A Heroes Beginning (Inactive)

Game Master Archae

A group of beginning young heroes leave the sleepy little village they have trained in and begin their adventures.


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How will the focus of the game be? Will it be friendly to characters focused on mounted combat?

Silver Crusade

Dotting, will have something up tomorrow.

Bookkeeping note: Can we roll but then decide to take the point buy instead if we don't like the rolls? (worst case example: ALL ROLLS ARE 8 :-P)


2d6 ⇒ (4, 6) = 10*10=100 gold to start.

Crunch:
Schatten Ellebennan
Human wizard (shadowcaster) 1/sorcerer* (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Familiar Folio 16)
NG Medium humanoid (human)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d6+6)
Fort +2, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks binding darkness
Wizard (Shadowcaster) Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), color spray (DC 15), color spray (DC 15), silent image (DC 15)
. . 0 (at will)—light, penumbra[UM], prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 18, Wis 9, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Skill Focus (Stealth), Toughness
Traits sacred touch, trap finder
Skills Acrobatics +0 (-4 to jump), Disable Device +5, Knowledge (arcana) +8, Knowledge (nobility) +8, Lore (Umbral Hand) +8, Perception +3, Spellcraft +8, Stealth +7, Use Magic Device +5
Languages Abyssal, Common, Dwarven, Shadowtongue, Shae, Sylvan
SQ bloodline (umbral[UM]), extended illusions (1 round), fey magic, shadow spell slot (shadow spell slot), shadow spells
Other Gear leather armor, cold iron dagger, dagger, quarterstaff, bedroll, belt pouch, flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hollow-heeled boot, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, thieves' tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 5 gp
--------------------
Special Abilities
--------------------
Binding Darkness (1 round, 7/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Associated School: Illusion
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Umbral Your nature is to gather the darkness into yourself.

One outcaste member of a noble line of sorcerers, betrayed by an Umbral Agent impersonating a cleric of magic and framed for a crime she did not commit, she killed the priest and fled her homeland. She's spent nearly all the wealth she brought with her from home, and found a place amongst thieves before being recognized by the guild and recruited. She's ill at ease to be so publicly a wizard again, and worried that word will make it back to her family, and whoever guided the hand behind her betrayer, the Umbral Court.

Life is complicated.


@ Cuàn The focus will be a balance of story and combat, maybe a little bit more focused on the roleplaying and story. Mounted combat will be difficult at first, but in the later portions will be possible and probably helpful

@Phylotus Yea if your stats absolutely blow chunks, then yea. I'm not going to make someone work with stats that i feel are unworkable

@Azten Orean born Suli would recieve the Abilities score as follow : +2 strength, -2 Charisma, and a +2 to any other mental stat of choice


Interested....


@Ammon In that case, may I point you to the fact that d20pfsrd has all the archetypes from Ultimate Intrigue up already (as well as the Vigilante) in hopes you might change your mind on it?

I expect the answer is negative but it has some interesting things so it's worth a try.

Oh, and my rolls:
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15

Silver Crusade

In that case, here come the stat rolls:

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18

Yeah, I can work with this. Not nearly as "swingy" as some of my rolls, haha


@Cuan you sir are a champ for pointing it out. didn't notice, well then ultimate intrigue stuff is now allowed as i have access to the information myself


Ammon Knight of Ragathiel wrote:
@Cuan you sir are a champ for pointing it out. didn't notice, well then ultimate intrigue stuff is now allowed as i have access to the information myself

Woot! making the changes now


Do Tieflings or Asamirs have a typical alightment . . . ie does the influence of magic on them effect their character or is it linked that tieflings are bad asamirs are good.


they have no typical alignment, they can be of any alignment


I assume there is so judgement socially against tieflings due to their heritage being the evidence of corruption.


Yea, there is that judgement biased due to most people knowing that they are born of corrupt and dark magics whereas Aasimar are born of the opposite elements.


"We don't serve your kind round here."

or

Entire town grabs pitchforks.


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The we don't serve your kind round here type...There used to be a burn'em at the stake thing but then we ran out of stakes


How common is magic in this setting? I'm mainly looking at things beyond cantrip level, like Sending and similar things.

I have an idea for a character whose job consists both of caring for carrier pigeons in Greywater Hollow and making sure the surrounding villages have pigeons aimed at Greywater and Greywater has pigeons aimed at the other villages.
Only thing is, if the similar magic is very common there would be no use in using pigeons so the idea falls flat.


Magic is everywhere and in everything in this setting, most people have at least a basic understanding of it. However not everyone can use magic, just most people are at least used to seeing it.

So your idea can still work especially in a small village like Greywater.

magics among humans and other humanoid races it's fairly rare as they mostly have just started it's practice a few years ago. So your idea of carrier pigeons would still very much be in practice.

Among the Elemental kin it is literally everywhere and would render you idea pointless among them, however currently your not among them so your idea is really good.


Nice. He'd also work as a courier next to it, delivering packages and letters for people that don't trust pigeons.

Now I just need to figure out whether I'm going single or multiclass for this guy. It would be either going full Ranger (Transporter) or first taking some levels in Cavalier (either Emissary or Hussar). It would be the difference between starting with his own horse or using one owned by the village to perform his job.


The region where Grey water is located. Is it a coastal town? What is the region like, temperate forests, plains, tropics?


Greywater is a Coastal town usually pretty sunny and fair in terms of weather.

Idris as a whole is Largely the same with the exception of certain areas. it is however definitely not tropical. the east and west are both large forests surrounding the other like 75% of the central region which is a large rolling valley. IT is not particularly hot nor cold...Except the mountains screw those guys and their coldness

the Region as a whole is surrounded by Snowy mountains inhabited by many dragons. The underside and most of the deeper underground is largely unexplored, even most dwarves live near the surface.

A Pennisula like area to the south is largely a murky hot swamp which common news has it said that a black dragon has moved in and refuses to leave.


So here's a list of Submissions i have so far

Brandon Dellman-Baylin Storysong- Human Skald

TheWaskally - Granite Mountainbones- Oread Brawler

The Nine- Aiqtiham- Sylph Swashbuckler Sorry didn't see your question before, but yea go ahead with the alternate trait in exchange all i ask for is a pronounciation for your characters name.

ASh...- Schatten Ellebennan- Human Wizard


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Ick -te- ham - on

essentially storm in arabic.

(it seemed sylphy)


dot. probably making a wizard


Dotting.


Paint me really interested, my friend!

Dotting and redotting, most probably with an Aasimar or Tiefling fighter -a knightly one- with a not so clear intention as the story progressed to multiclass or prestige if allowed (probably into something knightly or paladinesque)

Let's see what do the Dice Gods think...

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 1) + 6 = 11

Holy ravioli! Well, I will be back soon with a background and maybe even a sketch of "build"


Ammon, Granite Mountainbone's backstory is complete and up for inspection.


Sorry for double posting but I got an idea an need to ask a few questions first.

The idea: You don't have to be a fighter/cavalier/paladin to be knightly, and it can be even more amusing to use something not usual for that!

And so I have decided that a Lawful Good Magus -which ends using heavy armor and that's chivalrous- with a heart of gold and a code of honour sounds nice. That said I won't be going for a Magical Traited Metamagicked Scimitar wieldinh Magus, so I here come the questions:

Questions:

•Would you allow a trait simmilar to pre-errata Heirloom Weapon -minus the bonus- that simplu gives proficiency with a particular weapon? The reason behind this is two-fold: I find Bastard Swords the most chivalric and I wanted to pick Bladebound and have the sword as a family gift.

Note: This isn't any kind of red line, but I'd rather just in case. I can either use Exotic Weapon Proficiency or simply use a Longsword.

•Taking into account the changes you introduced to Skinwalkers, what happens to the Change Shape ability they have? Are they permanently under it or they simply don't have that +2 to a stat they usually received when using it?

And this would be the preliminary concept:

Sven the Spellknight:

A coldborn skinwalker who ended orphaned by Troll attacks.
Abel took care of him as many others and between that and what his father already taught him about honour, pride and goodness Sven grew into a loyal and good hearted boy.

He uses his mother's,who was a retired adventurer, sword and decided to learn magic because he already learned some from his father -who was their town's hedge magician and apothecary-. But in the end Sven decided to blend both steel and magic, using his stature and strength of body to complete his magical aptitudes.

His long tearm goal would be to lead his own Order: The Spell Knights. An order of sword & spell blenders dedicated to keep peace and protect others.

Did I mention that Sven is a muscled bear wearing armor, wielding spells and sword with a strong code of honour? Just wanted to make sure that Bear Magical Lawful Good Knight was clear. :)


Good questions Emissary, Ill start with saying yes to your trait request go ahead. Everything seems to be going well with your character btw good job.

As for the second question i am still debating to myself that exact thing, I have been considering just getting rid of the shape change thing altogether and going straight for they are in their changed shape 24/7.

@TheWaskally Everyhting seems in order, Good Job!


Just saying for the record Sven sounds awesome.


Stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat: 2d6 + 6 ⇒ (2, 1) + 6 = 9


Agreed, Not often do you see a person willingly be lawful good. i Approve


Ammon Knight of Ragathiel wrote:
Agreed, Not often do you see a person willingly be lawful good. i Approve

That's something I can understand and at the same time I won't be able ever.

Once you learn that being LG doesn't necessarily mean Lawful Stupid, Lawful Nice, Mr Goody-Two-Shoes or any cliché you have lotsa fun.

For example, I'm actually playing -here in the PbP Forums- four LG Pathfinder PCs, two Savage Worlds Pcs that are rather lawful and good and a LE Pathfinder PC that is basically Lawful Good with the party, Lawful Nice with the rest of the world when we are in good terms and Lawful Bastard when the world ignore sthe chance to talk things out and decides to bring hell upon themselves.
And yet none of them are even simmilar beyond being generally good and orderly.

But I dissert, I'm cooking up Sven. Expect him posting a submission in the following hours unless I fall asleep, in which case sweet dreams to everybody.


I think thanks to the Captain America movies, people are looking to those movies for how to play a good LG character or a paladin.


WEll captain america is a good example of how to do it and look awesome whilest doing it.


If rolls are good is there a maximum limit to what stats can be after racials.


Well, I have the hard numbers set now, so onto background stuff for me. Looks like Craft is a background skill. The fools! Doesn't Paizo know what they've done?

This alias is re-purposed from an old one I had no ideas for, that said, does anyone wanna collaborate on a background with me? Maria is a failed apprentice to a wizard I'm still deciding the fate of. She may have killed him in an accident. Any ideas?

EDIT: A question for the GM too. Is Greywater Hollow a city-state, or just a city? The OP is unclear about that.


It's more along the lines of a secluded town, it's to far out of the way to really be affected by most of the nations usual issues. But yea it's not big enough to be considered a city, and still does follow the laws of Idris as a whole.


Just can't decide whether to start Cavalier and later grab Ranger and take Horse Master for full mount progression or go mono Ranger and get the horse via Animal Ally (archetype I'm after doesn't get an animal companion). Both have their advantages, like how the latter can share spells with the AC while the former can't. At the same time the latter requires 3 feats while the former only requires 1.

Thing is, considering Greywater's location away from other towns having a horse of your own is pretty much a must if you function as a courier and have to redistribute carrier pigeons.


personally i've always been more of a fan of the Animal companion vs the horse


Yeah, so do I normally. But it is a tad more complicated in this case.

AC:
+ Share Spells
+ Full Ranger progression
- Won't have it until level 5 and not in full till 7
- Costs 3 feats (Nature Soul, Animal Ally, Boon Companion)

Mount:
+ Only 1 feat (Horse Master)
+ Mount gets free combat training and free feat (light armor proficiency)
+ No ACP on Ride (minor benefit)
+ Comes online at lvl 1, though with a minor hiccup later
- No sharing of spells
- Multiclassing so slower class progression (4 Cavalier, rest Ranger)
- Delaying most Ranger class feature by 4 levels

The fact I'm thinking of making the Ranger a trapper and as such ditching spellcasting makes it even more complicated.

Oh, and I'll roll for gold now as well. Ranger and Cavalier have the same starting funds anyway.
5d6 ⇒ (6, 1, 4, 6, 5) = 22 that's 220 gold so I could actually buy a light horse as well.

EDIT: From a character point of view it doesn't really matter I think. The Cavalier's Order ability doesn't fit that well with my idea but Order of the Land fixes that to a reasonable degree. Favored enemy isn't that fitting either but it at least also helps avoiding things.
His riding skill is an essential part of the character but his work as a courier is an even bugger part (Transporter archetype on Ranger).


Got my base started at least. Still need to finish up the Ten Minute Background.


When you say:

We will be using Background skills, Automatic bonus progression and the stamina system for fighters is allowed.

Does that mean you will allow automatic bonus progression for all characters or just fighters?


I mean stamina system is only for fighter, the other things apply to all characters since it removes the pathfinder dependency on wealth


@cuan Why do you need 3 feats for the Animal companion? Rangers come with it and Boon companion doesnt have either of those feats as a requirement? Also the animal companion could end up better than the horse.


He mentioned the Ranger archetype replaces the companion option.

Edit: I finished my thing!

Ten Minute Background:

STEP 1: Five things about yer whatever.

1. Maria Tampere was born in a city far from Greywater Hollow, Gargoyles End.
2. Maria grew up as the largest girl in any room her age. she tends to try to keep her presence scarce after years of teasing from the other kids about her "boy-ish" size.
3. Upon the age of 15 a small glimmer of magical potential was misidentified as an untapped wellspring of power inside her. A kindly wizard soon took her under his wing.
4. Over the course of her training Maria started to notice that while she was able to harness some kind of power, it was far more limited in scope than what was expected of a mage, but nearly inexhaustible.
5. On the schoolyard she was always picked first for games of siegeball, and that constant awareness helped her stay alert when the ball was in play. Usually at "unsafe" speeds. But what do adults know? 10 miles per hour is no fun. 50 is what the teenagers play at.
6. Never excelling in academia to begin with should have been a sign that Wizardry wasn't a course she had a solid footing in. Yet, Nirman the Bronze wasn't deterred. No, he instead was crushed to death by a collapse in a cave after Maria misjudged a blast just a hair too much.
7. She is about ready to "accidentally" perform an encore on the next person who makes one too many rock puns within earshot of her.
8. Since the collapse she has taken up residence at the Order of Soriels guildhall. Maria is determined to give Nirmans legacy the good word it deserves.
9. Wins all the drinking games.

STEP 2: GOALS
1. I think it would be cool to get Maria inducted into some official high-prestige Mage order to honor her mentor.
2. Maria could possibly get Siegeball instated as an official national sport if the fighting ever dies down.

STEP 3: ITS A SECRET TO EVERYBODY. One secret of Marias, one involving her she doesn't know. So not everybody.
1. Maria has yet to explain exactly why she is no longer training as a Wizard.
2. Maria was imbued with her powers in the same ceremony conducted by a powerful Noble Oread by the name of Winchester Raum. The same ceremony tied her power to the construct Halphas, as he was formed simultaneously from the same primordial energies. One cannot exist without the other. As this occured during her birth, she doesn't know the connection between the two.

STEP 4: Three people tied to the character, two friendly, one hostile. Through blood, romance, or honor. Preferably not all three.
1. Halphas, the artificial creation of Nirman, and former house servant. It (though usually he to simplify speech) has focused its ire on the one who killed the man which gave it purpose. This Brass colored construct seeks revenge for the death of his master, and has hunted all over Idris for Maria. (Base Class/? | Living Monolith)
2. Bartholomew Regiegn. Childhood friend of hers, difference is; He went on to actually be a wizard. They keep in contact, but she's been too mortified by mortality rates among her mentors to tell him why she isn't practicing anymore. He has a habit of acting meekly in groups which they initially bonded over. (Wizard Diviner/?)
3. Mazen the Unbound. An Orcess who very deliberately chose not to kill Maria when they crossed paths on the road not long after Nirman the Bronze died. This wouldn't be so noteworthy save that Mazen drew attention to that fact upon meeting eyes for the first time. The local wildlife, bandits and slightly rude caravaneers were less lucky. Maria was allowed to accompany the orc all the way to Greywater Hollow. Along the way Mazen occasionally made attempts to wax philosophically with Maria. It seemed to have been an attempt to communicate beyond grunts and gestures. Not much seemed to have stuck, but the younger girl was just happy Mazen still didn't want to kill her. (Magus 9)

STEP 5: Thanks for the Memories. All three of them.

1. Loved playing the game Siegeball with her friends back home. It was a made-up game, but she still remembers all the rules Bart came up with.
2. When Maria was 13 she saved up the money to go to a concert held by her favorite local bard, Fifty-Fingered Frank. The experience was nice, but looking back she really hates his music.
3. "To take life is an inevitability in this world. Take control of what you can. Destroy what you must." This is one of the few things Maria does remember standing out among Mazens oddly eloquent, yet impenetrably foreign monologues.

Well, except for design notes.

EDIT x2: Personally, if I were you, I would go for the option that get's online the fastest. The earlier that happens, the earlier you're playing the character you want.


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Here is my character:

Scarlet Brightflame, a headstrong Ifrit teenage aristocrat who ran away from home.

Details:

Scarlet Brightflame
Ifrit sorcerer (fire) 1
CG Medium outsider (elemental)
Init +3; Senses darkvision 60; Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
Special Attacks elemental ray 7/day, burning hands 1/day
Sorcerer (Fire) Spells Known (CL 1st; concentration +5)
. . 1st—mage armor, sleep (DC 16)
. . 0 (at will)—prestidigitation, detect magic, message, mage hand
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Spell Focus Evocation
Traits/Drawbacks magical lineage (fireball), rich parents, fearless defiance, headstrong
Skills Bluff +8, Diplomacy +5, Intimidate +8, Spellcraft +6, Liguistics +3, Appraise +6.
Languages Common, Ignan, Terran, Aquan, Auran.
SQ bloodline (fire)
Other Gear dagger, bedroll, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, trail rations (5), waterskin, 20 gp, Wand of Fireball (14 charges)
--------------------
Special Abilities
--------------------
Elemental Ray (standard action, 8/day) (Sp) Ranged Touch attack deals 1d6+1 fire damage.
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Bloodline Arcana (Su) You may change the energy type of a spell to fire.
Darkvision See in darkness up to 60 feet.

Step 1: Five things of general background.
-This character was born in [insert human slave trade metropolis run by elementals of this setting here]
-She is currently 17 years old.
-Her parents, Joanne and Luther Brightflame, are wealthy Ifrit that make their living slave trading within said city.
-In school she held the nickname of “Scorching Scarlet” for her prowess on the battlefield of popularity and ability to crush any who would attempt to usurp her as the diva of her school.
-She was often critiqued by her teachers for being occasionally “stuck up” and “argumentative.”
-She always critiqued her parents way of life and hated the fact that they traded slaves.
-Her mother Joanne was always a helicopter mom forcing her to do things that any aristocratic mother would do such as learning manners. She always disliked her parents for their restrictive nature.
-She always had a crush on a human house slave within her household named Aleren, with whom she always trusted and confided in.
-When she was 15 her parents arranged a marriage of her to another aristocratic Ifrit named Zayd Smokehall.
-During the dinner where she met Zayd, he showed himself to be even more arrogant than she, to the extent to which she publicly insulted him using her full knowledge of colorful language.
-Zayd has henceforth been called, not to his knowledge, size Zero Zayd.
-She promptly ran away from home with the help of Aleren stealing a few items as well as her father’s wand of fireball.
-Aleren was placed into a harsh labor position after his assistance in Scarlets escape.
-She eventually found her way to Greywater where she was taken in by Abel the Wanderer and the guild.
-She has lived their for two years, practicing her magic and dreaming of becoming a powerful sorceress one day and living her life as she wants it.

Step 2: Goals
-I want to see Scarlet crusade against the slave trade and abolish it in as many places as possible.
-Scarlet wishes to find Aleren and live life happily with him in spite of her parents.

Step 3: Secrets
-Scarlet actively participated in an underground railroad to free human slaves from captivity by housing them anywhere she can find.
-Unbeknownst to her, Aleren, Zayd, and her parents are looking for her. Aleren escaped prison while Zayd and her parents hired private investigators to track her down and bring her back.

Step 4: Contacts
-Her parents and Zayd all are trying to track her down and restore her to her normal place in life. She may be able to convince her parents to allow her to freely marry, but such a response will provoke hostility from Zayd.
-Melenthar is a sylph abolitionist who was the contact of Scarlet while she used to live in the city and try to free slaves.
-Aleren has escaped from his captivity and has connected with many members of the underground railroad including Melenthar. He loves her deeply, and wishes to find her and live with her.

Step 5:
-She has the stern expression of her parents as well as the smirk of Zayd deeply ingrained in her mind.
-She remembers the first slave she helped free when she was 14. Her name was Susan and she used to play with Scarlet when they were younger.
-She remembers the intricacies of the slave trade and the tricks and tips that any tradesmen have memorized.


Well Variant Multiclassing be allowed?


Like Maria said, the archetype I'm after ditches the companion as it forces me to bond with the party. The archetype itself is a perfect fit for my character concept so I'm stuck on that.

With the money I rolled I can buy a horse though, meaning I'd have a crappy version of what I'm after at lvl 1 if I so choose. It basically comes down to either 1 feat but with multiclassing and no share spells or 3 feats without multiclassing and share spells.

It's a bit of a dilemma but I'll go and write the background first, perhaps it'll help me with the answer.


rolls:
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
gold: 2d6 ⇒ (6, 5) = 11*10=110

I'm thinking an Aasimar sorcerer. How long Aasimars live in this world? From whom can they be born - humans, elemental-kin?


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 5) + 6 = 15

I'll be giving my skald a rebuild for this. Regarding rage powers gained via the Extra Rage Power feat, will you allow those be applied to allies via the raging song ability, or just to the skald himself?

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