Do you mind if I flavor his extracts/mutagen as injections instead of the standard drink? It'll fit the darker flavor I have in mind for him, and I feel it fits better with Master Chymist. I don't intend any mechanical benefits/penalties, just thought it would fit better than drinking.
Fafhrd is a tall burly man whose body is covered in tattoos, marking himself as an Avari warrior. With pride he served Virtus's army till the day he was discharged for his sometimes less than lawful actions. None the less, he serves his deity Gurzil as best he can.
Now-a-days, he fills his time making a living as a tattoo artist, gambling, and attempting to drink away his dishonor.
Despite his falling out with the military, he is still a respected warrior. His mix of untamed fury and alchemical concoctions has sealed the doom of many enemies.
I personally would like to see Fafhrd grow into a well-respected warrior once more and perhaps gain his rightful spot as part of the Lion Calvary. Until that day, I would like to watch as he enhances his fighting capabilities as he unlocks more secrets of how to control his fury and body through rage and alchemy alike.
Game Expectations:
Of course, I would like to see some combat as this character is rather built for it. Otherwise, I would like to see how such a rather straightforward character could serve his nation through possible subterfuge. Even if he does just have to act as an enforcer.
Personality:
Fafhrd is a rather straightforward man. If he thinks something is wrong, he will tell you so. If one chooses to not take his advice, they might wish they had been he helps show them the error of their ways.
However, his gambling addiction has helped show him that sometimes a bit of a bluffing can go a long way and he is rather eager to show that he will do what it takes to reclaim his honor and protect his country.
Besides these traits, he can come off as a rather arrogant and rude man, but once some has gained his trust, he will put his life on the line for them.
If you wish, I could also kind of explain I see his abilities fitting in with his character. Such as I see the Vivisectionist Archetype matches him pretty well as he has gained a concept of people's weak points through being a tattoo artist and years of combat.
My Flash Drive got corrupted, somehow. In any case, I've rewritten the backstory, or at least a synopsis of what I had. I'm sure I've forgotten a thing or two, but they don't really affect the outcome.
Backstory:
Even though a massive creature now, Jelani grew up a fairly small child by his tribe's standards. He was taunted for his miniscule horns, his lack of muscle definition, and his lightly colored fur. Growing up, he was very self-conscious concerning these details, leading him to seek alchemical fixes at a fairly young age. Setting out, he found himself in a small city in the Nation of Animus, many worlds away from his native Bestial Lands. Although he started low, and without much money, he soon found himself a gig, working on odd jobs for a loose-minded alchemist, Basil Dorn, offering housing as well as alchemical treatments for his services.Needless to say, Jelani jumped at the chance.
Jelani learned much from the addle-brained alchemist, everything from anatomy to alchemical concotions. Some of these, Jelani learned to use to bring out the beast in him, not only helping his horns grow in, but also increasing his muscle mass greatly over time.
Jelani and the alchemist got along well together, until the alchemist started changing. He began making more mutagens, many more. It was mentally taxing on him, and he began changing when he used. He would, instead of staying home researching or sleeping, go out at night, running through the rooftops. Eventually, he became violent during these fits. He started bombing competing alchemist's shops and homes, and was eventually arrested. The last thing he told Jelani was that, no matter what, he must not let the beast control him, for that is the road where the death of self lies.
Jelani moved on after a while. He left the shop, determined to start anew somewhere else, as he had done before. He has since subsisted on Mercenarial jobs, doing what he could to live. This has brought him to (name_of_start), to a rather peculiar job. One that appeals to him, although he is not sure why. The beast inside him seems to enjoy the prospects as well, and one way or another, they will see this job to its end: The destruction of the so-called "Church of Light." They had gotten in his way enough, as it were, already, and here he was, being hired to take it out. These others, however, were a mystery."At least," he reasoned,"At least I have a purpose again."
Stat Block, to keep everything together:
Male Eruus Alchemist (Beastmorph, Vivisectionist) 4/Barbarian
(Invulnerable Rager) 4
N Medium Monstrous Humanoid
Init +0; Senses Darkvision (60 feet); Perception +8
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 45 (4d12+4d8+16)
Fort +6, Ref +4, Will +2
DR 2/-, 4/lethal;Immune Disease, paralysis, poison Resist Extreme Endurance (Cold)
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OFFENSE
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Spd 50 ft.
Melee Gore +9 (1d6+5)
..Unarmed Strike +9 (1d3+5/20/x2)
Special Attacks Sneak Attack +2d6
Alchemist (Beastmorph, Vivisectionist) Spells Known (CL 6, 9
melee touch, 4 ranged touch):
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STATISTICS
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Str 20, Dex 10, Con 15, Int 15, Wis
9, Cha 12
Base Atk +4; CMB +9; CMD 19
Feats Brew Potion, Power Attack -2/+4, Raging Vitality, Throw
Anything
Traits Anatomist, Magical Knack: Alchemist
Skills Climb +9, Craft (Alchemy) +9, Heal +9, Knowledge
(Arcana) +6, Knowledge (Nature) +9, Perception +8, Ride +4, Spellcraft
+9, Survival +8, Swim +9 Modifiers Alchemy +4
Languages Abyssal, Common, Salvaj (Racial), Terran
SQ Beastform Mutagen, Fast Movement +10 (Ex),
Feral Mutagen (Su), Hatred (non-humanoid): Fey, Moment of Clarity
(1/rage) (Ex), Mutagen (DC 14) (Su), Poison Use, Poisoning (Standard
Action) (Ex), Rage (12 rounds/day), Savage Mind
(Ex), Renewed Vigor 1d8+2 HP (1/day) (Ex), Spontaneous Healing
(10/day), Wild Immunities,
Combat Gear None; Other Gear Feral Mutagen: +4
STR, -2 INT, +2 Nat AC
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SPECIAL ABILITIES
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.
Bestial Form: Eruus can tap into their inner beast turning themselves into hulking forces of nature doubling their height and multiplying their weight by eight. As a swift action Eruus can go to large size gaining +2 size bonus strength and constitution bonus and a -1 penalty on attack rolls and AC due to its increased size for a number of rounds equal to the Eruus' character level, the rounds of this ability must be consecutive. This change in size cause Eruus to fill a space of 10 feet and a natural reach of 10 feet. This ability can used a number of times per day equal to 3 + your constitution modifier.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance: Cold (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces Trap Sense.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite deals 1d8 points of damage (1d6 if the alchemist is small).
Fey Hunter +1 bonus to hit foes of chosen type.
Fire Magic Eruus are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal f ire damage. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 10 or higher, it also gains the following spell-like abilities: 1/day— flare, produce flame, spark, and Sun Metal. The caster level for these spell-like abilities is equal to the Eruss’ character level.
Magical Knack: Alchemist (Beastmorph, Vivisectionist) +2 CL for a specific class, to a max of your HD.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Use You don't accidentally poison yourself with blades.Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Vigor 1d8+2 HP (1/day) (Ex) 1/day while raging, heal yourself for 1d8+2 HP
Savage Instincts Eruus gain a +2 racial bonus to Perception and Survival checks.
Savage Mind Eruus gain a +2 racial bonus on all Will saving throws.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (10/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wild Immunities Eruus are immune to disease, paralysis, and poison.
Personality:
I envision Jelani as a bit of a jerk, sometimes over-confident, and aggressive. That doesn't mean that he's going to target others in a group he has been designated to work with, it just means that he's not going to step down easily if push comes to shove.
Character Growth:
I see Jelani battling his past considerably, and fighting against the growing beast, at times. Eventually, he will likely take the Master Chymist Prestige Class, when he will learn that the beast is a part of him that cannot be simply ignored/subdued.
What is expected out of the game:
I'd like to see a fair amount of combat, of course, but this character also has plenty of opportunity for roleplay.
What is there is fine, there were a few more but some backed out or just showed interest but no character. I might push up picking to tomorrow since it seems all those who want to try posted a character.
How strange this is. Last night I compiled a list of interested players in a spreadsheet, so indicating race, classes, if they pulled out, still to submit and submitted.
The list that has completed submitting the required information is:
Chainmail
DarkOne the Drow
Doomed Hero
Edgar Lamoureux
Ironic Hero
Joshua Hirtz
LastNameOnEarth
Well if Chuluun gets chosen, I will add some more background to get to the point of being in a party.
If the church is being destructive to nature or dealing with unnatural beings, it would surely get the druids attention.
After much review I have picked the characters, I know there are a few people who showed interest by posting a character and would take everyone if I had faith in my GMing skills for a large party but I do not.
Here are the five:
Asriel Collins
Caine
Chuluun
Fafhrd
Sheol Kala Karakarim
The discussion thread is up, please post in it, for Edgar and Chainmail if any of the others back out or leave I will ask you guys to step in if you still wish to play.
Would you consider the Cabalist? I could mix that with another caster fairly efficiently. Thinking oracle right now, but maybe sorcerer.
I assume that it changes the casting stat, as bard casting is via charisma. Would you also consider letting it change the stat used for other magus stuff, effectively making it charisma-bassed instead of intelligence?
So the idea behind that archetype is a Spontaneous caster magus?
It does not change the casting stat, though changing it to charisma, seems to fit the idea for the archetype. So that is fine, also changing magus abilities to work with charisma is fine.
Oh no, now I see it doesn't. I read "Instead, the cabalist gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list) and thought that it would change to exactly bard casting, resulting in Cha as casting tat. You're right though, but thanks for allowing me to change it to charisma. This could take a little longer, as I don't really program in Hero Labs, so I'll have to do this by hand.
I can't do that today. Yesterday, my mom turned off the router, so I couldn't post it.
Magus, Unnamed:
UNNAMED HERO
Male - Avari - Magus (Bladebound) 4 Sorcerer (Wildblooded) 4
NG Large
Init +1; Senses Perception +3
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DEFENSE
--------------------
AC 18, touch 10, flat-footed 17. . (+4 armor, +4 shield, +1 Dex, -1 size)
hp 35 (4d8+4d6+16)
Fort +6, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 60 ft.
Melee +1 Scimitar +10 (1d8+9/18-20/x2) and
. . Unarmed Strike +9 (1d4+8/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Spellstrike
Sorcerer (Wildblooded) Spells Known (CL 4, +9 melee touch, +3 ranged touch):
2 (4/day) Bull's Strength (DC 16)
1 (7/day) Identify, Mage Armor (DC 15), Expeditious Retreat (DC 15), Vanish (DC 15)
0 (at will) Dancing Lights, Open/Close (DC 14), Detect Magic, Mage Hand, Drench (DC 14), Spark (DC 14) Magus (Bladebound) Spells Known (CL 4, 9 melee touch, 3 ranged touch):
2 (2/day) Mirror Image (DC 16) Bladed Dash
1 (4/day) Shocking Grasp, Enlarge Person (DC 15), Illusion of Calm (DC 15), Shield (DC 15)
0 (at will) Acid Splash, Light, Ghost Sound (DC 14), Arcane Mark
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STATISTICS
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Str 18/24, Dex 14/12, Con 14, Int 19, Wis 8, Cha 8
Base Atk +5; CMB +11; CMD 22
Feats Eschew Materials, Extra Arcane Pool, Extra Arcane Pool
Traits Magical Lineage: Shocking Grasp
Skills Appraise +8, Bluff +1, Climb +11, Diplomacy +1, Fly -1, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Perception +3, Ride +5, Spellcraft +13, Stealth -3, Swim +11
Languages SQ Arcane Bolt (1d4+2) (7/day), Arcane Pool (+1) (9/day) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Metamagic Adept (1/day) (Ex), Racial Points Power Level: 20 RP, Sage, Spell Combat (Ex), Spell Recall (Su)
Combat Gear +1 Scimitar;
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SPECIAL ABILITIES
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Arcane Bolt (1d4+2) (7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Arcane Pool (+1) (9/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familia
Black Blade Abiliites (Ex) A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Racial Points Power Level: 20 RP Before you buy traits and abilities, you must determine the race's power level, decided by the GM based on the needs of her campaign. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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Sorry I can't do more, I've apparently got a bunch of stuff going on today. :/ Surprise games, yay!
I can't do that today. Yesterday, my mom turned off the router, so I couldn't post it.
** spoiler omitted **...
Edgar, how are you getting around arcane spell failure for your sorcerer spells? I'm not too familiar with the magus, so this might be a stupid question.
I can't do that today. Yesterday, my mom turned off the router, so I couldn't post it.
** spoiler omitted **...
Edgar, how are you getting around arcane spell failure for your sorcerer spells? I'm not too familiar with the magus, so this might be a stupid question.
For now, I'm going to be going with just Mage Armor. Next level, I'll be taking Arcane Armor training and probably using Studded Leather, giving a 5% spell failure chance. I figure I can deal with that.
Once I can get access to the computer with Hero Labs again, I'll post his spellbook, and his sorcerer spells known are already shown.
Male - Custom Race - Magus (Bladebound) 4 Sorcerer (Wildblooded) 4
NG Medium
Init +2; Senses Perception +3
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 35 (4d8+4d6+16)
Fort +6, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Scimitar +8 (1d6+6/18-20/x2) and
. . Unarmed Strike +7 (1d3+5/20/x2)
Special Attacks Spellstrike
Sorcerer (Wildblooded) Spells Known (CL 4, +7 melee touch, +5 ranged touch):
2 (4/day) Bull's Strength (DC 16)
1 (7/day) Identify, Mage Armor (DC 15), Expeditious Retreat (DC 15), Vanish (DC 15)
0 (at will) Dancing Lights, Open/Close (DC 14), Detect Magic, Mage Hand, Drench (DC 14), Spark (DC 14) Magus (Bladebound) Spells Known (CL 4, 7 melee touch, 5 ranged touch):
2 (2/day) Bladed Dash, Mirror Image (DC 16)
1 (4/day) Shocking Grasp, Enlarge Person (DC 15), Illusion of Calm (DC 15), Shield (DC 15)
0 (at will) Acid Splash, Light, Ghost Sound (DC 14), Arcane Mark
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 19, Wis 8, Cha 8
Base Atk +5; CMB +7; CMD 19
Feats Eschew Materials, Extra Arcane Pool, Extra Arcane Pool
Traits Magical Lineage: Shocking Grasp
Skills Appraise +8, Bluff +1, Climb +8, Diplomacy +1, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Perception +3, Ride +6, Spellcraft +13, Swim +8
Languages SQ Arcane Bolt (1d4+2) (7/day), Arcane Pool (+1) (9/day) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Metamagic Adept (1/day) (Ex), Racial Points Power Level: 20 RP, Sage, Spell Combat (Ex), Spell Recall (Su)
Combat Gear +1 Scimitar;
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bolt (1d4+2) (7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Arcane Pool (+1) (9/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familia
Black Blade Abiliites (Ex) A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Racial Points Power Level: 20 RP Before you buy traits and abilities, you must determine the race's power level, decided by the GM based on the needs of her campaign. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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