaces consummate liar.</div></div><br><strong>Combat gear</strong> leather armor, light crossbow, sickle, acid (2); <strong>other gear</strong> mesmerist's kit, <em>Wand of Obscuring Mist</em> (7 charges)</div></div><br><br><strong>Background:</strong> It's been hard times for Luckums; despite the name she's never had much of it. She's never "fit right" - in fact, sometimes she suspects she wasn't even supposed to be a goblin! After all, she's so ugly, and has all that nasty hair; the rest of the Shroomtoe Clan were pretty sure she must be related to gnomes, and treated poor Luckums accordingly. Specifically, they took all her food whenever she had any, made her keep watch on the swamp side of the village during stirge breeding season, and after she got her spoopy magic, they clobbered her over the head and tossed her in the river to appease their Holy Magic God-Rock That Has a Hole Your Head Might Get Stuck In. Miraculously, she survived! Unfortunately the current dumped her on the shore of a human town in Brevoy, which is hardly the place for a hungry soggy goblin (especially such a hideous one!) She's spent all this time skirting around longshanks, pilfering eggs, dodging dogs, and practicing her magic where she can. Her journey has taken her all the way south to the edge of the Stolen Lands, where she had her closest brush with death yet; her head got stuck in a small stewpot that ad been left unattended at the roadside. She was like that for a few days before hunger and thirst overtook her and she collapsed. When she awoke, she was trapped in a rabbit hutch (sans rabbits, sadly) with a kindly woman offering her soup. Apparently despite the misgivings of her husband, Svetlana Leveton wasn't going to let some poor thing, even a goblin, die like that! Luckums is eternally grateful and has pledged to herself to help the Levetons to the best of her stupid unlucky ugly little goblin with spoopy magic abilities. <br><br><strong>Personality:</strong> As the former kicking-post of the Shroomtoe Clan of goblins, followed by exile in human lands, Luckums has learned the value of stealth and guile. She's soft-spoken (for a goblin) and cautious (again, for a goblin) and has a talent for smoothing over conflict and winning others over to her side. She's not quite sure <em>how</em> she manages this; between her spooky magic, her grotesque looks, and - sinceh er exile - the odd whispering in the back of her head, she's even starting to think she might not even be a goblin! All this comes together into a weird stew of low self-confidence and a pressing desire to excell at <em>something</em>. She figures that whisper is some sort of spirit-creature that helps her with magic, and so rather superstitiously supplicates to it at dusk, in assorted ways. Growing up, she shared her tribe's faith in the Holy Magic God-Rock That Has a Hole Your Head Might Get Stuck In, but that hardly seems so appealing now - perhaps another faith could convert her (or maybe there's a new, <em>better</em> rock out there!) Despite her talent for guile and deception, she's not actually <em>conniving</em> - hers is a talent of earnest looks, body language, and <em>creepy psychic powers</em>, more than studied attempts at manipulation. Think "winsome ingenue" more than "Machiavellian social engineer." She has a burgeoning interest in magic and the occult, as well.<br><br><strong>Appearance:</strong> By any sane goblin standard, Luckums is piteously unattractive; She's too tall, for one, being at least a full inch over three feet. Granted some of that is from the crown of thick lustrous-black hair, surely a sign of her forbears dabbling into some wrenched hive of gnomes or sprites or horses or something, yech. The hair is the least of it; her eyes aren't small and pushed together as they should be. No! They're large and wide, spaced apart. They're not even red, instead being some freakish color of green-brown. But that'd be okay, if her lips weren't so plump and pursed; how can a goblin be attractive with a tiny little mouth like that?! And by Lamashtu's wriggly nipples, is that a dimple?! At least she's not skinny. Well, not that skinny, she's hardly at the proper blobbishness of goblin femininity; you can even see her waist above her (admittedly properly-rounded) hips, and her breasts! Why are they round like that?! And so big? A goblin male would need two hands for one of them and nobody has time for that! At least he has the proper decency to be green. Sadly not a lovey swampy greyish-green, more of a warm olive, but hey at least she's not blue or pink or something horrible like that. I mean there are freckles, and that's unfortunate for her, but what can you do? At least she has the common decency to scare other goblins away from her frankly mutant form by flaunting it in an outfit of thin cloth sashes and wraps and a pleated leather kilt, though. Altogether she's quite a miserable specimen by goblin standards, and you should all pity her. <br>(Luckums, obviously, judges herself by goblin standards; she hasn't quite caught on that non-goblins see her quite differently...)<br><br><strong>Sexuality:</strong> Why be picky? Luckums really doesn't have preferences for gender, herself; affection and lust can both be expressed with whoever seems fitting at the time. Large men intimidate her though; perhaps she could be won over by some titanic longshanks, but barring that effort, she'll gravitate towards smaller / petite men, and other females. <em>In theory</em> she's an active, eager, and curious lover. <em>In practice</em> sheh asn't had much practice beyond her fingers and an active imagination. Naturally a strong preference for humanoid partners, but hey, she's heard other goblin girls talk about wolves...<br><br><strong>Leadership Roles</strong> I think I'd like to go for the gold and position Luckums as Ruler; she could probably fill just about any role other than Warden. Consort, grand diplomat, and spymaster probably fit best.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>Roleplay Frog</strong> on <strong>11-04-2018, 16:00:27</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(https://i.imgur.com/KF28T8q.jpg)</div><strong>Largya Debubloblob</strong><br>Human/Grippli Alchemist(Bogborn alchemist, Toxicant, Vivisectionist), NE<br><strong>HP</strong> 11 / 11 <strong>Speed</strong> 30 ft <strong>Init</strong> 1<br><strong>AC</strong> 11 <strong>Fort</strong> 4 <strong>Ref</strong> 3 <strong>Will</strong> 0<br><strong>CMB</strong> +0 <strong>BAB</strong> 0<br><strong>Attacks:</strong>&nbsp; Tongue: 1 (potentially +1d6 sneak attack, + Toxic touch)<br><strong>Str</strong> 8 (-1) <strong>Dex</strong> 12 (1) <strong>Con</strong> 14 (2) <strong>Wis</strong> 10 (-) <strong>Int</strong> 18 (4) <strong>Cha</strong> 14 (2)<br><strong>Feats:</strong> Racial Heritage(Grippli), Agile Tongue<br><strong>Skills:</strong> Appraise(8), Sleight of hand(6), Perception(4), Knowledge nature and arcane(8), Craft(alchemy, 9) , Profession (Herbalist), Stealth(8/10 in swamps), Bluff(3)&nbsp; <br><strong>Traits:</strong> Accelerated Drinker, Swamp Rebel, Iron Liver<br><strong>Drawbacks:</strong> Insatiable<br><strong>Languages:</strong> Common, Grippli, Aquan, Aboleth, Boggard<br><strong>Class traits:</strong> Alchemy, Brew potion, Toxic secretion(DC 15, 4 Damage), Amphibious mutagen, Sneak attack(1d6)<br><strong>Gear:</strong>(140 gold coins) 3 x Cure light wounds potions, all self brewed, Raw materials for 1 more magical potion, fake jewelry and expensive looking dress, worth total 5 gp, Various alchemical reagents and snake-oils potions, ad hoc 10 gold, Acid Flask 10 gold,&nbsp; about 15 gp in gold and silver coins remaining.<br><strong>Extracts known:</strong> Adhesive spittle, Polypurpose panacea, Obscure poison, Cure light wounds, Tears to wine, Disguise self<br><strong>Extracts per day:</strong> 2x Grade 1, DC 15 Usually prepared: (Combat) Cure light wounds, Adhesive spittle. (Social) Polypurpose Panacea, Obscure poison, (Uncertain): Adhesive spittle, one extract left open for later preparation.<br><strong>Appearance:</strong> Largya is a green skinned, green haired humanoid woman with too thin a frame to be easily mistaken for a half-orc. Her eyes have an unusual, golden Amphibian hue and seem to watch their surroundings for.. opportunities. She has a long, prehensile tongue which can move at intimidating speeds. Her outfits are both extravagantly rich (at least in apperance) and revealing.<br><br><strong>Personality:</strong><br>On the surface, Largya is quite friendly and generous, always quick to point out one should not judge her by her slightly inhuman apperance, quick to laugh and have a drink with others. She doesn't mind being joked about or teased due to being different either. However, deep down she is convinced that the purpose of all non-amphibian lifeforms is to serve to sate her desires in feast, lust, riches, or simply new experiences. Of course she can befriend them and care for them. Everyone likes pets, after all!<br>-Feed her munchies and she'll not betray you!-<br><br><strong>Background:</strong> <br>Largya was born a magic-encouraged, unholy union of a more than a little insane human sorceress and an unwilling Grippli-mate. While mostly her mothers child, she araised.. tainted. Raised in her mothers arcane laboratory until she was old enough to fend for herself, Largya found great enjoyment in her mothers alchemical implements, in alchemy both beneficial... and toxic, either of which she curiously explored on herself, fully exploring and embracing her amphibian side and instincts which could have been supressed to appear almost human under other circumstances.<br><br>Finally, heading out into society she quickly found herself further alienated, insulted, feared occasionally, which only helped in enhancing her mirthful outtr exterior at the cost of deep down making her disdain others for looking down upon her, just for being different. Were once, she might have genuinly tried to befriend others with her discount-potions, she began seeing them as tools, her gluttenous, darker instincts once held in check embraced beyond what was more a facade than actual well meaning. Thus, she made her living, not quite adventuring, but travelling from town to town, offering potions to cure ailments.. while gleefully employing concotions that she knew would cause worse symptoms once she had left town, for anyone who slighted or mistreated her. Her ultimate goal is not the ruin of others of course, but to educate the disgustingly dry humanoids about the beauty of slick, slimy amphibian existance, as she searches for power and riches.<br><br><strong>On/Offs:</strong> Open to things most people are open to. Looking forward to developing her over rp. Caution: May try to Re-enact a corrupt alternative version of the princess and the frog if romanced. <br><br>Link so I remember all it does: https://www.d20pfsrd.com/magic/all-spells/p/polypurpose-panacea (https://www.d20pfsrd.com/magic/all-spells/p/polypurpose-panacea)<br><br>Inferior Human woman disguise: <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(http://www.lol-wallpapers.com/wp-content/uploads/2017/05/Female-Tahm-Kench-by-BADCOMPZERO-Gender-Swap-Bend-2-HD-Wallpaper-Fan-Art-Artwork-League-of-Legends-lol.jpg)</div></div><br>Don't anger the frog!<br>&nbsp;(https://www.youtube.com/watch?v=cBkWhkAZ9ds)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>Chanticleer</strong> on <strong>11-04-2018, 21:23:34</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://artfiles.alphacoders.com/473/47350.jpg)</div><br>Last minute tag that I've been discussing with TSB elsewhere as a possible frontliner:<br><br>Aaleyah (https://www.myth-weavers.com/sheet.html#id=1550742), and<br><br>Aaleyah as an Eidolon (https://www.myth-weavers.com/sheet.html#id=1550777) since it's easier to keep two sheets than work out all of the stat changes when her entire set of physical stats gets temporarily replaced (I do the same thing with Alchemists, honestly. It's just easier.).<br><br>I think I got most everything sorted out, but by all means drop me a note if something's screwy. I haven't played a synthesist before.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body">While House Orlovsky may have a reputation for avoiding conflicts, it's sometimes difficult to avoid internal struggle, particularly when it comes to the offspring of wayward scions. When said offspring is clearly the product of an illegitimate affair with a Jann, the conflict is apt to be quiet where outsiders are concerned, but intense within the immediate family. Bastards (male or female) will be bastards, but even so, a certain amount of decorum is expected.<br><br>The upshot of Aaleyah's birth and subsequent handing-off to her father when he arrived to see his offspring is that she's not considered anything to do with the lineage (after all, her mother, a younger daughter of a by-blow of one of the Orlovsky boys, wouldn't truly qualify, either). Her father found raising her difficult (children don't come with manuals, hybrid children with elemental lineages don't even come with good advice from the neighbors), and cut a deal with a human couple trying to scratch a living out of a stony mountainside. They raised his daughter until she could fend for herself, and he cleared rock for fertile dirt and ensured that it stayed that way in perpetuity. <br><br>Aaleyah has met and knows her Jann father (who goes by Abbas) but finds herself far more attached to her human foster-father and mother. Unfortunately, the older she grew, the stranger she grew, manifesting powers which were as difficult to hide as they were to explain. When the other farming folk of the region took matters into their own hands and killed her foster-father, she hugged her foster-mother goodbye and hit the road. Aaleyah has since left the vicinity of Stoneclimb and wandered southward, making her way as an adventuress, since there aren't many other paths open to a young woman who occasionally transforms into a stone-and-crystal gryphon-thing. <br><br>The opening of expeditions into the Stolen Lands has drawn her further southward, in search of companions and opportunities.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Personality</div><div class="spoiler_body">Aaleyah is something of an optimist, and suffers the unfortunate combination of wanting to trust everyone and being too easily hurt. Her upbringing was hopelessly provincial, and while she can talk at length about farming, and (surprisingly) about the noble bloodlines of northeast Brevoy, otherwise she seems a touch unworldly...In all senses of the word.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Description</div><div class="spoiler_body">A short, slender waif of a young woman with earth-toned skin and eyes and hair that are inhumanly emerald, Aaleyah is hard put to convince anyone that she's anything other than what she looks like: some kind of strange, magical crossbreed. In this case, one of the Suli, although they are uncommon in these lands.</div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>Diabolus Lupus</strong> on <strong>12-04-2018, 00:26:05</strong>
			</dt>
			<dd class="postbody">
				Sorry, I'm feeling lazy. So here's Dorn. https://www.myth-weavers.com/sheet.html#id=1543897 (https://www.myth-weavers.com/sheet.html#id=1543897)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Outcasts(Kingmaker) Roster Thread</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>14-04-2018, 05:37:05</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(https://elliquiy.com/elluiki/images/thumb/5/59/Pip1.png/437px-Pip1.png)</div><br><div align="center"><strong>Epiphany 'Pip' Dimath (https://www.myth-weavers.com/sheet.html#id=1553109)</strong><br>CG Tiefling Wizard 1</div><br><br><strong>Background:</strong> Pip was born into a family of poor peasants in an Issian fishing village, and immediately shunned by his horrified parents.&nbsp; His father traveled to a local wizard, a human named Krahulik, in the hopes that the wizard's arcane talents and knowledge could help them explain why they had been cursed with a demon child, or simply get rid of it for them.&nbsp; Krahulik, upon finding the small, inquisitive, clearly inhuman infant abandoned on a rough blanket in a corner of the peasant's house, offered to take the child in and care for it himself.&nbsp; The parents were relieved, glad to be rid of it by any means possible.<br><br>Pip, thus, grew up in a crumbling stone tower with an aging human wizard, a plethora of arcane texts and a strange, yet affectionate, Lyrakien babysitter.&nbsp; Fed on goat's milk until weened, taught to speak and read by the tiny, bewinged familiar, he experienced a far different childhood than most.&nbsp; The wizard often visited the nearby village, not only to restock his supplies, but to help the citizens in exchange for trade or gold.&nbsp; Krahulik sometimes brought the Tiefling child with him, but only rarely, as Pip's appearance provoked rude, cruel and sometimes violent responses from the fisherfolk.<br><br>Most of Pip's time was spent reading books and accompanying his adopted father's familiar on interesting explorations of the wilderness around their tower.&nbsp; He never developed skill with relating to others, as his most significant social interactions were between himself and the fairy.&nbsp; He did, however, develop a brilliant intellect, a thirst for knowledge, a plethora of languages and a passion for the arcane arts.&nbsp; Krahulik began teaching him when he was in his early twenties, still quite young for a Tiefling, but the wizard was already in his fifties and they knew he would not likely live long enough to see the boy become an adult.<br><br>Krahulik died in his nineties, when Pip was 58, and Pip buried him on a small knoll beside his tower beneath a willow tree.&nbsp; His familiar, no longer bound to his service and mourning for his loss, bid Pip goodbye and left to return to her home.&nbsp; Pip was left alone in the tower, for the first time in his life, and for a time he didn't know what to do with himself.&nbsp; The villagers decided things for him, however, for a few short weeks following Krahulik's death, a delegation of fishermen arrived at the tower and shouted their ultimatum at him from a safe distance.<br><br>They had tolerated his presence because of Krahulik, but they would suffer his presence near their homes and children no longer.&nbsp; He would have to vacate the tower and leave the area within the week, or they would set the tower aflame and send him back to the pit from whence he came.&nbsp; Pip felt a prickle of anger at their ignorance and threats, but in his heart he knew that they were simply afraid.&nbsp; So, he worked tirelessly to secure Krahulik's tomes into crates and to pack his own bag to leave.&nbsp; Then a day before the mob was to return, he left the tower and set out into the world.<br><br>Since that day, he has roamed far and wide, enduring more of the bigotry against his kind, as well as the odd attractions.&nbsp; He found and <div class="floatright">(https://elliquiy.com/elluiki/images/a/a1/Pip2.png)</div>formed his own close bond to a small, bright-eyed rodent named Skrum who soothed the loneliness left behind by the passing of his father and the departure of his father's familiar.&nbsp; The Stolen Lands, and the plan to reclaim them, intrigued him for many reasons, not the least of which the idea that there might be made a place where beings like himself could be accepted.&nbsp; Not to mention there were untold mysteries to uncover in those dark reaches.<br><br><strong>Appearance:</strong> Scrawny might be the first word that comes to mind when one sees the Tiefling wizard.&nbsp; Short would likely be the second thought.&nbsp; He's 5'4 and weighs less than 130 lbs, though he tries to disguise his slenderness with clothing that billows a bit and adds a bit of bulk to his frame.&nbsp; His curled ram-like horns extend back from the crown of his head over his long, pointed ears and thick, velvety brown-black hair.&nbsp; His hair falls down his back to the base of his bird-wing shoulder blades and blends with the color of his knee-length cape.&nbsp; Aside from the horns and pierced ears, he sports several other unmistakable signs of his fiendish heritage.&nbsp; Namely: skin the red-orange of fresh clay; vibrant, pupil-less, almond-shaped eyes the marbled, molten color of lava;&nbsp; a broad, somewhat flattened nose; a long, slender, spiked tail with a large tuft of silken mahogany fur on the end; and a pair of small (some might even say <em>dainty</em>) hooves on the ends of his decidedly goatish legs.&nbsp; And these are only the ones that can be seen when he is fully clothed, as there are no doubt others lurking beneath his simple garb.&nbsp; He often has a small, big-eared, strange-looking, dun-colored rodent (https://i.pinimg.com/736x/d6/3a/33/d63a33d25862c61cf2080984666d5c5c--rodents-hamsters.jpg) perched on his shoulder, sleeping in his hair or peeking from one of his pockets.<br><br><strong>Sexuality:</strong> Pip...is what one might call a man-whore.&nbsp; He doesn't go looking for it, or disrespect the people he ends up sleeping with, and part of him is always a bit sad and surprised when he discovers that they are simply using him.&nbsp; But, there are always those certain beings who find the prospect of being bedded by a Tiefling enticing, no matter how utterly doofy and bookish said Tiefling might be.&nbsp; And, given his relative age, he can hardly be faulted for not turning down such offers when they are presented to him on a silver platter.<br><br>However, many of his lovers find themselves disappointed by the relative lack of kink that Pip gets up to without encouragement.&nbsp; He likes to cuddle and kiss, and finds vanilla sex very satisfying, but most of his partners seemed to be expecting some exotic, fiendish delights.&nbsp; He is willing to engage for the sake of his partner, and generally enjoys most fetishes if his lover is enjoying themselves, but he isn't likely to come up with anything more risque than light spanking or public teasing on his own.<br><br>He's completely open-minded when it comes to race, gender, sex and even species, to an extent.&nbsp; Sentience is key on the last bit.&nbsp; He won't willingly engage in non-consensual sex, but his player is okay with dub-con.&nbsp; Oh, and he's not built like normal boys...so just be forewarned if you have issues with unconventional genitalia.<br><br><strong>Leadership Roles:</strong> Magister, Spymaster or Treasurer seem the most applicable options, and are listed in order of my personal interest.
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>