bwatford |
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air...
This is an open call PbP game. We need to fill the role of a arcane caster and a support class to replace two players that are no longer active in the game.
Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to enter the ancient tombs? No need for an alias yet. Only selected characters will need to set one up.
Character Creation
Download and read the Mummy's Mask Players Guide.
15 point character buy.
Paizo material only. If it is not in the PRD, please provide me a link (preferably to d20pfsrd).
Maximum gold for 1st level, maximum hit points for 1st level and average hit points for each additional level.
Two traits. One must be a campaign trait. One drawback can be taken to gain another trait.
Diplomacy, Knowledge (all), Perception and Survival are important skills in this AP. Appraise will be useful as well.
Alignment. Looking for mostly Good aligned (LG, NG) characters, but will think about other alignments. NO CN, or Evil.
PbP rules
Daily posts are expected, Monday thru Friday.
To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.
Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.
The group will level as a whole, instead of handing out XP, and I keep very close to the level sidebars in each chapter.
I look forward to hearing from you..
bwatford |
You can look at the gameplay thread to see current characters.
We currently have:
Anset Ossari the human cleric of Ra
Bjoern Ghostbear the human ranger of Gorum
Dumah the dwarf fighter (Unbreakable)
Saedue Menura the elf alchemist of Nethys
We are replacing the following:
Amal Tabloorasa the human rogue (Trapsmith)
Malik Adraza the human Sorcerer
So I will look at any submission that doesn't cross over skills we already have.
Also the ideal candidate would be willing to take control of one of the two characters we are removing (Amal or Malik) until the group finishes exploring the current tomb (About 66% done) and then bring in their new character as soon as the group returns to town proper. This would be the best way for continuity of the game.
Papa-DRB |
We are replacing the following:
Amal Tabloorasa the human rogue (Trapsmith)
Malik Adraza the human Sorcerer
Ah, skill monkey or arcanist.
Well, my rogue finally got accepted into another PbP, so I'll leave that one to someone else. I have had an idea for a wizard brewing around in my head for some time. I'll give it a go, and get something written up by tonight for consideration.
-- david
bwatford |
There's nothing that specifically says you can make a quarterstaff out of a material other than wood. However, since you can make wooden equipment as effective as steel with the Iron Wood spell, the reverse should be true without the use of a spell. I see no problem with creating a metal quarterstaff so long as you take into account its increased weight, hit points, and hardness. Referencing Table 7–12: COMMON ARMOR, WEAPON, AND SHIELD HARDNESS AND HIT POINTS, notice that the difference between one handed hafted weapon and two handed hafted weapon is that the two handed one has double the hitpoints. There are stats for a metal one handed hafted weapon but not a two handed one, so I would assume you just double the hit points of the one handed one and you're good to go. I might rule that the hit points of the staff would be capped at 30HP since a staff wider than 1 inch would probably be too thick to wield effectively in combat. There is no damage bonus for being made of a different material just as there is no damage bonus for a weapon being made of adamantine or cold iron.
tomtesserae |
So I’m thinking maybe a cousin of Saedue Menura who is a rogue? Saedue Menura’s parents sent her a bodyguard/guardian...who arrives a little late. Bribes his (or her) way through Wati to join the party. Obviously I wouldn’t use that background if the player objected. Or perhaps a Slayer with the trap finder campaign trait.
Arkren Bass |
Hello, I'd like to apply with this character. Since you have a bit of trap finding covered by other characters I wasn't really sure what to make but I noticed a distinct lack of pure ranged combatants in the group. So I retrofitted this character from a previous application.
Let me know if there are any problems.
As to the question of why he should be allowed to explore the tombs: He's a native of Wati and would be the one most likely to understand the customs of the place. He would be respectful of the dead and he is a capable adventurer as a whole.
Papa-DRB |
Crunch is done, as I already had him partially worked up. I will work on the fluff since he was originally going to be in my home campaign and we are playing something completely different.
Male Human evoker 1
TN Medium humanoid (human)
Init +8, Senses Perception +3
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)
Special Attacks Intense Spells,
Prepared Spells
Wizard (CL 1st; concentration +5)
1st-burning hands(2)(DC 16), mage armor(DC 15)
0th-detect magic, message, read magic(DC )
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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 8,
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Evocation) (Burning Hands)
Skills Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +10, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Perception +3, Perception (Concealed or Secret Doors in structures built in the style of Ancient Osirion) +5, Spellcraft +8,
Traits Inquisitive Archaeologist, Magical Lineage (Fireball),
Languages Ancient Osiriani, Common, Draconic, Osiriani, Sphinx
SQ arcane bond, bonus feat, cantrips, evocation school, familiar, illusion opposition school, necromancy opposition school, skilled, versatile evocation, weapon and armor proficiency,
Combat Gear
Other Gear light crossbow, outfit (traveler's), backpack, masterwork, spellbook (wizard's/blank), crossbow bolts (10) (2), spell component pouch, belt pouch, 27.0 gp
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SPECIAL ABILITIES
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Admixture School
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Evocation School You have chosen to specialize in evocation spells.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Inquisitive Archaeologist You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has f inally been opened for exploration, you�ve come to that city to get f irsthand experience with the lost secrets of Ancient Osirion�s master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to f ind concealed or secret doors in structures built in the style of Ancient Osirion.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability 7 times per day.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -burning hands, identify, mage armor, magic missile, open slot (level 1), protection from evil, sleep, vanish
0th -acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, light, mage hand, mending, message, open slot (level 0), open/close, prestidigitation, ray of frost, read magic, resistance, *spark
Race Line in Profile:
TN Male Human
evoker
1
Class Line in Profile:
(HP 7 AC:12 T:12 F:10 Saves F:+1 R:+2 W:+2 CMB:+0 CMD:12 Init:+8 Perc: +3
Created using PCGen 6.04.00 RC1 on Sep 23, 2014
bwatford |
@Papa-DRB
Go ahead and make a alias for Malik and you can introduce yourself in the discussion thread and jump into gameplay at your leisure. Welcome aboard.
@Endoralis
Go ahead and make a alias for Amal and you can introduce yourself in the discussion thread and jump into gameplay at your leisure. Welcome aboard. I do still need the fluff on Raven however.
As soon as the group is done with the current tomb and head back to town then we will swap the characters out for the new ones.
bwatford |
We are looking to pick up two new players to this campaign. One arcane caster and one divine.
GM looking for two additional players for this Pathfinder Mummy's Mask AP. We are currently in the first part of Book 1. New players are welcome. The most important qualities I'm looking for from a player are enthusiasm and reliability. If you're excited to play, and can post at least once per day M-F minimum, that's all I care about.
Books: Current Paizo Pathfinder materials (NO 3rd party)
Scores: 15-point buy
Race: Current Paizo Pathfinder materials
Class: One Arcane and One Divine
Alignment: No Evil players
Character Level: 1
Hit Points: Max at 1st level.
Starting Wealth: Max for your chosen class.
Traits: 2 (1 MUST be from the Mummy's Mask Players Guide).
Background: Please create a background for your character. I'll describe your current situation and how the other players will meet you.
If you are interested in joining, please reply or PM me the following:
Provide a rough character idea (class + race, etc.).
Your level of PF experience, and/or RPG experience.
Any thoughts or questions you may have.
tomtesserae |
First character: an elven dirge bard (possibly a distant cousin to Saedue — with that player’s permission). Excited to explore, hoping to find ancient instruments, possibly learn new songs. (If that’s possible, it’s doubtful ancient Ossirians wrote down music in the same way as contemporary Golarions).
Second character: a dwarven cleric of Adabar. Main goal is to acquire treasure and put it back into economic circulation.
Either character I’d be pleased to play. Next month is my two year anniversary at this site.
bwatford |
First character: an elven dirge bard (possibly a distant cousin to Saedue — with that player’s permission). Excited to explore, hoping to find ancient instruments, possibly learn new songs. (If that’s possible, it’s doubtful ancient Ossirians wrote down music in the same way as contemporary Golarions).
Second character: a dwarven cleric of Adabar. Main goal is to acquire treasure and put it back into economic circulation.
Either character I’d be pleased to play. Next month is my two year anniversary at this site.
Wouldn't mind taking a look at your dwarven cleric of Abadar idea.
tomtesserae |
Background: Kazgrin was raised in Absalom. His mother is a judge. His father a merchant. To him, laws and trading are the tools for making a better world, a thriving civilization. He entered the Adabar’s clergy with the hope of helping the Inner Sea become safer for merchants and travelers as well as becoming wealthier not only in material goods, but in ideas and concepts. His superiors sent him to the Osirion city Wati with the hopes of claiming some of the treasure to introduce it into antiquities markets. A secondary task is to gain greater knowledge about the history of Wati and Osirion, especially as it pertains to laws and building a civilization.
Appearance: He wears the robes of a traveling cleric of Adadar. His shield has a bas-relief symbol of Adabar on the front. Hanging from his neck, a two-inch holy symbol of Adabar is on his chest, carved from marble (a gift from his stone mason brother). Dark hair, combed and lightly slicked back with oil. His beard is well groomed and trimmed evenly.
Personality: Amiable. Readily greets strangers, introduces himself to shop clerks, innkeepers, and smiths. His natural demeanor as a child was to be reticent around strangers. His faith in Adabar moved him to become extroverted. Trade and justice don’t flow without honest communication. As an adult he enjoys meeting new people. Life is more interesting this way. Usually he doesn’t attempt to convert people directly. He relies on a “soft-sell” approach by offering his life as an example of what happens when one has faith in Adabar.
str 14 dex 10 con 12 int 10 wis 15 cha 13
If selected I'll create an alias.
bwatford |
** spoiler omitted **
If selected I'll create an alias.
I am going to leave the selection process for the two replacement characters up to the players in the group.
Bjoern, Amal, Saedue and Dumah feel free to ask applicants questions and look over applicants characters and let me know who you want to add to the group.
Good luck tomtesserae.
tomtesserae |
Here's a character sheet, with the background posted above. Feel free to ask me any questions or criticize the background, etc.
Thanks for the good luck bwatford.
Dwarf Cleric 1
LN Medium Humanoid (dwarf)
Init +0; Senses darkvision 60’; Perception +2
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DEFENSE
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AC 16 touch 10, flat-footed 16 (+5 scale, +1 buckler, +0 Dex)
hp 9 (1d8+1)
Fort +3 (+2+1), Ref +1 (+0+1), Will +3 (+2+1) (+1 bonus from protection domain)
[/b]--------------------
OFFENSE
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Speed[/b] 20 ft.
Melee Light mace +2 1d6 x2
Ranged Light Crossbow 1d8 (19-20)x2 80’
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SPELLCASTING
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Domains: Earth, Protection; daily spell: magic stone
Acid Dart (Sp): 5/day (3+wis) 1d6+1; as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. 1d6 points of acid damage + 1 point for every two cleric levels you possess.
Resistant Touch (Sp): 5/day (3+wis); as a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisions: 3/day Guidance, Resistance, Create water
Spells: 1st level 2/day Hide from undead, Bless water
Channel positive energy 1d6+1d6 DC 13 (10 +1/2 level +1 cha +2 feat bonus)
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STATISTICS
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Str14, Dex 10, Con 12, Int 10, Wis 15, Cha 13
Base Atk +0; CMB +2; CMD 17
Feats Improved channel
Traits Eyes & ears of the city, Foreign opportunist
Trained SkillsSkills: Appraise +4 (+1+3+0), Perception +7 (+1+3+2+1)
Untrained Skills Diplomacy +1, Heal +2, Intimidate +1, Sense Motive +2, Survival +2, Swim +2
Languages Common, Dwarven
Gear Scale armor (+5 ac) 50 gp 30 lbs, buckler 5 gp 5 lbs, light crossbow 35 gp 4 lbs 20 bolts 2 gp 2 lbs, light mace 5 gp 4 lbs. backpack 2 gp 2 lbs, 5 candles (5 cp), 5 pieces of chalk (5 cp) [1 sp], waterskin 1 gp 4 lbs, 2 days of rations 1 gp 2 lbs, ink 8 gp, ink vial 1 gp, inkpen 1 sp, 20 sheets of paper 5 gp, flint & steel 1 gp, traveler’s outfit 1 gp 5 lbs. holy symbol, stone 1 gp
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SPECIAL ABILITIES
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[spoiler]Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: Earth and Protection. A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Favored Class: cleric
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RACIAL TRAITS
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+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven.
Dwarf’s favored class Cleric bonus: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. Acid dart.
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Background, Appearance, Personality
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Background: Kazgrin was raised in Absalom. His mother is a judge. His father a merchant. To him, laws and trading are the tools for making a better world, a thriving civilization. He entered the Adabar’s clergy with the hope of helping the Inner Sea become safer for merchants and travelers as well as becoming wealthier not only in material goods, but in ideas and concepts. His superiors sent him to the Osirion city Wati with the hopes of claiming some of the treasure to introduce it into antiquities markets. A secondary task is to gain greater knowledge about the history of Wati and Osirion, especially as it pertains to laws and building a civilization.
Appearance: He wears the robes of a traveling cleric of Adadar, scale mail, and a buckler which has a bas-relief symbol of Adabar on the front. Hanging from his neck, a two-inch holy symbol of Adabar is on his chest, carved from marble (a gift from his stone mason brother). Dark hair, combed and lightly slicked back with oil. His beard is well groomed and trimmed evenly. A light mace on his hip. Crossbow slung over his shoulder.
Personality: Amiable. Readily greets strangers, introduces himself to shop clerks, innkeepers, and smiths. His natural demeanor as a child was to be reticent around strangers. His faith in Adabar moved him to become extroverted. Trade and justice don’t flow without honest communication. As an adult he enjoys meeting new people. Life is more interesting this way. Usually he doesn’t attempt to convert people directly. He relies on a “soft-sell” approach by offering his life as an example of what happens when one has faith in Adabar.
tomtesserae |
Overall, his primary focus is healing by spell (well spontaneous casting) and channeling positive energy at the group. Secondary focus is melee combatant. In the next few levels, Kazgrin will probably put a rank in heal, knowledge (relgion), and knowledge (history). Next feat more than likely will be Extra channel. Though Scribe Scroll would be economical and Kazgrin likes spending money wisely. Charisma will be the 4th level attribute increase so channeling energy gets a bump.
As for two dwarves in the group, it’s not like there’s a clan feud between the two dwarven PCs...unless that would lead to fun roleplaying.
Does that help?
Khelreddin |
Here's some unsolicited input: tomtesserae plays a very interesting, colorful alchemist with some real depth in the Skull and Shackles game I'm in (hello Vrunyar, from Doran!). He'd be a great addition to any game.
If it matters, I'm in bwatford's WotW game on these boards, so I've got at least a drop of reason to be posting here.
bwatford |
@tomtesserae
The group will pick up your cleric as soon as they get back to Wati from the tomb they are currently exploring. If you want to jump into the action now then you can make an alias for the character Anset and copy over his stats and jump in. (This is the character they will be switching out for your dwarf cleric once back to town.)
Special Notes:
He has used 3 of his 5 channels already.
He has used both his 1st level spells, has his 1st level domain spell, Endure Elements still available.
He is at full health currently.
@ Brass Legionary
I would like to see your summoner stated out and his backstory when you have it available.
bwatford |
Here's some unsolicited input: tomtesserae plays a very interesting, colorful alchemist with some real depth in the Skull and Shackles game I'm in (hello Vrunyar, from Doran!). He'd be a great addition to any game.
If it matters, I'm in bwatford's WotW game on these boards, so I've got at least a drop of reason to be posting here.
Thanks for the input.
Raven Llanowar |
The only issue I see with it is that your Eidolon's HP and Fort saves Should be 1 higher. And that While you can have a sting and a tail slap they obviously cant be used at the same time ((In a full attack that is)) that and your Tail Slap should do 1 less damage as it is secondary and be at -5 to hit.
Waiting on the rest though.
Brass Legionary |
The only issue I see with it is that your Eidolon's HP and Fort saves Should be 1 higher. And that While you can have a sting and a tail slap they obviously cant be used at the same time ((In a full attack that is)) that and your Tail Slap should do 1 less damage as it is secondary and be at -5 to hit.
Waiting on the rest though.
Corrected it, though tail slap is actually at -4 as you still add BAB. Still all of this plus the lack of skills, well that is what I get for posting while being so sleepy.
Working on the background now.
Brass Legionary |
So I've written a resumed background, as the full background seems like it will take me some time (maybe days to complete). Thus here it is:
She awoke during the day among the corpses of her companions and these of the bandits, she had no wounds just a small scar. She didn't think too deeply then she wanted, had to move alway from that carnage, she gathered what valuables and supplies she could and took of. She was able to reach a city, from there she sent letters home, Alyah wanted to go back, yet she felt incapable of doing so, partly because of her stubborn pride, which couldn't accept going back in defeat, partly because she felt responsible for the deaths in her entourage, and partly because she had for the first time seen how cruel the world could be and how frail a life was. Exploring the Necropolis in Wati would have been a great opportunity either way, yet when she heard they were going to be opened, Alyah felt incredibly drawn to the idea and soon set out to Wati.
Raven Llanowar |
Hrmm I had been waffling on my own background ((Mainly tht he was a lucky bastard)) and I think we might be able to incorporate all the new members together in some fashion
This is a crazy Idea, but maybe, the 3 new people met up before, during the raffle, but considering we only had 3 people we missed our chance to become a group and therefore into the raffle.
bwatford |
@Brass Legionary
The group will pick up your summoner as soon as they get back to Wati from the tomb they are currently exploring. If you want to jump into the action now then you can make an alias for the character Malik and copy over his stats and jump in. (This is the character they will be switching out for your summoner once back to town.)
Special Notes:
Malik has 14 crossbow bolts remaining.
Malik has all his daily spells remaining
He is at full health currently.