Jonakar Hill |
Good Evening all!
This is Celeador/Vharg/Dmitri; My character concept for my bard fell through, so I wrote up Jonakar and PM'ed DMJ the details: I'll fill in some of my back story, but the rest I'll leave to DMJ incase he wants to work in some of the plot hooks in my character. Long story short, Jonakar Hill is a old age Aasimar (Angelkin) Rogue (Scout) 6. Despite being born to a well known family in Lastwall, Jonakar squandered much of his life with petty pursuits and selfishness when he could have been so much more. Despite living a life for himself rather then others, Jonakar did managed to raise a family and eventually retire to a life of mediocrity. Now, in the twilight years of his life as he watches his grandchildren grow something has awakened inside of Jonakar. Perhaps it was divine invervention, or perhaps Jonakar finally accepted the hard truth that he had been born for a reason, even if he dident know what it was. Regardless felt something inside of him. A calling if you will. So, despite the urging of his family to give up this foolishness, and the begging of his wife to turn back from his madness, Jonakar picked up he fathers anchient sword and finally accepted the burden that he had been born to carry.
Crag the Igneous |
Greetings all! Thanks for the invite, DMJ!
Quick synopsis: Crag witnessed the annihilation of his entire mining clan by a group of vampires, and was only spared by the intervention of an elemental (who, since he can't understand a word of Terran, he just calls Gravel).
DMJ: What was the final decision on character traits? Also, since this hasn't come up in the other games, what is your preference for handling companions? I created an alias for Gravel, or I can just /spoiler or /ooc his actions when necessary.
Jonakar Hill |
Evening Crag!
I saw your application and I really enjoyed your prologue. I have read through DMJ's Skull and Shackles and I'm happy you were selected, this should be it of fun... Or we may all die! Either way it should be entertaining.
Bertholdt Escheus |
Hello All! Thank you DMJ for inviting me to one of your games. I really look forward to it.
Bertholdt is a man making amends for an unforgivable past, hunting children in Caliphas. He orbits the Pharasman for their knowledge, but also in a search for redemption in life or in death.
As for mechanics, I chose a combination of monk and inquisitor. I really like the synergies of the two classes. I started mixing them looking for a combo that would evoke Frank Herbert's Bene Gesserit.
He's a melee character, able to stun or stagger with his fists, making use of Snake Style for defense. He can slip behind enemies thanks to Acrobatics.
For spells, this is what I chose to start with, though I believe we should make sure we don't overlap unduly:
1: (4) Cure Light Wounds, Divine Favor, Remove Fear, Sanctuary
2: (2) Detect Thoughts, Silence
DM Jonasty |
For character traits, go ahead and take 2 as normal. When selecting these, the Carrion Crown traits are available for selection as they will probably fit the theme of the Ravenloft game pretty well.
Regarding companions, I'm fine with whatever way anyone wants to go. So long as it's clear and easy to follow in the game thread I don't have a preference between separate avatar or spoilers.
DM Jonasty |
Sounds good on the traits Cassimmius.
Also to note, MPCampbell is accepted but he will be joining with an arcane caster per my request. His submissions won him a spot but we were short a true arcane caster so I asked him if he'd be cool designing one to that affect which he is. Just an FYI.
Lastly, we are conspiciously absent a cleric going into a Ravenloft game. This could prove hazardous or it might be workable. If you guys are truly concerned about this, we can totally discuss options.
DM Jonasty |
Didn't realize the stonelord lost those things. Hmm might be worth considering the re-stating of Cass. We can wait for the others to chime in as well. The big thing is I want people to play the characters they want to play. Cass, if you're fine with a rebuild that still captures the essence of your character then so be it but if you'd rather play the druid, then do so and we'll work something else out. We'll wait and see what others think but I'm all about the fun of the game, so don't feel obligated like you have to cover a certain role.
Cassimmius Throckmorton RPG Superstar 2010 Top 16, 2011 Top 32 |
Hmm, it's been a looooong time since I played a cleric. And not so long since I played a druid. And having statted up the cleric, I actually like the stats. Here they are, in case anyone wants to have a look-see:
Cassimmius Throckmorton
NG Male Gnome Cleric 6
Init +4; Senses Perception +14; lowlight
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 armor, +2 dex, +1 dodge, +1 shield, +1 size); electricity resistant 10;
hp 72 (6d8+18+6 FC)
Fort +8, Ref +4, Will +8 (+2 vs illusions)
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OFFENSE
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Spd 20'
Melee +1 mithril scimitar +6 (1d4+1)
Ranged lightning arc +7 (1d6+3; 6/day)
Space 5'; Reach 5'
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STATISTICS
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Str 10, Dex 14, Con 17, Int 10, Wis 16, Cha 15
BAB +4; CMB +3; CMD 15
Feats (3) extra channel, dodge, mobility
Skills (4 skills) Diplomacy +8, Know (Nature) +10, Sense Motive +9, Stealth +11
Spells/Day (4/4/4/3, DC 13+level)
0th level: create water, detect magic, purify food and drink, spark
1st level: obscuring mist*, shield of faith, command, comprehend languages, protection from evil
2nd level: blindness*, hold person, silence, bull's strength. instant armor
3rd level: gaseous form*, nap stack, searing light, remove disease
Special Abilities: Warden of Nature (+2 dodge and +1 attack vs aberrations, ooze and vermin), domains (air and moon), channel energy 3d6 (7/day), touch of darkness (20% miss chance for 3 rounds, 7/day)
Traits: excitable, teacher's pet (nature)
Language Common, Gnome, Sylvan
Possessions (16,000 gp) darkwood buckler (203 gp), +1 mithril scimitar
(3,015 gp) , +1 leather armor (1,150 gp), belt of mighty constitution (4,000 gp), wand of cure light wounds (750 gp), cloak of elvenkind (2,500 gp), restorative ointment (4,000 gp), 332 gp
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Stat Math:
Str 10 (2 points -2 racial)
Dex 14 (5 points)
Con 15 (3 points +2 racial)
Int 10 (0 points)
Wis 16 (7 points +1 4th)
Cha 15 (3 points +2 racial)
I would like to request one thing. Since Cass doesn't worship a deity, he more worships the moon itself, he doesn't have a favored weapon. Can I treat the scimitar, with its crescent moon shape, as his favored weapon?
Crag the Igneous |
The primary issue isn't healing. That's usually available, and most of the time it's after combat, anyway. The biggest thing is condition removal. Pallies are usually great for that, but not stonelords. They lose spellcasting and most of their mercies.
But, in this kind of setting, pro-evil, break enchant, remove disease, etc. are probably a must...
Jonakar Hill |
It's more then that though, the Channel Ability is huge vs undead and haunts. Crazy idea... But since you worship the moon, want a wildshape ability ability but still heal what if you wrote up a Were-Bear Cleric? In Pathfinder Werebears are LG and it fits what your looking for. Not sure about the CR though.
Cassimmius Throckmorton |
I think I can live without the wildshape. I dig the clerical version of Cass, and still think it's a solid starting point for a character. I think he's going to evolve into more of a psychologist than a naturalist, though. I think he's intrigued by the effect the moon has on nature, including what it makes people do, so he may be more interested in studying shapechangers than being one. But we shall see! My characters always start as a concept and take on their own life in play. I'm sure Cass will be no different.
Edit: Hmm, I think I'll swap Air domain for the Fur subdomain of Animal. That way I get Beast Shape as a bonus 3rd level spell. Some wild shaping and clericality! Win!
Cassimmius Throckmorton
NG Male Gnome Cleric 6
Init +4; Senses Perception +14; lowlight
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 armor, +2 dex, +1 dodge, +1 shield, +1 size)
hp 72 (6d8+18+6 FC)
Fort +8, Ref +4, Will +8 (+2 vs illusions)
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OFFENSE
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Spd 20'
Melee +1 mithril scimitar +6 (1d4+1)
Ranged light crossbow +7 (1d6)
Space 5'; Reach 5'
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STATISTICS
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Str 10, Dex 14, Con 17, Int 10, Wis 16, Cha 15
BAB +4; CMB +3; CMD 15
Feats (3) extra channel, dodge, mobility
Skills (4 skills) Diplomacy +8, Know (Nature) +10, Sense Motive +9, Stealth +11
Spells/Day (4/4/4/3, DC 13+level)
0th level: create water, detect magic, purify food and drink, spark
1st level: magic fang*, shield of faith, command, comprehend languages,
protection from evil
2nd level: blindness*, hold person, silence, bull's strength. instant armor
3rd level: beast shape I*, nap stack, searing light, remove disease
Special Abilities: Warden of Nature (+2 dodge and +1 attack vs aberrations, ooze and vermin), domains (fur and moon), channel energy 3d6 (7/day), touch of darkness (20% miss chance for 3 rounds, 7/day), predator's grace (+15' to speed and lowlight 3x humans 1 round, 7/day), animal companion (wolf)
Traits: excitable, teacher's pet (nature)
Language Common, Gnome, Sylvan
Possessions (16,000 gp) darkwood buckler (203 gp), +1 mithril scimitar
(3,015 gp) , +1 leather armor (1,150 gp), belt of mighty constitution (4,000 gp), wand of cure light wounds (750 gp), cloak of elvenkind (2,500 gp), restorative ointment (4,000 gp), light crossbow, 20 bolts, 280 gp
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Stat Math:
Str 10 (2 points -2 racial)
Dex 14 (5 points)
Con 15 (3 points +2 racial)
Int 10 (0 points)
Wis 16 (7 points +1 4th)
Cha 15 (3 points +2 racial)
Companion: Wolf "Eustace"
Size Medium; Speed 50 ft.; HP:38 (3d8+6)
AC (+3 dex, +4 natural armor); F+5, R+6, W+2
BAB +2; Attack bite +5 (1d6+2 plus trip);
Ability Scores Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent, evasion, tricks (heel and stay)
Skills: Perception +8; Feats Run, Weapon Focus (bite)
This version of Cass is a more hands-on researcher of shapechangers and their relationship with the moon. Though, I should note, he's not their enemy unless they choose to make him so. He's more interested in their existence, what they feel when they change and how it changes them. If this version of Cass had a god, it would be the god of curiosity.
DM Jonasty |
So the game thread is live! Obviously people are still finalizing things and getting themselves ready so don’t worry about rushing anything mechanically. There is ample opportunity for roleplay to start, especially in the beginning, so just dive in and we’ll go from there.
Oh and to be clear, Lorrimor has contracted you all to search for the Sunblade and you're all working/traveling together. Makes it easier if you all know each other and are already an "adventuring party".
Jonakar Hill |
Cass,
I was looking at your crunch and it looks really good. It's a great meld of Cleric and Druid, and I really like classes that push the boundary of what a "cleric" is. When you were picking your fears did you consider Boon Companion? With the feat your level 2 wolf animal companion would become a level 6 wolf companion. I though that the feat is made for a character just like you.
Jonakar Hill |
Thanks!
It's just that I could see a level 2 wolf companion getting killed really easily. Besides this way your more of a Cleric/Druid hybrid.
Edit: Hey Cass one other thing. Not sure if you would want to but you could put armor "barding" on Eustace as well with the Armor Prof: Light feat. A +1 Chain Shirt for him would run 1,500 and give him an AC of 24.
I just had this vision of Cass riding on the back of an armored wolf... Made me laugh.
Crag the Igneous |
DMJ: Would it be alright to take Deep Guardian as a trait, applying it to my companion? Or would it only apply to Summon Monster type spells?
DM Jonasty |
It'd only apply to any summon spells you cast as usual. The limiting factor that makes it ok as a Trait is the duration limit built in by it affecting spells only. Otherwise you're giving your companion a permanent +1 to attack and AC for free. If your companion can only exist a limited amount of time per day, then it could be negotiated.
Jonakar Hill |
Evening guys!
I finished up Jonakar and I just need to spend a few thousand gold for him to be rounded out. Jonakar was built to reflect more of a aged veteran who uses his wile in place of a dagger to the back. His feats are set up to use the Dazzling Display->Shatter Defense tree when it is available to him at level 8. He is also a sword and shield TWF build. I know its not the strongest build, but I wanted to try it out. I also changed him to late middle aged. The -2 to combat stats hurt just too much, but late middle age still gives me the feel I want. I also reworked him to a Rogue 4 / Ranger 2. Finally I went over 15 gold on my primary weapon, let me know if that won't fly and I'll rework it.
DMJ, I chose the following traits, as I though it fit the back story I wrote.
Hunter’s Blood You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Enemy of the Undead You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
I love the character behind Hunter's Blood is that your family is so famous that Undead get a bonus to have heard about you. As for Enemy of the Undead, I felt that the trait was very fitting for someone that had been a Gallowspire scout in his youth.
Take a look and let me know what you guys think. I think all of my math is sound, but any feed back is appreciated.
Jonakar Hill
Aasimar (Angelkin) Ranger 2, Rogue (Scout) 4
N Medium Outsider (native)
Init +1; Senses Halo; Perception +11 (+13 to locate traps, +13 vs. undead)
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Defense
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AC 21, touch 12, flat-footed 20 (+7 armor, +1 shield, +1 Dex, +1 natural, +1 deflection)
hp 70 (2d10+4d8+18)
Fort +8, Ref +9 (+1 vs. traps), Will +6 (+4 vs. death effects and +2 energy drain, negative energy, necromancy spells and blinded/dazzled effects) (+2 vs spells or spell-like abilities from a undead creature.)
Defensive Abilities trap sense +1; Resist negative energy 5
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Offense
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Speed 20 ft.
Melee Light Shield Bash +10 (1d8+5/x2) and
. . Harbinger +11 (1d8+7/19-20/x2)
Special Attacks favored enemy (undead +2), scout's charge, sneak attack +2d6
Spell-Like Abilities Lesser age resistance (1/day)
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Statistics
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Str 22 (17 Base, +2 Racial, +1 Lv4, +2 Magic), Dex 12, Con 16, Int 8 (Base 7, +1 Age), Wis 14 (Base 13, +1 Age), Cha 10 (Base 7, +2 Racial, +1 Age)
Base Atk +5; CMB +11; CMD 23
Feats Cornugon Smash, Intimidating Prowess, Iron Will, Power Attack -2/+4, Two-weapon Fighting, Weapon Focus (Longsword)
Traits Hunter’s Blood, Enemy of the Undead
Skills
Acrobatics +7 (+3 jump), (+6 Rank, +3 Class, +1 Ability, -3 Armor)
Bluff +0 (+2 vs. undead), (+0 Ability)
Climb +7 (+1 Rank, +3 Class, +6 Ability, -3 Armor)
Diplomacy +4 (+5 vs. undead), (+1 Rank, +3 Class, +0 Ability +3)
Disable Device +12 (+6 Rank, +3 Class, +1 Ability, +2 Item)
Intimidate +15 (+17 vs. evil creatures), (+6 Rank, +3 Class, +0 Ability, +6 Feat)
Knowledge (religion) +4 (+7 vs. undead), (+2 Rank, +3 Class, -1 Ability)
Perception +11 (+13 to locate traps, +13 vs. undead), (+6 Rank, +3 Class, +2 Ability)
Sense Motive +6 (+8 vs. undead), (+1 Rank, +3 Class, +2 Ability)
Stealth +7, (+6 Rank, +3 Class, +1 Ability -3 Armor)
Survival +6 (+10 vs. undead, +1 to track), (+1 Rank, +3 Class, +2 Ability)
Swim +3, (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
Use Magic Device +9 (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
Languages Celestial, Common
SQ combat styles (two-weapon combat), rogue talents (combat trick, weapon training), track, trapfinding +2, wild empathy
Other Gear
+1 Breastplate – 1350 Gold
Darkwood Light wooden quick Shield of Bashing w/ Shield Spikes -1273 Gold
Harbinger (+1 Lawful Good Intelligent Longsword , Ego 4, Empathy, Purpose: Destroy Undead, Ability: Protection From Evil 3/day (CL 5)
Amulet of natural armor +1 -2000 Gold
Belt of giant strength +2 -4000 Gold
Cloak of resistance +1 -1000 Gold
Handy haversack -2000 Gold
Ring of protection +1 -2000 Gold
Thieves' tools, masterwork -100 Gold
Gold on Hand: 2377
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Special Abilities
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Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of thenecromancy school. This racial trait replaces celestial resistance.
Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidatecheck as a free action to attempt todemoralize your opponent
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Weapon Focus (Longsword) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Two-weapon Fighting The penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Hunter’s Blood You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Enemy of the Undead You gain a +2 trait bonus on saving throws against any spells or spell-like abilitiesfrom an undead creature.
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Jonakar Hill
Some men are born for greatness and some are transformed in a times of need and the fact is Jonakar is man who should have been more. Well, mostly a man. Born to loving parents, his father Loric was paladin of Iomedae and his mother Elise was a battlefield nurse, whom his father met after being injured while serving in Lastwall. Following his recovery Loric proposed to Elise who joyfully accepted.
It is said that the will of the gods is strange and mysterious and no man can truly understand their blessings. And so it was with the birth of Jonakar. His birth was near painless, and he was born with a full head of curly platinum blond hair. What more, was that when he opened his eyes for the first time a golden halo appeared around him, flooding the room with warm light.
All parents cry when their children are born, and each child is thought of as special and unique. But Jonakar was special and was unique. And as Loric cried and held his son for the first time he fervently thanked Iomedae for the blessing she had bestowed upon his family. Race: Aasimar
As the years went by Loric settled his family in Vigil while still serving along Lastwall and while a castle is no place to raise a family, it was the safest place within Lastwall from the continuous attacks by the orcs of Belkzen and the ever roaming hordes of mindless undead from Gallowspire. As a boy Jonakar learned his way around the sword from the crippled soldiers who stood reserve duty, and from his mother and mostly absent father he learned about the gods. And he hated every second of it.
Everywhere Jonakar went people looked to him. They knew who is father was and what he was. They looked to him as a source of salvation. A sign from the gods that Lastwall had not been forgotten in place of the Worldwound, and that their cause was just and right. Everyone expected that he would follow in Loric's footsteps and become a great leader of men and a champion of Iomedae. All Jonakar wanted was to be left alone.
And so it went for the first sixteen years of Jonakar's life. He avoided others, rarely went out in public and what little he did learn about a sword was through self taught practice while using the exercise as a way to burn off his anger. Still bonds of the family can be harder to break then cords of steel, and so it was that when he turned sixteen, his father insisted that either join the church or join the army. Jonakar joined the army. Class: Rogue
A part of Jonakar hoped that some how the army would be different. Even as a child he had heard from crippled veterans about the bonds of brotherhood that can form between soldiers, but sadly, even in the army he was set apart. No matter where he went people knew who his father was, and they had heard story's and rumors about his son. Some tales said that a lock of his hair could ward of disease or that his tears could cure blindness. It was all superstition, but there are few people more superstitious as a soldier.
It seemed that even in the army Jonakar could not escape his legacy, and if not for a turn of fate its possible that Jonakar would have become a deserter...
All I have written up so far.
Crag the Igneous |
Traits pending approval: Defensive Strategist (Torag) and Glory of Old (Dwarf).
Esmerelda "Black Esme" Proust |
My apologies for beng late. This is my first PBP and I was waiting for an email giving directions while I finished my character. I came to check the original recruiting post on a sudden epiphany and I'm glad I did. 8)
Might I ask how you get the long stat block that was posted earlier? I have been using an excel PF herobuilder I got online, but it doesn't do a stat block that nice. As a poor student, I can't afford the real program from Lone Wolf.
Either way, I'm trying to find a way to post my character sheets online for others to download. I try to make them a big part of my character and so I'd like to get them out to everyone.
Again, pardon my lateness. I'm introducing Esme as a damsel in distress as she is normally a hermit who lives on a mountain. If that doesn't work, I'll change it.
Esmerelda "Black Esme" Proust |
Esmerelda Proust, is known as Black Esme in northern Ulastav, just as her mother was Black Aliss. Her mother was a very well-known witch, burned at the stake by the Pharasmin Penitence over 20 years ago. Esme has built somewhat of a reputation in the area, though not nearly to the level of terror her mother generated after more than a century.
Although human, she has emerald skin which can be mistake for the green of a half-orc in dark light. She also has emerald eyes, such as one would see on a gnome, but never on a human. If your character is particularly observant, you'd notice this standing in the inn.
I've made her a straight casting witch who primarily buffs/debuffs. I've got some battlefield control spells which I will attempt to use when possible. It should be obvious from her demeanor that Esme does not consider herself a combatant and so both of us welcome direction such as, "Lay down a fog cloud here or light the tapestries over there." I am far more comfortable as the buffer/debuffer than I am with control.
I look forward to playing with you all and thank you so much for having me. When I can figure out how to do it, I'll get a character up that everyone can read.
_______________________________________________________________________
PS: I don't know if it's common to do out of game introductions in these things, if you already know each other or if it doesn't matter. I'm a middle age medical student in Grenada in the Caribbean. I am cross-dressing for this game, but don't normally RP romance anyway. I just want to get that out if it makes anyone uncomfortable.
Jonakar Hill |
Don't worry too much about the crossdressing. I play a Varsian Witch in a Shattered Star pbp and I love it. Shes a total b#~%#!
Anyhow, I am active duty military and I live in the Pacific Northwest. Pleased to meet you Esme and I gotta tell you that if this is your first pbp, your in for a treat. I think that the Carrion Crown AP that I am in with DMJ and Crag was my 3rd and its been so much fun. You have a real chance to see your character develop in a way that doesn't usually happen at a gaming table unless its been the same group for years and year. Welcome aboard.
For your stat blocks, I use Herobuilder, but I hand transfer my character sheet to a template sheet I personally made on Microsoft Word. If you want to copy my format go for it.
Esmerelda "Black Esme" Proust |
Thank you for the welcome. Crag, I'll trade you NC for the Caribbean. I'm from GA and my wife and I miss it so bad you wouldn't believe it. This is a great place to visit, but I was over living here a while ago. 8)
I have a rules question for DMJ. I'm going to PM it, but mention it here in case he doesn't see it.
Cassimmius Throckmorton |
If you need it, this is the template I use. I just keep it in a Notepad file, then save as and replace the bits as needed.
Josiah Carpenter
NG Human Male Inquisitor 3
Init +x; Senses Perception +x
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DEFENSE
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AC x, touch x, flat-footed x (+x armor, +x dex, +x shield)
hp x (xd8)
Fort +x, Ref +x, Will +x
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OFFENSE
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Spd 30'
Melee
Ranged
Space 5'; Reach 5'
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STATISTICS
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Str 15, Dex 12, Con 12, Int 8, Wis 18, Cha 14
BAB +x; CMB +x; CMD x
Feats (2)
Skills (1 skill)
Spells/Day (3/2+1, DC 14+level)
0th level: create water, detect magic, light
1st level: bless*, protection from evil, shield of faith
Special Abilities:
Traits:
Possessions (x gp)
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Stat Math:
Str 10 (0 points)
Dex 10 (0 points)
Con 10 (0 points)
Int 10 (0 points)
Wis 10 (0 points)
Cha 10 (0 points)
Crag the Igneous |
Darn it, Jonakar! It would ruin all the humorous things I have in mind if you could actually talk to my companion! I had to pull out my bestiary to try and figure out if creatures with the celestial template gain Celestial as a language.
Turns out, no.
At least as far as I can tell. So, unless somebody wants to put some points into Linguistics to take Terran, Gravel will remain an obscurity (and an object of stereotypical dwarven annoyance)!
=P
Also, Russian is the language of the heavens?! I had a professor in college who would likely agree with that...
Jonakar Hill |
I looked into that as well before I posted and saw that it was not listed. It was a old house rule that the template gave the creature the inherent ability to speak celestial/infernal depending on the template. *shrug* it's all good if you wanted him to be more of a comedic relief, but I think even without being able to speak to each other Jonakar and Gravel are going to have a very deep connection. When I rolled up Jonakar I told DMJ that in my mind Aasimar are never chance by blows. They are purposefully born by the Gods for a specific reason. The blood of the divine flows in their veins, like a unresistable force.
Crag the Igneous |
No worries. =P
Not really comic relief. More of a foil for when the scenario doesn't require too much dramatic influence.
Also, just as a useful companion. I'm not sure how I'll use him in combat, yet. But, he seems fairly capable. Bull Rush especially may be useful, with Crag relying on Defensive Stance, protecting squishies is all about controlling the field. If I can't move to the bad guys, maybe I can move the bad guys to me!
But, all that aside, if you want Jonakar to feel powerfully connected to a sort of tangential offshoot of a remnant of his bloodline... Yeah, I can work with that.
Truth be told (I don't know if you read my backstory) Crag doesn't have any real concept of who or what Gravel is. When I originally wrote Crag up, quite a while ago, he was an acolyte of sorts at the "Heart of the World" (which is a giant crystal in Varisia that dwarves revere [actual Golarion lore, not made up]). For this setting, I needed a little more incentive for him to be hunting a way to destroy vampires, so I ditched his original story and wrote a new one. He doesn't really know he's a stonelord, if that even exists as an actual "thing" to be. He just knows how to break stone, how to wield stone, how to shape stone, how to be as strong as stone, etc. Oh, and he has this thing he calls Gravel following him around.
Esmerelda "Black Esme" Proust |
I have finally finished my character packet. You can find it online at:
http://www.matthewcampbell [dot] com/esmerelda proust [dot] pdf
If your browser will not accept that, you may need to enter:
http://www.matthewcampbell [dot] com/esmerelda%20proust [dot] pdf
It's only about 5.2 MB so everyone please download it, check it out. It's got pics of Esme, her items, spells and backstory. I've tried to make it give a real feel for her so that others can see her the way I do.
I will also try to make a version for these boards tomorrow. It's taken me four days to make the packet I've got now and I'm kind of tired of character sheets for the time being. 8)
MPCampbell |
Esmerelda “Black Esme” Prouse
NG Human Female Witch 6
Init +1; Senses Perception +7 (+9 w/familiar)
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dex)
hp 54 (6d6)
Fort +4, Ref +3, Will +6
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OFFENSE
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Spd 30'
Melee: Dagger +1 (1d4-2)
Ranged: Ranged Touch +4 (as spell)
Space 5'; Reach 5'
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STATISTICS
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Str 7, Dex 12, Con 14, Int 23, Wis 12, Cha 8
BAB +3; CMB +1; CMD 12
Feats: Extra Hex (misfortune), Improved Familiar (Ariadne)
Scribe Scroll, Ability Focus: Hex (+1 DC)
Skills: Acrobatics: 4, Craft Alchemy: 15, Fly: 10, Intimidate: 8,
Knowledge Arcana: 15, Knowledge History, Nature, Planes: 10,
Spellcraft: 16, Use Magic Device: 8
Special Abilities
Spells/Day (6/4/4/3 DC 16…)
0th level (DC16): Detect Magic, Detect Poison, Dancing Lights
Message, Resistance, Stabilize
1st level (DC17): Cure Light Wounds, Enlarge Person, Mage Armor
Reduce Person
2nd level (DC18): Mirror Image, Spectral Hand, Vomit Swarm, Web
3rd level (DC19): Ash Storm, Bestow Curse, Summon Monster III
Hexes: Cackle (mv action, 30’ rng, extend agony, charm, evil eye,
fortune, misfortune hexes 1rnd
Evil Eye (DC 20 Will – 30’ rng, -2 penalty to AC, ability checks,
Attack rolls, saves or skill checks for 9 rnds. Save reduces to 1 rnd
(mind-affecting effect)
Flight (Feather fall at will, +4 swim, levitate 1/day, fly 6 min/day)
Fortune (30’ rng, reroll any 1 of ability check, attack roll, save,
or skill check) Creature affected only 1/24 hours
Misfortune: (DC 20 30’ rng, reroll ability check, attack roll, saving
throw or skill check. Take lowest number. Creature affected only
1/24 hours)
Familiar
Traits: None
Possessions: Ring of Sustenance, Aegis of Recovery, Shawl of
Life-Keeping, Minor Extending Metamagic Rod,
Headband of Vast Intellect +2
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Stat Math:
Str: 10-3=7 (-4 points)
Dex 10+2=12 (2 points)
Con 10+4=14 (5 points)
Int 10+8+2+2+1=23 (17 points)
Wis 10+2 (2 points)
Cha 10-2=8 (-2 points)
I just saw that Evil Eye is a mind affecting effect. I expect to be of minimal use against the vampire, though I should be helpful the rest of the time.