DaWay's Ruby Phoenix Tournament (Inactive)

Game Master DaWay


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RPG Superstar Season 9 Top 32

I'm also interested in joining. On the Paizo module page it says that the reward for winning the tournament is a magic item from a spellcaster's treasure. Is the reward meant for the party as a whole or for every member separately? Because I've come up with a concept of an Iconoclast Inquisitor which seeks access to magic items which his faith opposes with the goal of destroying them. Would you be willing to accept such a character?

Lantern Lodge

I would be willing to accept such a character


Ok here is the crunch for my Oni-spawn Tiefling Druid. I haven't done equipment yet though.

Li Fu'Chao:
LI FU'CHAO CR 10
Male Oni-Spawn Tiefling Druid 11
NN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 104 (11d8+22)
Fort +9, Ref +5, Will +10
Immune poison; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +12/+7 (1d3+4/20/x2)
Druid Spells Known (CL 11, 12 melee touch, 10 ranged touch):
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +8; CMB +12; CMD 24
Feats Craft Wondrous Item, Druid Weapon Proficiencies, Eschew Materials, Natural Spell, Fiendish Heritage, Power Attack -3/+6, Wild Speech
Skills Bluff +1, Fly +13, Handle Animal +10, Heal +7, Knowledge (Nature) +10, Knowledge (Planes) +5, Perception +11, Spellcraft +13, Stealth +4, Survival +10
Languages Common, Druidic, Tien
SQ Animal Companion Link (Ex), Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Tremorsense, Wild Empathy +10 (Ex), Wild Shape (4/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body III: Small - Large elemental), Wild Shape (Plant Shape II: Small - Large plant creature), Woodland Stride (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Tremorsense At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body III: Small - Large elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape II: Small - Large plant creature) You may use your Wild Shape ability to become a plant creature.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

SHINZEN CR 9
Male Tiger
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +9
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 18. . (+4 Dex, -1 size, +9 natural)
hp 82 (+27)
Fort +9, Ref +10, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Tiger) +13 (2d6+8/20/x2) and
. . Claw x2 (Tiger) +13 x2 (1d8+8/20/x2) and
. . Rake x2 (Tiger) +13 x2 (1d6+8/20/x2) and
. . Unarmed Strike +13/+8 (1d4+8/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 26, Dex 18, Con 17, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +15 (+19 Grappling+17 Sundering); CMD 29 (31 vs. Sunder33 vs. Trip)
Feats Combat Reflexes (5 AoO/round), Improved Natural Attack: Bite (Tiger), Improved Natural Attack: Claw x2 (Tiger), Improved Sunder, Multiattack (Multiattack / Extra Attack), Power Attack -2/+4
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +10, Fly +2, Perception +9, Swim +12 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Devotion +4 (Ex), Multiattack / Extra Attack, Seek [Trick], Track [Trick]

--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Lantern Lodge

ok here is the list so far, if your name is listed in CAPS your application is complete

possible Fletchling Ninja by Monkeygod
UNNAMED, Tiefling Vivisectionist Alchemist by Aoth Anskuld
NALITA, Samsaran Bladebound Magus by Xzaral
SIDRYN, Human Barbarian by chibiamy
possible Monk Master of many styles by Jt Squish
LI FU'CHAO, Oni-Spawn Tiefling Druid by imimrtl
Treiden Wallace, possible half-elf rogue/duelist by imjohnnyrah
possible Iconoclast Inquisitor by flykiller

if there is no background/character sheet by midnight EST I will not consider you for this mod. I am prepared to run a larger group/two groups for this mod. So if you are interested please get what you need to done.


Are we working as a party? or is this some sort of free for all tournament?

Lantern Lodge

both


Yea, I'm not going to be able to make that deadline. Had to catch up on my other games. I can get up a character tomorrow however.


Presenting Nemeia Terreis, tiefling vivisectionist.

background:
Nemeia was born in Cheliax, in the city of Westcrown.

As a tiefling, she didn't have the easiest of lives, but at least in Cheliax she was somewhat accepted, even if as a second class citizen. When she was a teen, her intelligence paid off, and she was taken as an apprentice by an open minded alchemist who worked for the Wiscrani beaurocracy. He trained her in alchemy, and other scientific pursuits.

In her work for the government, she was noticed by the slightly more...covert...agents of Cheliax. Her mental acuity as well as her good physical condition led them to recruit Nemeia as an agent for a covert organization run by General Gorthoklek, the Queen's regent.

In her capacity as a secret agent, Nemeia received training in spycraft and combat, as well as specialized training for her alchemical skill. All in all, she felt very fulfilled as an agent for the government, and keeping the peace and helping the prosperity of her kingdom made her feel like she's doing what she should.

Recently, Nemeia's handler called her in to the palace, and handed her what she said was was an important new assignment. "Agent Terreis, you are to immediately cease work on all other cases and travel to Tian Xia, to the city of Goka. There you will enter the Ruby Phoenix tournament. We need you to do whatever it takes to win it; General Gorthoklek insists that obtaining the prize is vital to Chelish security."

crunch:
NEMEIA TERREIS CR 10
Female Tiefling Alchemist (Vivisectionist) 11
LN Medium Outsider (Native)
Init +6; Senses Darkvision (60 feet); Perception +14
--------------------
DEFENSE
--------------------
AC 26, touch 17, flat-footed 19. . (+9 armor, +6 Dex, +1 dodge)
hp 105 (11d8+33)
Fort +10, Ref +13, Will +3
Immune poison; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Agile Silversheen Sickle +16/+11 (1d6+8/20/x2) and
. . Gauntlet (from Armor) +14/+9 (1d3-1/20/x2) and
. . Unarmed Strike +14/+9 (1d3-1/20/x2)
Special Attacks Bleeding Attack +6, Sneak Attack +6d6
Alchemist (Vivisectionist) Spells Known (CL 11, 7 melee touch, 14 ranged touch):
--------------------
STATISTICS
--------------------
Str 8, Dex 20/22, Con 14/16, Int 16/20, Wis 10, Cha 8
Base Atk +8; CMB +7; CMD 24
Feats Brew Potion, Dodge, Mobility, Piranha Strike -3/+6, Sidestep, Spring Attack, Throw Anything, Weapon Finesse
Traits Bandit (River Kingdoms): Stealth, Extremely Fashionable: Bluff
Skills Acrobatics +15, Bluff +16, Climb -3, Diplomacy +11, Disable Device +18, Escape Artist +4, Fly +8, Heal +18, Intimidate +0, Knowledge (Arcana) +9, Knowledge (Nature) +18, Perception +14, Ride +4, Sense Motive +11, Sleight of Hand +8, Spellcraft +10, Stealth +23, Swim -3, Use Magic Device +13 Modifiers Alchemy +11
Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ Fast Poisoning (Swift Action) (Ex), Healing Touch, Infusion, Muleback Cords, Mutagen (DC 20) (Su), Nourished by ash, cinders, dust and sand, Poison Use, Spontaneous Healing (55/day), Swift Alchemy (Ex), Torturous Transformation, Wings (11 minutes/day)
Combat Gear +2 Agile Silversheen Sickle, Celestial Armor; Other Gear Belt of Physical Might, DEX & CON +2, Courtier's outfit, Headband of Vast Intelligence, +4: Diplomacy, Sense Motive, Jewelry, Muleback Cords, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Noble's outfit, Shinobi shozoku, Signet ring
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Mobility +4 to AC against some attacks of opportunity.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mutagen (DC 20) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Nourished by ash, cinders, dust and sand You can eat and gain nourishment from ash, cinders, dust, and sand.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You don't accidentally poison yourself with blades.
Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (55/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. I
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p
Wings (11 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive.


I have Darnak that I would like to submit.

This guy I created a couple of years ago and the DM skipped out before the game ever started. I've got him rebuilt at 11th level in herolabs, which I'll post below all that other information.(Mainly because it took me FOR-EV-OR to type all that in. It's just too much work to erase.) :)

The background's the same. Sorry about that. I'm really quite terrible at background and don't really know what happened. :P

If there is an issue with him, let me know.

His profile is at the bottom of the profile. Kinda threw him together due to the deadline. Will change a few things up if chosen. Plus roll for hit points and other things that I don't recall at the moment.

If I'm too late, no biggie.

Grand Lodge

this is my master of many styles qinggong monk, Kerumi

Kerumi:

Human Monk (Master of Many Styles, Qinggong) 11
LN Medium Humanoid (Human)
Init +10; Perception +19
--------------------
DEFENSE
--------------------
AC 25, touch 22, flat-footed 20. . (Armor +3, +4 Dex, Wisdom +5, +1 dodge, Monk +2)
hp 93 (11d8+22)
Fort +12, Ref +14, Will +15
--------------------
OFFENSE
--------------------
Spd 60 ft.
Melee Unarmed Strike +12/+7 (1d10+4/20/x2) or
Ranged Shuriken +12/+7 (1d2+4/20/x2)
Special Attacks Stunning Fist (DC 20, 11/day) Elemental Fist (+3d6 elemental damage)
--------------------
STATISTICS
--------------------
Str 18, Dex 16/18, Con 14, Int 12, Wis 16/20, Cha 8
Base Atk +8; CMB +15; CMD 33
Feats: Combat Style Master, Dodge, Improved Initiative, Elemental Fist, Crane Style, Crane Wing, Crane Reposte, Boar Style, Boar Ferocity, Dragon Style, Dragon Ferocity
Traits Reactionary, Bullied
Skills Acrobatics +18, Climb +12, Escape Artist +12, Intimidate +15, Knowlege (History) +9, Knowledge (Religion) +7, Perception +19, Sense Motive +13, Stealth +12, Swim +12
Languages Common
SQ Unarmed Strike, Improved Evasion, Fast Movement, Maneuver Training, Still Mind, Ki Pool (14 pts), Ki Strike (Magic, Lawful), Ki Powers ([CL 11] Barkskin, Scorching Ray), High Jump, Purity of Body, Wholeness of Body, Vow of Truth
Combat Gear +3 Bracers of Armor; Other Gear Belt of Giant Strength +4, Cloak of Resistance +3, Headband of Inspired Wisdom +4, Deep red Sphere Ioun Stone, Boots of Speed, Ki Mat, 6x potions of Shield, 6x potions of cure light wounds, 3x potions of cure moderate wounds, 8x potion of true strike


Starting Gold
4d6 ⇒ (2, 5, 1, 4) = 12 x10

Grand Lodge

backstory:

The basic history is Kerumi grew up in a family that at one point owned a prominent martial arts school that fell from grace, he's now on a mission to put his families name back into good standing and reopen his families school. Kerumi thinks that winning this tournament can do that for him and his family, he does not care about the promised rewards this tournament has to offer, just the honor and glory it will bring to his families name.

Lantern Lodge

Monkeygod wrote:
Yea, I'm not going to be able to make that deadline. Had to catch up on my other games. I can get up a character tomorrow however.

Deadline is Friday and midnight. If you can't make that I can understand. You had submitted interest so I can give you till Saturday and make my decision on sunday.

I understand time constraints.


I've been wanting to try out the magus class and the kensai archetype. What timezone are you in DaWay? When's your midnight?

Lantern Lodge

EST


Wait! Found it; EST. Which means 5 A.M. to me ;)

edit; ninjad.


Starting Wealth: 4d6 ⇒ (1, 2, 6, 1) = 10 * 10 = 100

HP: 8d8 + 3d10 ⇒ (7, 7, 2, 6, 3, 3, 6, 7) + (8, 3, 8) = 60
Adjusted HP: (7,7,5,6,5,5,6,7) + (8,6,8) = 70

Things are coming along. I should have a character sheet up within the hour!


Yeah, so about that hour... Here's a link to the character sheet. It's still in development but you can see that there's not a whole lot left to mess with.

Scarab Sages

Mmmm... duelist. Tasty!


I agree. I feel that every martial tournament needs at least one pompous fop to dash in and wow the crowds so a duelist seems very fitting.


And, voila! Just for fun, I did an alias for Sidryn.


I find myself with a lack of wanting to create a character...

I still want to try the module, but oh well, maybe some other time.

RPG Superstar Season 9 Top 32

Let's roll some HP:
10d8 ⇒ (6, 2, 2, 5, 6, 5, 2, 1, 6, 1) = 36
And gold:
4d6 ⇒ (2, 5, 4, 3) = 14


Phew, making a high-level character takes a lot of time!

Here is my inquisitor's profile, I'll add the background/appearance/spells tomorrow, but the basics should be there to start with.

Selecting gear was a particular challenge. I've decided that Linard will try to avoid any magic weapons and armor to the best of his ability, and stick to items which enhance his natural prowess exclusively. Items which allow one to use 'borrowed' power of another spellcaster present a special blasphemy to him and he seeks to destroy them. (Obviously he won't try to take them away from party members, but he'll object to being healed/buffed by a scroll/wand).

Lantern Lodge

And that closes the open recruitment. I will give Monkeygod until tomorrow and will make my decision on Sunday. Thank you all for the wonderful applications.


Li Fu'Chao with equipment and spells.

Li Fu'Chao:
LI FU'CHAO CR 10
Male Oni-Spawn Tiefling Druid 11
NN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +18
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 19. . (+7 armor, +2 Dex, +2 deflection)
hp 126 (11d8+44)
Fort +13, Ref +7, Will +13
Immune poison; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Scimitar +15/+10 (1d6+7/18-20/x2) and
. . Unarmed Strike +14/+9 (1d3+6/20/x2)
Druid Spells Known (CL 11, 14 melee touch, 10 ranged touch):
6 (1/day) Summon Nature's Ally VI
5 (2/day) Animal Growth (DC 19), Animal Growth (DC 19)
4 (4/day) Freedom of Movement (DC 18), Atavism (DC 18), Dispel Magic, Strong Jaw (DC 18)
3 (5/day) Wind Wall, Sleet Storm, Mad Monkeys, Magic Fang, Greater (DC 17), Magic Fang, Greater (DC 17)
2 (5/day) Barkskin, Restoration, Lesser (DC 16), Resist Energy (DC 16), Soften Earth and Stone, Warp Wood (DC 16)
1 (5/day) Obscuring Mist, Faerie Fire, Entangle (DC 15), Entangle (DC 15), Liberating Command
0 (at will) Read Magic (DC 14), Detect Magic, Create Water, Stabilize
--------------------
STATISTICS
--------------------
Str 18/22, Dex 14, Con 14/18, Int 10/12, Wis 16/18, Cha 8
Base Atk +8; CMB +14; CMD 28
Feats Craft Wondrous Item, Druid Weapon Proficiencies, Eschew Materials, Fiendish Heritage, Natural Spell, Power Attack -3/+6, Wild Speech
Skills Acrobatics -1, Bluff +1, Climb +3, Escape Artist -1, Fly +10, Handle Animal +11, Heal +8, Knowledge (Nature) +11, Knowledge (Planes) +2, Linguistics +8, Perception +18, Ride -1, Spellcraft +15, Stealth +1, Survival +11, Swim +3
Languages Abyssal, Aquan, Auran, Common, Draconic, Druidic, Ignan, Infernal, Sylvan, Terran, Tien
SQ Animal Companion Link (Ex), Metamagic Rod, Extend, Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Tremorsense, Wild Empathy +10 (Ex), Wild Shape (4/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body III: Small - Large elemental), Wild Shape (Plant Shape II: Small - Large plant creature), Woodland Stride (Ex)
Combat Gear +1 Scimitar, +1 Wild Dragonhide Breastplate; Other Gear Bedroll, Belt of Physical Might, STR & CON +4, Blanket, Candle, Cloak of Resistance, +2, Flint and steel, Handy Haversack (8 @ 15 lbs), Headband of Mental Prowess, INT & WIS +2: Perception, Holly and mistletoe, Holy Amulet of Mighty Fists, Metamagic Rod, Extend, Ring of Protection, +2, Rope, silk (50 ft.), Spell component pouch, Waterskin, Whistle, Signal, Whistle, Silent
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Immunity to Poison You are immune to poison.
Metamagic Rod, Extend The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 11,000 gp.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Tremorsense At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body III: Small - Large elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape II: Small - Large plant creature) You may use your Wild Shape ability to become a plant creature.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

SHINZEN CR 9
Male Tiger
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +9
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 18. . (+4 Dex, -1 size, +9 natural)
hp 82 (+27)
Fort +9, Ref +10, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Tiger) +15 (2d6+10/20/x2) and
. . Claw x2 (Tiger) +15 x2 (1d6+10/20/x2) and
. . Rake x2 (Tiger) +15 x2 (1d6+10/20/x2) and
. . Unarmed Strike +15/+10 (1d4+10/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 26/30, Dex 18, Con 17, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +17 (+21 Grappling+19 Sundering); CMD 31 (33 vs. Sunder35 vs. Trip)
Feats Combat Reflexes (5 AoO/round), Eldritch Claws, Improved Natural Attack: Bite (Tiger), Improved Sunder, Multiattack (Multiattack / Extra Attack), Power Attack -2/+4
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +10, Fly +2, Perception +9, Swim +14 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Devotion +4 (Ex), Multiattack / Extra Attack, Seek [Trick], Track [Trick]
Other Gear Belt of Giant Strength, +4, Holy Amulet of Mighty Fists
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Lantern Lodge

Okay, I've mostly decided anyways might as well get you guys interacting.
Btw, I do expect you to post under alias of your character

After seeing the applications I have decided I am going to take 6. Fair warning, Fairly given, I will increase difficult ratings to match the increased party size and I might add in some other tests of martial prowess.

One slot is reserved once I see if Monkeygod comes up with a character. I will then decided if I want that character or Sidryn, by chibiami as the sixth slot.

The other five slots are:
Nemeia Terreis, Tiefling Vivisectionist Alchemist
Nalita, Samsaran Bladebound Magus
Kerumi, Human Qinggong Master of Many Styles Monk
Li fu'chao, Oni-Spawn Tiefling Druid
Treiden Wallace, Half-Elf Cutpurse Rogue/Duelist

I have created a discussion page for you to get started already.

Scarab Sages

Sounds good to me!


Ya know what? Let Sidryn have the 6th slot. I would really like to play in this, but with two sneak type characters, I think a third would be a bit much.

Lantern Lodge

alright, chiniamy. Sidryn is in.
@monkeygod. Thank you for stepping down graciously. I was trying to give you the little extra time required.


No worries, I appreciate the extra time, but seeing the chosen list as well as Sidryn's character, and my desire to make a Ninja, makes more sense to step down and let a totally different character in.

Good luck all and have fun! :)


Monkeygod wrote:

No worries, I appreciate the extra time, but seeing the chosen list as well as Sidryn's character, and my desire to make a Ninja, makes more sense to step down and let a totally different character in.

Good luck all and have fun! :)

IF you are certain!

Thank you.

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