DM Salsa Presents: Tales of Aletheria (Inactive)

Game Master AdamWarnock

There are many roads and paths in the world. Which one will you take? Where do you think it will lead you?


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The town of Redwall lurks in the shadows of the mountains and trees that surround it. A foreboding presence lying like some predator in wait. There are rumors of treasure and relics hidden away in old keeps and towers nearby, though few have found them. Those do not hold much interest for you at the moment, however. Before you can raid those ruins, you need allies and supplies, and a place of safety to rest and recover in. Following the advice of the the local townsfolk, you arrive at the Black Mare Inn, ready to step through the doors and begin a new journey.

Hello and welcome to the recruitment thread for Tales of Aletheria. This isn't going to be like most campaigns with a strong plot running things, instead it's going to be more of a sandbox with the PCs hearing rumors and gathering information that can lead to different adventures. Even though things start in the town of Redwall, there's no reason for the party to stay if after meeting up the party decides to go somewhere else.

You can find out more about the setting here: Aletheria Campaign Setting Document

If you have something you'd like to add for your character, feel free to run it by me and I'd be more than happy to help tweak things to fight into the setting.

So that said, here are the character creation rules.

Character Creation Rules:
-Start at 3rd level.
-Max HP at first then roll half HD + half max HP
--d6 -> d3+3
--d8 -> d4+4
--d10 -> d5+5
--d12 -> d6+6
-25 point-buy
-3,000 gp for equipment
-2 traits If you want to use one of the traits that is specific to Golarion, get with me so we can work out how it fits into Aletheria. Note, this is basically all of the religion and regional traits.
-We are using the Background skills from Pathfinder Unchained
-No evil alignments
-Absolutely NO firearms or gunslingers. Don't even ask, my answer is no.
-No occult classe unless you can sell me on the concept.
-Samurai and Ninja allowedonly if they have a really good story about how they came to be in Sal-Kavun.
-All other Paizo classes, including Unchained versions, and the Spheres of Power classes are allowed
-No third party material except the Spheres of Power. I'll be using that myself for some NPCs
-Races that are allowed with no strings
--Humans
--Elves
--Drow (Commoner, not the Noble)
--Dwarves
--Orcs
--Feylings (Homebrew race for the campaign setting)
--Half-elves
--Half-orcs
--Aasimars (Alternate Heritages allowed)
--Tieflings (Alternate Heritages allowed)
--Changelings
-No Gnomes or Halflings. Other races are on a case by case basis.

What you'll need for a full submission:
-Basic stats for your character.
-Character's Appearance
-Character's Personality
-Character's Background
-A sample roleplaying post (Prompt below)
-What kinds of adventures are you interested in? Urban ones with lots of intrigue? Dungeon Crawls? Wiping out bandits or goblins? Saving the princess from a dragon? Saving a prince from a dragon? This is help me figure out what kinds of hooks to throw out there.

Links to detailed overviews of the races
Dwarven
Elven
Feyling
Orc

Roleplaying Sample Prompt:
The bartender is a gruff fellow with a surly disposition.
The bar is filled with the rowdy chatter and bad singing that is to be expected of such a disreputable tavern. The bar is the only place with any seats left and you make your way over.

"Take a seat," the burly barkeep says sourly, "be with you in a moment. I'm a little busy."

Looking around, you can't help but notice that even as full as the tavern is, the barkeep isn't serving any drinks.

===

A note on races
You may have noticed that each race has a number of subraces (or ethnicities if that works better.) This is meant to provide a little more variety in a race as well as trying to match flavor and mechanics. I'm working on getting my thoughts down, and I hope to have things done by Tuesday (3-22)

I've included what the ability modifiers for each race is in the campaign setting document. linked above. if you want to get started right away. They also list what standard pathfinder race to use if applicable. To make things easier, those races are listed below.

Stonekin -> Pathfinder Core Dwarf
Grey dwarf -> Pathfinder ARG Duergar
Day Elf -> Pathfinder Core Elf
Drow -> Pathfinder ARG Drow Commoner
Ash Orc -> Pathfinder ARG Orc

Half-elves, half-orcs, aasimars, tieflings, and humans are just using the standard statistics you'd use in a game that takes place on Golarion.

===

Recruitment will end on Wednesday, April 6th. I may extend that if needed, but I won't be closing any sooner than that.

If you have any questions, feel free to ask me. I'm also open to any suggestions that you might have. This may be my campaign setting, but I am always open for ideas to improve it and make it more enjoyable.

Thanks for your interest and I look forward to seeing what you come up with.


Incoming wall of text!

I'll submit this guy for consideration. I assure you, this is not a min-max build concept. It is certainly built to maximize his usefulness in a particular way and shorting him in others. However, this wasn't done to power game, this is purely for RP reasons. I've played this guy briefly in the past and he was an absolute blast to play and the group did have a great time with him around. His primary quirk is that he only follows the last instruction given to him, which sometimes results in comedic situations. He once pushed a team member down a cursed well...twice. He was just following the last order and the group forgot to tell him to stop. The only time he breaks this instruction rule I've set is when small fuzzy creatures are involved. Sometimes this includes particularly hairy gnomes. He is not a violent person by nature, and he vaguely understands right from wrong, he is a quintessential 4 year old who relies on his "parents" (or group members) to have him perform appropriate actions. Therefore, if he does an evil act it's only because he was told to by a group member. In terms of combat his mental deficits made up for in brute force and strength. He is physical perfection, and it's represented when he attacks. However, he doesn't know his own strength, so even when given the instruction to attack but not kill a target he will still swing with full force. Not on purpose, just that he doesn't understand how strong he actually is.

Basic Stats: You can see the build in the profile, updated for your requirements are Con 16 instead of 14. HP per level rolled out to 9 for level 2 and 6 for level 3 adding up to 34 at level 3. Gear is changing what I've listed already to a +1 Lucerne Hammer and switched armor to a chain shirt. Skill changes are Acrobatics and Intimidate for Adventure Skills (and Intimidate is exclusively used when other group members threaten to send Cim after them, so it's not so much Cim doing the intimidating it's just the mechanics of rolling my intimidate score to represent the other party member's threat), and background are Handle Animal and Profession (Bodyguard).

Roleplaying sample:
*WHAM*

The door to the tavern bursts open. Standing out side in the rain is a very large man taking up the entire doorframe. He is tall enough that the top of his head isn't visible, and it's clear that he's holding a great weapon slung over his shoulder. The light of the tavern cast into the darkness of the night obscures his features. A few of the bar patrons gasp at the sight, and one of the bar guards reaches for his cudgel.

The man ducks down and steps through the doorway. He has a scowl on his face. The shadowed features he had outside clarify into every bit as menacing a picture when in full sight. The room goes silent as he stands there taking in the room. The tension is mounting, and the people are afraid.

Then all of the sudden, "Hi!" says the giant man. The voice is thick and booming. It is the sound you would expect from a grisled military commander, a voice you can trust for strength and power. But...there is something off. It doesn't fit with what everyone sees. The sight is threatening, the sound is raw power, and yet the word is spoken with a tone of excitement that you expect your neighbors small child to give when meeting a family friend for the first time. The word hangs in the air, some of the fear starts to turn to confusion at the odd mix of power and childlike quality to the man's word.

The band begins to play to try to cut the tension. Cim's face splits with a great smile. He starts to laugh growing in intensity. Much of the crowd turns to the band to see what he could possibly be laughing at only to find nothing out of the ordinary.

*CRACK*

The crashing sound behind much of the crowd that turned to look at the band is immense. A few of the barmaids scream, startled at the sound. Cim's laughter continues and as the crowd turns to see what caused the great sound they see this giant man, still laughing, has droped his hammer to clap at the music. The site is otherworldly and certainly confusing, but it's clear this man is no threat. He's a nearly 7 foot tall child, clapping at the music...
End Sample

As far as types of adventures, I'm neither here nor there on setting. I appreciate creativity in solutions to problems faced, though. The roll to hit, roll damage, rinse and repeat can be fun to see big numbers and such. However, I always appreciate when a group comes up with a solution to a problem that isn't necessarily number crunching. For example, once while playing a goblin based game we were fighting an owlbear. Our group happened to find a vial of Soverign Glue during the adventure. I was an alchemist and my tablemate was a rogue. Clearly the solution was to have him run and jump towards the owlbear's back while I hurl the open vial of Soverign Glue in the air. We effectively glued the rogue to the owlbear's back. Great fun, definitely didn't jive with the rules entirely (although there was a lot of dice rolling required for the trick to work), but was just fun enough for the GM to let it slide for comedy. Besides, the draw back eventually became a small goblin permanently glued to the back of a large owlbear with no solvent. But hey, goblins don't think that far in advance! My point being, I'm open to anything in the world (and by default Cim has to be based on how I've designed him), but I do enjoy allowing the hilarious interactions more than not within reason.


Dotting, will start looking through the setting doc later today.

Scarab Sages

Dotity dot dot.
My character will be human, most likely. A former Ironwall athlete who has fallen on hard times. His sport? Rock-It Tag! Lacrosse meets rugby in this Ironwall sport. Imagine a mass wrestling match in the middle of a snowball fight where everyone is packing their balls!


dot

your race link doesn't say anything, just a list of non-links

need info on the feylings...


Edward Sobel wrote:

dot

your race link doesn't say anything, just a list of non-links

need info on the feylings...

In the main setting document, he's gone into moderate detail, including racial modifiers, for all of his races, Feykin included.

Also, here's a dot.


i read that, it only had stat adjustments was looking for some more info. are they size small? what racial abilities do they have.

I also have an idea for another race if interested


Edward Sobel wrote:

i read that, it only had stat adjustments was looking for some more info. are they size small? what racial abilities do they have.

I also have an idea for another race if interested

Valid point! Though, to shoot in the dark, his exclusion of the two small races would lead me to believe he has some sort of dislike of them, and I'm guessing his custom races are all medium. But, I admit I hadn't considered the possibility!


Dotting for mayhem with some old sparring partners (hopefully) ;)

I'll be throwing a Norden Human to the mix - have a viking itch to scratch. Had thought of mead-fuelled brawler, but the scrapping side of things may well be handled by Choon's roughneck jock.

As such a, leaning toward pitching a straight up Unchained Barbarian focussing on some Rage Powers of the "wyrder type" (Linnorm Curses and such). Bloodrager is another option, but I'm not sold on the class...

Might need some input DM-S on the various Norden clans and such (unless you would prefer a Whitescale Clansman?


@black dow... not wanting to pair up Vhillish and Janna again?


Hey Edward... Alas no, thinking of a more barbaric character this time round. Vhillish is too polished lol.

That being said whatever you come up with hope we're lucky enough to make the cut - always a pleasure Ed.


Link to the Google Docs Folder the stuff is in

Let me know if that doesn't let you see the docs. I thought I had set things up to where everyone could get to them. I was going to be working on the elves next, but I can get the Feykin done before them.

And speaking of which, the feykin are about the same height as dwarves, and much less bulky, so yes, they are medium in size.

It's not that I don't like gnomes or halflings. I actually rather enjoy playing a gnome sorceress in a RotRL game. It's that they didn't fit with the setting. The feylings do.

As for Black Dow's question about the clans of the norden, there are many clans, but only thirteen great clans, of which the Whitescale clan is the smallest. The lesser clans often ally themselves with one of the great clans and in return for the great clan's protection, they act as the clan's deputies. Some of the clans are nomadic, but many are housed in keeps with thick walls of stone and large hearths to shield the inhabitants from the harsh Norland winters.

The norden of any clan can be found roaming far and wide, but the Whitescales do have more of their clan roaming about than any other, up to a third of the clan at times. Other than the Whitescales, I haven't really decided anything about the other clans, so feel free to flesh one out if you wish.


starting to read through the setting stuff. Thinking a spheres of power full caster. Not sure where from yet.


it wasn't that I couldn't see the docs but rather there is no info in the docs concerning the races.

for example the feyling document is a list of topics but no information.

but since all small races are gone then my main idea is now gone.

also wanted to run another race past you if interested. of course if you say no then I will have to just abandon my current idea for something else.


Go ahead, the worst I can say is no. ;)

Also, I am aware of there not being any info on the other races. I'll be fixing that today and tomorrow. Speaking of which. I'm about to get on that.

Silver Crusade

*pokes head in*


You could send me into a chamber of nightmares and rip apart the very thing the separates me from my humanity. oh wait wrong game....

Sczarni

Thinking a Windrider Orc Cavalier of the Order of the Dragon.

Will have more info up shortly.

Grand Lodge

I saw the Interest Thread and I was quite interested... but now I'm totally enraptured.
I was thinking about submitting this alias (when finished), a ranger or druid windrider orc who abandoned the brutish ways of his kin to embrace nature. He found peace of mind and heart with that choice and has decided that he will show his people that harmony can be achieved... but Ragbrok isn't stupid and knows that his brethren won't understand with words only, they will need a strong figure to look up to.
And that's why he is adventuring, to become worthy and strong so he can guide his people to a new age.

Tell me what you feel about this concept so I can work around it or just decide upon another course (your setting and the fact that it's a sandbox open up lot of stuff).

What kinds of adventures are you interested in? Urban ones with lots of intrigue? Dungeon Crawls? Wiping out bandits or goblins? Saving the princess from a dragon? Saving a prince from a dragon? This is help me figure out what kinds of hooks to throw out there.

I'm partial to crawls, classic bandits/goblins quests mixed with the occasional saving X from Y. You know, classic adventuring party travelling the world, kicking ass and taking names.


Well, the windriders aren't exactly your typical orcs. They are a lot like the Rolgoni, which are loosely based on the Mongolians. They are rough and hard, but not mindlessly brutish and wasteful.

Scarab Sages

My concept: an al-Sunni semi-pro Rock-it player from Ironwall. He was recently passed over for entry into the pro teams, again, and has decided that his time in the game is over. However, he came out of his career with little to show for it. He dithered most of his small fortune away, as al-Sunni are known to do, and he is now in some hot water with a couple lenders. He's willing to do just about anything to get out of the hole and back to the lifestyle to which he is accustomed.

Sczarni

DM-Salsa wrote:

What you'll need for a full submission:

-Basic stats for your character.
-Character's Appearance
-Character's Personality
-Character's Background
-A sample roleplaying post (Prompt below)
-What kinds of adventures are you interested in? Urban ones with lots of intrigue? Dungeon Crawls? Wiping out bandits or goblins? Saving the princess from a dragon? Saving a prince from a dragon? This is help me figure out what kinds of hooks to throw out there.

Statistics & Description:

Windrider Orc Cavalier of the Dragon 3. An 18 year old male orc, Alruc Mordred stand just over 6'1" tall and masses around 210 lbs without his armor and gear. Long-limbed and lean, his skin clearly shows his years spent on the range. A faint odor of sweat, both horse and orc clings to his riding leathers, despite the cleanliness and order of his gear. A long, heavy blade hangs from his left hip, balanced by a short dagger and handaxe on the right. He wears his hair shaved close, except for a strip along the center, tied back at the base of his neck with a braided leather cord.

Personality: Fairly serious, Alruc still acts like a young male in the prime of his life. A qualified hunter and scout for his clan (The White Clouds), he has entered the wide world in search of experience, treasure, and the chance to prove his exceptional-ness. Coming back home with a pack full of treasure and a strong wife at the head of a line of fine animals is his ultimate goal.

Backgroung: Part of the culture of the Windriders includes a young person's travels in proving him or herself as valuable to the clan. Alruc has learned the basics of his people; he rides well, fights well, and can live rough off the land just fine. Now, he seeks a chance to establish a name for himself and wealth for his tribe. Coming home scarred and toughened by the forge of the world meets the minimum, but returning a champion stands firm as his plan.

Types of Adventures: Urban or Dungeon type adventures where the PCs effect change on the area. Intrigue and stealth is nice, as is open combat or tactical encounters. Dungeon Crawls with intensive trapfinding & the like is my least-favorite type, unless it is interspersed with other encounters and stuff to change it up. Against the Giants vs Tomb of Horrors, essentially. Player-driven quests are especially nice.

Roleplaying Sample Prompt:
The bartender is a gruff fellow with a surly disposition.
The bar is filled with the rowdy chatter and bad singing that is to be expected of such a disreputable tavern. The bar is the only place with any seats left and you make your way over.

"Take a seat," the burly barkeep says sourly, "be with you in a moment. I'm a little busy."

Looking around, you can't help but notice that even as full as the tavern is, the barkeep isn't serving any drinks.

Removing his shield from his back, Alruc takes a seat at the bar and props it against the legs of his stool in easy grasp. He adjusts his weapon belt to more easily rest along his sides. He glimpses out the door to make sure Aduu, his faithful mount, still stands by the hitching post outside. He trusts the horse more than the locals, but it never hurts to double check.

"Oy! Barkeep! If you want me to get my own ale, it's less coin in your purse!" Alruc raises his voice just enough to be heard over the din, grinning over his tusks at the surly bartender. He turns to another patron and asks, "This place always have such bad service? Seems packed, for a place that doesn't serve drinks, huh?"

Turning his body slightly, Alruc watches the crowd and scans for potential trouble, as well as any comely lasses.


So far I am thinking a human elementalist, hedge witch or Incanter. Do you want spheres of power casters to have a casting tradition?


@Browman: I'm not opposed to it.

Scarab Sages

Salsa, I'm wanting to build a version of the Rock Thrower build outlined Here. What is your opinion on Rock proficiency? If I have Rock Throwing, am I proficient in handling rocks as weapons?


Keila Free Human Brawler (almost) ready to rumble

will ad roleplay sample and equipment later

HP roll: 2d5 ⇒ (5, 5) = 10


I present Anna Tov, human rogue (unchained). An IRL game session may hamper my ability to post the sample roleplay and backstory until later tonight, though.


Working on this 3rd level Arcanakin Elf Eliciter (FACE!!!!!!)

HAve the main cruch sussed but wasn't sure what elf like things I get (beyond the ability stuff) also wasn't sure what was appropriate to take as far as bonus languages.

Will work on gear soon...

aAAAnnndd:

2d4 + 8 ⇒ (4, 4) + 8 = 16 NNiicceee


Settled on a Human Incanter.

2d3 ⇒ (2, 1) = 3


I am going through the setting now to come up with something. I would rather stick with the races as provided.

I am assuming you would prefer a more serious type character, my initial though was a little on the not so serious side.

I may work on a remake of my 5th edition character that I play at my table-top game.

my other choice was a brawler, but I decided to drop that as there is already a brawler submission.

last choice is was a kinetisist... saw no occult classes.


DM... Do you have any additional info on Trinia? I have an idea but want to be sure that I do not go against the vision you may have.

If this is not developed beyond what you already presented I may make something to add to that.


Choon wrote:
Salsa, I'm wanting to build a version of the Rock Thrower build outlined Here. What is your opinion on Rock proficiency? If I have Rock Throwing, am I proficient in handling rocks as weapons?

I need to look over it, but to be honest, I'd count rocks as simple ranged weapons, so you'd automatically have proficiency with them.

Edward Sobel wrote:

DM... Do you have any additional info on Trinia? I have an idea but want to be sure that I do not go against the vision you may have.

If this is not developed beyond what you already presented I may make something to add to that.

What did you have in mind? About the only thing I didn't put in there was that the nobility actually takes its responsibilities seriously and the royal family is beloved by the people.


Will get it to you tomorrow, I need to get to bed (its late for me)

Scarab Sages

Salsa, the build I'm looking at is one of the less optimized ones. It's the oracle/warpriest build a few pages into the thread. I like the idea of becoming a priest for the philsophy of friendly, athletic competition. Someone who is less likely to kill another person and more likely to laugh the confrontation off after he's knocked them stupid with a well tossed rock. I'd be taping a trait to let me deal non-lethal damage without penalty.
*searches*
There isn't one...
New proposed trait (if you'll allow):
Rock-it Professional - Your training with Rock-it stones has less to some truly remarkable accuracy. You gain a +1 trait bonus to attack rolls with thrown weapons and you can deal nonlethal damage with Rock-it stones without penalty.

Pretty please?


Background up. Sample roleplay time. Longer than I would generally post, but I tried to introduce the main details for the character. Also, I thought it might help give a better indication of style.

The bar is filled with the rowdy chatter and bad singing that is to be expected of such a disreputable tavern. The bar is the only place with any seats left and you make your way over.

"Take a seat," the burly barkeep says sourly, "be with you in a moment. I'm a little busy."

Looking around, you can't help but notice that even as full as the tavern is, the barkeep isn't serving any drinks.
_________

Anna leaps onto the nearest barstool. Her feet can't touch the ground from here, but she tries to look her most imposing.

She launches into her speech anyway, smoothing down her short, choppy hair and smiling her most winning smile. It had been on the tip of her tongue, and she would forget it if she didn't speak now.

"Do you know of any work in the area?" she asks eagerly. "I just came from serving in the Ironwall militia. I heard there was bounty work to be had out in these parts. I took a bear by surprise this one time - well, also, there was a crossbow, and really, it's a wonderful story if you ever have time, the twist with the cubs... but like you said, busy, sorry!"

She falters as she takes note of the barkeep's reaction, which is decidedly not impressed. Casting her gaze about the room, she hopes for someone else to talk to. It had been a good speech until her nerves set in.

She threads a copper coin back and forth between her fingers as she thinks. Having something to play with helps her concentrate, and the bar is loud. Her eyes narrow as she notices a tussle, which experience tells her will soon break out into a no-holds-barred brawl without intervention.

"Sure you don't want any help here?" she says in a lower voice, tilting her head towards the fight. "Usually a couple of quick jabs'll sober them up a bit. Got to take 'em down sharpish or they'll only get worse." She pats the short swords sheathed at either side of her belt.


Choon wrote:

Salsa, the build I'm looking at is one of the less optimized ones. It's the oracle/warpriest build a few pages into the thread. I like the idea of becoming a priest for the philsophy of friendly, athletic competition. Someone who is less likely to kill another person and more likely to laugh the confrontation off after he's knocked them stupid with a well tossed rock. I'd be taping a trait to let me deal non-lethal damage without penalty.

*searches*
There isn't one...
New proposed trait (if you'll allow):
Rock-it Professional - Your training with Rock-it stones has less to some truly remarkable accuracy. You gain a +1 trait bonus to attack rolls with thrown weapons and you can deal nonlethal damage with Rock-it stones without penalty.

Pretty please?

On the build, is this it? http://paizo.com/threads/rzs2qkpe&page=5?I-Throw-a-Rock-at-it#207

As for the trait, I don't see any problems.

On another note, I have the stats for the Feykin (yes that is the correct one. I changed it from Feyling and completely forgot about it) done. I'll be working on the elves' stats then the orcs. There's more elven races than orcish, and I'd rather work on the longer one first.

Good thing I'm off tomorrow. It's going to be a long night.


Okay, I have the stats for all of the races in. If anyone has any suggestions, please feel free to let me know. The links above should allow you to comment on whatever it is you want to bring to my attention. I'll be working on the flavor for everything tomorrow, and hopefully that will go a little quicker now that I'm not working about the statistics.

I haven't gotten around to going through submissions yet, but I'll be doing that tomorrow as well and putting a list together. From what I've seen though, it looks like I'm going to have my work cut out for me when it comes time to narrow the pool. You guys never make it easy. ;)

Scarab Sages

That's one build I'm looking at, yes. That one or the one just before it that gets Precise Shot at lvl 3. I can't decide if I like the barbarian flavor or the warpriest flavor more.


Let me put something here, then, before it's too late!

I haven't finished his equipment yet, nor have I written his backstory onto the alias. I'm working on it right now, should have it up in a few hours; I'll then post the RP sample here.

And while I'm at it:

HP: 2d4 + 8 ⇒ (2, 2) + 8 = 12

Also, Alternate Racial Traits. I built him with some, but it's fine for me to take 'em away if you have your own, or wouldn't want them to be taken as per normal.

Lastly, you mentioned SoP is allowed, and that you'll be using it for some NPCs. I've built this shaman with the standard Vancian system; I've looked at Spheres, and could use the applicable template for it if you'd like one way or the other, but I've never played with it and don't have a solid level of familiarity. That being said, if you'd prefer to not have a mix of Vancian and SoP, I'd be more than willing to switch him to that system.


So other than the stats should we assume that races are per core as far as what abilities they get? I think Krogath and I are barking up the same tree...


I'm considering submitting a Nymphkin Sorcerer. As you haven't detailed out alternative favored class bonuses for the Feykin, could I use the human bonus for this build?


@Choon: Lemme ask you this, who would your warpriest serve?

@Korgath: It's not too late until I say "no more, please!" ;) I'm not going to say no to the alternate racial traits, but I would like to know what you have in mind before saying yes. As for the casting. I'll be honest and admit that I am not a fan of the vancian system. That said, I am allowing it side by side with the Spheres of Power system.

@Caomhnoir: Yep. A forestkin qualifies for dwarf feats and archetypes like a stonekin does. Same with the elven races and the orcish races.

@Aesabella: I don't see why not. Honestly, I think this is the first time I've ever seen someone use one of the alternate favored class bonuses.


Placeholder profile for Black Dow's Norden Blóðóðr (Bloodrager) - going with Draconic bloodline and the Primalist archetype.

Plenty more to come...


Not quite what I meant - does an Arcankin elf get keen senses, weapon familiarty, elven magic, etc just the same as a "core" elf? That said it looks like you might be open to alternate racial traits so maybe I will just look at my build and then ask specifically.

Scarab Sages

Good question, salsa. I'll go with the barbarian one. Not having precise shot from the go would hurt anyway. I'll get building this evening/tonight.


Placeholder Alias for Choon.

Rough Start:
S:19 D:14 C:13 I:12 W:10 Ch:12

Traits: 
- Fate's Favored (+1 to all luck bonuses) 
- Rock-It Professional

Feats: 
- Quick Draw (Human) 
- Point Blank Shot (1st) 
- Rapid Shot (Fighter 1) 
- Precise Shot(3rd) 

Level 1: Oracle (Stone Mystery) 
- Revelation: Rock Throwing 
- Spells: Cure Light Wounds, Divine Favor, Abundant Ammunition 
- Curse: Tongues
Level 2: Fighter (Weaponmaster Archetype) 
Level 3: Barbarian (Hurler Archetype) 
- Skilled Thrower 

HP pre con bonus: 8 + 1d5 + 5 + 1d6 + 6 ⇒ 8 + (4) + 5 + (4) + 6 = 27


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Caomhnóir wrote:

Not quite what I meant - does an Arcankin elf get keen senses, weapon familiarty, elven magic, etc just the same as a "core" elf? That said it looks like you might be open to alternate racial traits so maybe I will just look at my build and then ask specifically.

Okay, I think I understand now. If you look in the first post you'll see four links under the heading of Links to detailed overviews of the races. I've got the stats for each of the races in those documents.

Attention everyone:
If you are thinking about using one of the races of elves, dwarves, orcs, or feykin, then use the links to the documents to get the stats. I forgot about languages, but I'll have those up in a bit. Everything else should be there. If you are having trouble finding the links in the opening post, you can also find them below.

Dwarves
Elves
Feykin
Orcs

I'm still working on them, but the stats are (save for the languages) complete.


I should have my human Incanter done tomorrow evening.


GM I sent ya a PM


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doting Iam out of town until thursday however wont have anything else up til friday or sat.

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