Dark Forest Defenders (Inactive)

Game Master BloodWolven

Map of island.
Battle map, now of Dune Fight!


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Dark Archive

Faerie Dragon!!!

Stats:
Ragel of the Terrible Teeth
Male Faerie Dragon Sorcerer 4
CG Tiny Dragon
Init +6; Senses Perception +12, Darkvision 60ft, Low-Light Vision
--------------------
DEFENSE
--------------------
AC 21, touch 19, flat-footed 15 (+6 Dex, +2 Size, +2 Natural, +1 Deflection)
Spell Resistance 13
hp 59 (3d12+4d6+21)
Fort +7, Ref +10, Will +9, +2 resistance bonus to recover from a continuing effect (Aegis of Recovery)
--------------------
OFFENSE
--------------------
Spd 10 ft., fly 60 ft. (perfect), Swim 30ft.
Melee Bite +7 (1d3/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 23, Con 16, Int 19, Wis 14, Cha 24
Base Atk +5; CMB +9; CMD 20
Feats Acrobatic, Eschew Materials(B), Hover, Spell Focus (Enchantment), Taunt
Traits None (unless allowed)
Skills Acrobatics +11, Bluff +17, Fly +30, Knowledge (Nature) +10, Linguistics +10, Perception +12, Spellcraft +14, Stealth +24, Swim +14
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan, Treant, telepathy 100ft
--------------------
SPECIAL ABILITIES
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Dragon Traits Euphoria Breath Weapon(1/1d4 rds) Fort negates (DC 14), Greater Invisibility 3/day, Immunity to Paralysis & Sleep, Spell Resistance, Telepathy
Sorcerer Traits Fey Bloodline Arcana (+2 to save DCs on Compulsion spells), Laughing Touch 10/day, Woodland Stride

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Equipment
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Magic Items Aegis of Recovery, Ring of Protection +1
Money none

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Spellcasting
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Sorcerer CL 7
Level 0(at will) Dancing Lights, Daze (DC 20), Detect Magic, Ghost Sound, Mage Hand, Open/Close, Prestidigitation
Level 1 (8/day) Charm Person (DC 19), Detect Charm, Entangle, Grease, Magic Missle, Sleep (DC 21)
Level 2 (8/day) Glitterdust, Hideous Laughter (DC 22), Minor Image
Level 3 (6/day) Force Punch, Suggestion (DC 23)

Spell-Like Abilities
Faerie Dragon CL 3 Greater Invisibility 3/day
Fey Bloodline Laughing Touch 10/day

He is considerably more powerful than I thought he would be even though Hero Lab pegs him at a CR 5. As a result I've only given him the wealth of a level 5 npc (about 3500gp) and I've only spent it on two items that don't add a whole lot. Hopefully that makes up for the stupid level of synergies I've made here. If it's too much I can reel him in a bit.

His base stats are as follows: Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 17. Level 4 ability bonus point was put in Charisma.

I'll throw up backstory and personality later, possibly in another post.


@bojangles: I think you have 1 hit die to much. GM wolf mentioned no more than 6 hit die, so you would have to be Faerie Dragon Sorcerer 3.

@GM Wolf: Plan from here would be to likely move into Oracle(Heavens) from here on out. The idea being that a god(or goddess) finds her path worthwhile and blesses her with powers to help her achieve the happiness and hope she is striving for. Also noticed I forgot to add the 1 ability score increase for 4 hit die.


@Mr Bojangles / @Captain Freemont - Yeah, the ability scores and combination of Racial Hit Dice and levels made me feel absurdly overpowered, from a basic attributes standpoint. Having four of them above 20 just seemed ridiculous. It feels like recreating Savage Species, to a degree that I was a bit uncomfortable with.

What I ended up doing was stripping the monster down to "What are the basic things I want out of this?". "What's the minimum this thing needs to still feel like it is?" and instead I'm doing it as a homebrewed race of 10 point value. I'm not 100% sure that Wolf will approve it, but since it's less powerful than the alternate, I figure it has a decent shot of working.

If anyone wants a hand doing similar, let me know. This kind of thing is my bread and butter.


This sounds like it could be a lot of fun. I'll develop this further over the weekend at the latest, but I'm thinking an Erinyes who was called into the forest to hunt down the fey terrorizing the area and after several hundred years of kindness from villagers became as much a protector as a hunter. I'll flesh out the specifics a bit more as I get a chance. I figure over time, due to the magical nature of the forest, she has lost much of her connection to Hell, so I'll either drop HD from her or possibly build her from the ground up stat-wise as a tiefling with the Erinyes-Bound template (3pp).

5d6 - 4 ⇒ (5, 5, 3, 1, 4) - 4 = 14
5d6 - 7 ⇒ (6, 3, 5, 4, 6) - 7 = 17
5d6 - 3 ⇒ (2, 3, 4, 2, 1) - 3 = 9Drop.
5d6 - 3 ⇒ (2, 5, 4, 1, 5) - 3 = 14
5d6 - 2 ⇒ (6, 2, 3, 1, 1) - 2 = 11
5d6 - 5 ⇒ (6, 6, 4, 3, 2) - 5 = 16
5d6 - 7 ⇒ (5, 5, 6, 2, 6) - 7 = 17

That looooks...pretty darn good. Dex might end up being a bit ludicrous (23?) But if I go with the Erinyes-bound template she'd only have 3 class levels and no racial HD.


Are you okay with psionics? This would be a perfect setting to run an Aegis with the Abberant Archetype.


Graziggi is ready, but also being considered for another campaign. So I'm rerolling.

5d6 ⇒ (4, 2, 3, 3, 6) = 18=13
5d6 ⇒ (3, 1, 3, 1, 6) = 14=12
5d6 ⇒ (5, 5, 5, 3, 2) = 20=15
5d6 ⇒ (5, 3, 6, 6, 4) = 24=17
5d6 ⇒ (3, 2, 3, 1, 4) = 13=10 drop
5d6 ⇒ (5, 5, 4, 3, 4) = 21=14
5d6 ⇒ (4, 4, 3, 3, 4) = 18=12

will figure out something with this later


As there are very many applicants now. I am going to say that crunch, background story, description, quirks/personality, gear, and picture/link of picture should be done before Monday.

Gear should be less than 8,000 gp. Trust me you will get more equipped quickly.

If set in standard D&D, which it looks like we will be going that route, the dieties being used will be Golarion and 3.5. :)

I will be making my selection on Monday, and we should start Monday if not Tuesday.

Once you reroll you take the new set.

If you are having trouble finding a template, ask me first, I should be able to come up with one. If I can't help you talk to YoricksRequiem.

@ Orelius Lionpaw - give me a sample of how he would talk...
@ Rednal - yes I would suggest going more for a 'monster' or just a regular race. We can always have some regulars!
@ YoricksRequiem - A better chance than some of the other overpowered 'monsters' :)
@ zefig - interesting, it would probably be best to rebuild her.
@ Ptolmaeus Arvenus - No Psionics, Sorry.

Applicants so far, that have posted something alluding to a character:

Mr. Bojangles - Ragel of the Terrible Teeth - feire dragon - sorcerer*
Nora Brim - succubus - oracle of Heavens***
Garrak Tharn - A skinwalker (coldborn) beastmorph/vivesectionist alchemist*
Algar Lysandris - minotaur*
Andostre*

*More astericks the better: DM willing, crunch done, background looking good, posting daily


What would you say if I wanted to play a Medium Animated Object (CR 3) starting play with the Bioconstruct Modification: Brain (CR +1) and a few extra CP to bring the CR to 5?

Would you want me to roll for stats or just use those listed? Would I be allowed to make upgrades later, (Moving up to Wood Golem, Clockword Golem, etc)?


I'm sorry, I am going to bow out. Good luck to everyone else!


I am willing to DM need be. Depending on the setting, I have some interesting gothic horror esque quests in mind from a game IRL I run, a low magic steampunkish setting. I have been thinking about setting a bit, and I think the game would be the most interesting if it took place in our world rather than a DnD one, regardless of time period or tech level. Doing gothic horror (Frankenstein, Dracula, Jekyll and Hyde, etc.) would be best for it. But if we have two realms, magical and mundane, we could actually probably jump times, having the magical one ill connected to the mundane one. We'd be going after the dangerous things that leak through. This would allow DMs to go with their own flavor when they take over for a time. But it would of course have interesting causality issues.

As for posting, I can always at least post once a day, but most days I post more than that in any given campaign, depending on its rate of posts.

Garrak is now edited for equipment and some description and characterization.


As I said, I'm going forward with a new character, since Graz is being used in another campaign now.
stats:
13-1=12+1=13
12
15-1=14
17+1=18
14
12

hmm... how to allocate these?


Well, I hope my tech problems can be fixed by Monday - this seems like a lot of fun, after all. XD


Background, and equipment updated on profile. Probably need some editing still, but it's late and I'll deal with that tomorrow. Here is the first draft of my background, will need to update and adjust sligthly once we confirm for sure the era that this campaign takes place but this should give a decent idea I hope of my character idea, and concept.

Nora Brim's Background:

Nora Awoke with a start, her bed soaked, and her heart racing. She looked down to see make the friends she currently shared her bed with did not wake. Tonight, like all the nights before he was filled with the horrid memories of her upbringing. The wanton immorality and depravatity of her childhood home forever scarred upon her mind.

Noragithim Brimstom had been created and raised on the Midnight Isles, deep within the Abyss. It was a land of all consuming darkness, a place where hope and happiness simply didn’t exist. It was here her Demon Lord Nocticula forced upon her the legacy of her creation, commanding Nora to embrace the power of her seduction to seed wrath, jealousy, and turmoil within the demon ranks. For centuries Nora did as she was ordered, skirting from lord to lord, always manipulating, and always scheming. It was not a life she cared for, but it was one she exceled at. She slowly rose through Nocticula’s ranks taking on longer and more complex tasks within the Abyss.

Her final break came when one of her mistress’s enemies was found on the material plane. Summoned to Nocticula’s chamber Nora was issued her first off-plane task. She was to cause this demons undoing before he could return to the safety of the Abyss. It was with a determined heart that Nora traveled through the portal to this new realm, but she was in no way prepared for what was to come.

Nora stepped out of the portal and into a city of some sort, her demonic traits hidden by her innate abilities. She appeared as a lithe brown haired woman of this strange species, the soft pink flesh seeming unnaturally frail compared to her own armored torso. With determined strides she struck out to find her mark, quickly tiring of the defenseless nature of this human body, and then she came across the children…

Children did not exist on the Isles and Nora was in no way prepared for the onslaught of thoughts and emotions rolling off of these tiny creatures. How could anything be so carefree and innocent? It was here that she had her first interaction with Hope and Happiness, the emotions filling her with their warm embrace. For a moment Nora felt as if nothing could go wrong, that all of her manipulations were simply irrelevant. It was to put it lightly, a life altering moment, her life to this point standing in stark contrast to these new emotions. Here was her purpose, the meaning she hadn’t known she had been seeking in her life. How could she continue to sow seeds of doubt, and jealousy when hope and happiness were so much more than them in every way? She knew at that moment that she could not return to a life in the Abyss and her mistress. She could not live her life in a place where these emotions did not exist.

Her original task all but forgotten, Nora strived to make a life for herself in this new world, signing on with a noble house as their children’s caretaker. These were good time for Nora, her life filled with happiness and the laughing of children, her demonic heritage hidden from the world, but it was not to last long. Demon Lords were not known for the forgiveness and understanding and Nocticula was no different, having determined that Nora’s abandonment of her cause was nothing short of treason, and deserved the full brunt of the exquisite torture techniques she had perfected over the millennia.
Her fellow Succubi descended on the unprepared noble family, manipulation and seduction quickly leading them to ruination. Nora’s past had caught up to her, and she simply wasn’t prepared to deal with it, and so she ran. Terrified of her former master and her minions Nora barely escaped the city, leaving the kind noble family to the whims of her cruel mistress.

It was only 5 years ago, she recalled a tear running down her cheek. Only 5 years since she I ran from that family, since i caused so much heartbreak and sadness. That memory was now a constant reminder of the life she was trying to escape.

Even though she is sure that her Demon Mother has not given up the chase it has been two years now since she has seen any of Nocticula’s minions. Perhaps finally she has escaped her past, and can now truly begin to live her blessed life.


@ Ptolmaeus Arvenus - Why don't you just go with an awakened wood golem? Drop down to 6 HD, DR 3/adamantium. You have a constitution and Intelligence score. +6 Str, +2 Dex & +2 Con(or +4 to one of them), -4 cha, +2 Wis.

@Garrack, please post or send me a link for Coldborn.

Looking great Nora!


http://www.d20pfsrd.com/races/other-races/more-races/skinwalkers-10-rp

They were released in a companion a few months ago, but it is paizo.


Cool. I'll have the crunch and flavor up tonight.


Posting while I have the chance!

Spoiler:
Appearance

Della
Female Dullahan
LN Medium undead
Init +6; Senses blindsight 60 ft., darkvision 60 ft.; Perception +8
Aura frightful presence (30 ft., DC 15)
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 60 (5d8+20)
Fort +4, Ref +3, Will +7; +2 trait bonus vs. illusion
Immune undead traits; SR 18
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Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +7 (1d4+4/×2) and +1 cold iron longsword +9 (1d8+5/19-20/×2)
--------------------
Statistics
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Str 18, Dex 14, Con —, Int 15, Wis 12, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Iron Will, Mounted Combat, Shield Proficiency, Shielded Rider, Toughness, Trample, Weapon Focus (longsword)
Traits armor expert, skeptic
Skills Diplomacy +4, Handle Animal +6, Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +6, Perception +8, Profession (merchant) +3, Ride +5, Sense Motive +5, Spellcraft +7, Stealth +7
Languages Celestial, Common, Elven
SQ chilling blade, death's calling, generic ability, summon mount
Other Gear +1 Full plate, Heavy steel shield, +1 Cold Iron Longsword, 1000 GP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Blindsight (60 feet) Sense things and creatures without seeing them.
Chilling Blade (Su) A dullahan is proficient with all simple and martial slashing weapons. When it wields a slashing weapon, the blade inflicts +1d6 cold damage and gains the keen weapon property.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death's Calling (DC 15) (Su) Once per day as a standard action, a dullahan may place death's calling on a target within 60 feet (DC 22 Fortitude negates). If the dullahan knows and speaks the target's name, the target takes a -2 penalty on the save. If the victim fails the save,
Frightful Presence (30 feet, 5d6 rds) (DC 15) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Immunity to Vorpal Weapons You are immune to vorpal weapons.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Shielded Rider You have learned to use your shield to protect your steed.
Skeptic +2 save vs. illusion.
Spell Resistance (18) You have Spell Resistance.
Summon Equipment (Su) As a Dullahan, Della is never without her Weapon, Armor, or Shield. As a free action, she can summon these items from or dismiss them to an extradimensional space. Items summoned are immediately equipped and are not considered to be hastily donned. This is a Supernatural ability.
Summon Mount (Su) As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.
Trample Your target may not try to avoid your mounted overruns.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
--------------------
"What, haven't you ever seen a girl lose her head before?"

Della is a Dullahan, a type of undead headless knight known for its relentless assaults and effectiveness in killing others. Unlike most of her kind, though, she's managed to retain her humanity. It would be a bit of a stretch to call her "good", considering how caustic her attitude can be, but she's certainly not evil. More importantly, in recent times, she's joined up with a group of other monstrous individuals to strike back against the monsters that go bump in the night. Her natural toughness means that she can endure a lot of things that others would have a hard time getting through - in particular, as an undead, she's outright immune to a wide variety of ailments and similar problems, and she only gets tougher when she bothers to conjure up her equipment.

Despite her sharp tongue, Della is very loyal to those she considers friends. She doesn't take betrayal very well, but anybody who shows her the same loyalty she's willing to offer them will quickly find that she's a very reliable companion to have around.

When she's not busy slaughtering monsters that are past redemption, Della can often be found taking care of her steed or studying financial transactions. She's training as a merchant in order to better ensure a cash flow for her companions - hunting monsters can be expensive work, after all.


Cool, I'll have my character posted today, or tomorrow at the latest. If we end up changing from the classic D&D/Pathfinder setting to something stranger, I'll just rewrite the background, no big deal.

Garrak Tharn wrote:

http://www.d20pfsrd.com/races/other-races/more-races/skinwalkers-10-rp

They were released in a companion a few months ago, but it is paizo.

I absolutely adore the Skinwalker race, I'm playing in an All Skinwalker game right now that's an absolute blast.

Garrak Tharn wrote:
I am willing to DM need be. Depending on the setting, I have some interesting gothic horror esque quests in mind from a game IRL I run, a low magic steampunkish setting. I have been thinking about setting a bit, and I think the game would be the most interesting if it took place in our world rather than a DnD one, regardless of time period or tech level. Doing gothic horror (Frankenstein, Dracula, Jekyll and Hyde, etc.) would be best for it. But if we have two realms, magical and mundane, we could actually probably jump times, having the magical one ill connected to the mundane one. We'd be going after the dangerous things that leak through. This would allow DMs to go with their own flavor when they take over for a time. But it would of course have interesting causality issues.

I was in a game once that was a Multiverse kind of thing (Think His Dark Materials), and we had different overarching stories within each world. There were 3 GMs, who would switch off depending on which world we were in. It gave each one a lot of time to prepare for what they wanted to do, and also kept them from getting burned out, because they could also play while another GM was running. They also didn't step on each other's toes, and the game had a ton of variety based on where each GM's interests lay (Combat, Exploration, Conversation, etc.). It worked really, really well.


5d6 ⇒ (5, 3, 4, 5, 2) = 19 14
5d6 ⇒ (1, 2, 6, 6, 6) = 21 18
5d6 ⇒ (5, 3, 1, 6, 1) = 16 14
5d6 ⇒ (1, 3, 6, 5, 6) = 21 17
5d6 ⇒ (2, 4, 6, 3, 6) = 21 16
5d6 ⇒ (6, 6, 1, 5, 6) = 24 18
5d6 ⇒ (2, 5, 5, 1, 1) = 14 12 - Dropped

The Golem (I will request that the other players name him):
N Medium Construct
Init +3; Senses Perception +9, Darkvision 60ft, Low-Light Vision
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18 (+3 Dex, +7 natural, +1 deflection)
hp (5d10+20+30)
Fort +7, Ref +5, Will +7
DR 3/adamantine; Immune construct traits, magic
Weaknesses vulnerable to fire
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee 2 slams +13 (3d6+8)
Special Attacks Splintering
--------------------
STATISTICS
--------------------
Str 24, Dex 16, Con 20, Int 17, Wis 18, Cha 10
Base Atk +5; CMB +12; CMD 28 (33 vs. trip)
Feats Power Attack, Cornugon Smash, Improved Natural Attack
Traits Bruising Intellect, Indomitable Faith
Skills Climb +12, Intimidate +11, Knowledge (Arcana) +8, Knowledge (Religion) +8, Perception +9
Languages Common, Azlanti, Jistka, Thassilonian
--------------------
SPECIAL ABILITIES
--------------------
Construct Traits
Immunity to Magic (Ex)
A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
-Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save).
-Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
-A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.

Splintering (Su)
As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 17 halves). The save DC is Constitution-based.
--------------------
Equipment
--------------------
Magic Items Amulet of Mighty Fists +1, Natural Armor Enhancement +1, Cloak of Resistance +1, Ring of Deflection +1
Money 0


Ptolmaeus Arvenus wrote:
I will request that the other players name him

I'm guessing Groot would be out of line...


zefig wrote:
Ptolmaeus Arvenus wrote:
I will request that the other players name him
I'm guessing Groot would be out of line...

As amusing as that would be, yes.


First time I've actually done this so.
I was wondering I didn't see a rogue amongst the applicants. I have an idea for a rogue that would fit perfectly.

Name Phurs (real name is Dorwan Morspar)
Race LOL we'll call him an Awakened Giant Weasel (read below)
TN Rogue

Str 14
Dex 19
Con 14
Int 16
Wis 13
Cha 12

Tis heer sad tael start'd when I was doing a job fer the crimebos
(tha Limey No-God Lumf of ...... wel yo gat me point righ).
I was of ta acquirement of a cup from som smals templ outsa town and all, and I gotsa the cup (the bos tol me it was a chalise or somefin finlly just said "its a cup with a jem in it you dolt". Problm is the priest happned to be ther an long storie short he well gots angry at me and cass som mumbojumbo speel at me (gues I peeved him whens I called the cup and jem fake... they are I sweer!)

Next thing I know some bloomin blasted DRUNK Druid stumbled on the cage I had been rotting in for god knows how long. Taking pity on me wasn't in this druids vocabulary or ideas but his friends goaded him into casting a spell to make it so I could talk. After the chanting and sickeningly sweet pungent smell wore off I woke up screaming "SORRY DON'T KILL ME!" The druids friends calmed me down saying they weren't gonna hurt me, they asked me about the cup "chalice" I told them the one in the church is fake (much to their chagrin). Did I forget to mention these folks had me blindfolded the whole time? When they remove the blindfold the now drunk druid "AGAIN!" walks up to me and asks if I wanna be his new companion. And when I look down I am a weasel and a big one! (I wondered what before I lost myself that Sadistic priest meant by if you want to be a weasel...... SPELL ..... YOU ARE A WEASEL!"
I tried to kill that damn druid right then and there (didn't work the brute hit me so hard I was knocked out cold almost immediately.)

When I woke up I found I was still a weasel and in a box on the floor next to me was a small bag of food, a note and a few silver coins. Ever since then ive had to hide as my fellow humans think im a pest and dangerous to the kids. Notice the slang is gone that spell atleast had one good side effect I am smarter than I was.

I have a serious dislike for spellcasters (I don't hate em but I don't like em either.) Side effect of being stuck in a 5' long weasels body....

If ya like the idea but are to many players already its ok to use it.


GM Wolf wrote:


Andostre*

*More astericks the better: DM willing, crunch done, background looking good, posting daily

I'll have the crunch done by the deadline, but hopefully before then. Aside from that, I think I've got all of those covered. Let me know if you disagree.


Crunch done. I'll be posting it and the background tomorrow. For now, sleep.


Cool, the forums ate my post. Let's see if I can remember everything I said:

I accidentally wrote two pages of background, but in my defense, the site was down and I was bored. I also felt like I needed some justification, both for being level 5 and for having created a different race, so I threw a fair amount of Lore in, as well.

The background itself is a first draft and has a lot of room for refinement. I especially was wary of taking too many liberties with Wolf's Lycanthrope, so I'll likely take another pass on it before submissions close and/or before the game starts. Despite making a serpentine character, I also didn't do "thisssss" because keeping that up through the entire game would have annoyed the hell out of me. Feel free to read it that way if you want to.

OKAY ENOUGH RAMBLING.

Kejal
Female Naga Ranger 2 / Inquisitor 3

Racial Adjustments:

Racial Stats
Type: Monstrous Humanoid
Speed: 30 Land, 30 Swim
Senses: Darkvision 60 Ft.

Languages: The Naga start with Aquan and Common. Those with high intelligence scores can take any language except secret languages such as Druidic.

Racial Modifiers: +2 Str, +2 Int, -2 Cha.

Large / Undersized Weapons: While the Naga’s long tail makes them a large creature (-1 Size to AC / Attack Rolls, +1 Size to CMB / CMD, -4 Stealth, Double Carrying Capacity), their torsos are the size of medium creatures, giving them no reach benefits or additional weapon damage from being large.

Snake Tail: The Naga’s tail makes them immune to trip.

Natural Swimmer: Adept to being in the water, Naga have a base swim speed of 30 feet, can move in the water without making swim checks, and always treat Swim as a class skill. They are also Amphibious, and can breathe both air and water.

Background:
“So,” he began, his voice beginning as something of a growl as he changed from his lupine form back into that of a human man. “What brought you out here? I haven’t seen anything like you before.”

I laughed softly, despite myself, and muttered “Ah, to go from worshipped, to hated, to simply forgotten. I wonder if all the gods go through such things?”

At his quizzical glance, I shook my head. “Perhaps, I should start at the beginning.” We followed a trail through the darkened woods, the moon throwing shadows off the trees. My tail slid along the ground behind me, darting back and forth.

“My people, if they can be called that, are known as the Naga, and there was once a time where we were revered as gods. Whether we actually were at the time, I know not. But there were human tribes who truly believed that some of our people, when shedding our skin, had grown legs and become the first of them.”

I shook my head again. “So far as I’ve been able to tell, it was nonsense. But it didn’t stop the Naga from taking advantage of them. Human kindness was repaid with enslavement and mindless slaughter. It would be a long time before they made that mistake again.”

“Of course, growing up, I had known none of this. Even though they no longer had worshippers, the Naga were still acting as though they should have. When I was still a child, a group of adventurers tracked us, hunted us. Without our actions being supported by worshippers, when the Naga acted as vengeful gods, they were instead seen as terrible demons. And really, maybe that’s all we really were.”

“Two of my sisters and I survived, and traveled together, determined to strike back at the world for having taken our family. The battle between our people and the humans had been going on longer than any of us could have possibly known, but we were determined to end it, to take our so-called ‘rightful place’ as their rulers.”

I stopped walking and turned to the man, wondering how well he’d take what I was going to tell him. “It was a long time ago, I was a different person. I hope you can believe that. When I wake up in a cold sweat in the night, it’s because of what happened in those years.”

He nodded encouragingly, but remained silent, so I took a deep breath and continued.

“Our ignorance and vanity would be our undoing, of course. We were reckless, having grown into truly malevolent creatures that inflicted pain on everyone we could find. Time came we were taunting this civiliztaion of Dwarves, slinking through their mines, playing games in the dark that they could never hope to win. A few of them died, but we didn’t think it mattered. What were a couple of Dwarves more or less? They had thousands of people, and we couldn’t have had more than a few hundred, if that many.”

I chuckled, “They really knew their tunnels, though, even my sisters had to give them that, though they were loathe to admit it. They managed to trick us, using a combination of magic and machinery to trap us, deep underground, sacrificing a large portion of their city to do so. There were some Dwarves who were still there. They had been asked to stay behind, to help with the trap. They knew what was being asked of them.”

“As we ate the last one, I found myself unable to decide if they were brave or foolish.”

“There was plenty of food, and a lot to explore, but it didn’t matter. Whatever amenities a prison has, it’s still a prison. My sisters lost their minds trying to find the way out. One died in a cave-in. After that, the other, Aryaka, and I more or less went our separate ways. She continued to search for an escape, and I didn’t.”

“But months had passed, and I no longer believed one existed. I decided to make the most of it, setting up in an old Dwarven house. I found a library, and learned Dwarven. They had a few tomes on the Naga, that spoke of things I had never even imagined possible.”

“The Dwarves didn’t share the human belief that we were a physical source of life - why would they? - but they instead saw us as Nature spirits, protectors of life. When they would find a stream in the deep dark, it was because of us. When their children found their way back to the surface and saw the sun and grass for the first time, it was because of us. They said that we protected rivers, and lakes. Their word for us translates to ‘Persecutors of all creatures’”. I said with a smile, and a sense of pride.

“I found my sister to tell her about it. ‘This changes everything!’ I’d cried. But Aryaka only laughed, and told me of what the Naga had done to the humans. When the story was finished, she said ‘We are superior. It is our right to treat the other races as we please. Not to coddle them.’, and took the book from me as I wept, intending to rip it up. But instead, she threw it at me with a look of disgust, and left.”

“As she walked away, I noticed that she had thrown another book as well, one which depicted the Naga as monsters, meant to scare Dwarven children. I thought of how the Dwarves must have felt when they saw us in their homes, like we had stepped straight out of their nightmares.”

“I sat in penance, thinking of all the harm that I had done. As the years wore on, I think the Dwarves just forgot about us. It wasn’t until they were blasting that we were able to get free. The first thing that Aryaka wanted to do was slaughter the Dwarves who had imprisoned us. She did not understand that they were acting out of desperation for how we had treated them.”

“She had stayed strong despite the years in isolation, and her fury had only grown more and more. I knew the Dwarves wouldn’t stand a chance against her. There was no way I could let her go after them. We fought. And I killed her. My sister.”

I shook my head, fighting back tears. “After that, I traveled. I never saw another Naga. For all I know, they’re gone. But some of the Lore I read spoke of a lake, supposedly our birthplace. I never managed to find it. I’m not even sure it exists. But if it was somewhere, it may well be here.” I looked at the man, studying his features, and remembering how he’d driven the goblins away only hours before, and I continued with a smile, “And if not, well, this is as good a place as any to reform, don’t you think? After all, there are lakes and rivers here, and Nature can always use another guardian.”

Crunch:
Attributes
STR 20
DEX 14
CON 14
INT 16
WIS 17
CHA 10

Stats
Languages: Common, Aquan, Sylvan, Dwarven, Auran
Deity: Gozreh
Alignment: Neutral Good
Initiative: +7 (+2 Dex +3 Wis +2 Trait)
Senses: Darkvision (60ft); Perception +11

Offense
BAB: +4

Trident (One Hand)
Attack: 1d20 + 10 (4 BAB +5 Str +1 Feat)
Damage: 1d8 + 1d6 (Acid) + 5 (Str)

Trident (Two Hands)
Attack: 1d20 + 10 (4 BAB +5 Str +1 Feat)
Damage: 1d8 + 1d6 (Acid) + 5 Str + 2 Str

Notes:
- Can use Power Attack to take -2 hit for +4 damage.
- Can wield in two hands to do +2 more Str damage.
- Do not take the penalty from Power Attack on the first attack of the turn.

Defense
HD: 2d10 + 3d8 + 10 Con + 3 Favoured Class

AC: 18 (10 Base + 7 Armor + 2 Dex - 1 Size)
FF: 16 / Touch: 11

CMB: 10 (+4 BAB +5 Str +1 Size)
CMD: 22 (10 Base +4 BAB + 5 Str +2 Dex +1 Size)

Saves
Fort: +8 (+3 Base R +3 Base I +2 Con)
Refl: +6 (+3 Base R + 1 Base I +2 Dex)
Will: +6 (+0 Base R +3 Base I + 3 Wis)

Skills (6 Base + 3 Int)
Acrobatics +3 (+1 Rank +2 Dex)
Climb +10 (+2 Ranks +3 Class Skill +5 Str)
Diplomacy +8 (+5 Ranks +3 Class Skill +0 Cha)
Escape Artist +3 (+1 Rank +2 Dex)
Heal +7 (+1 Rank +3 Class Skill +3 Wis)
Intimidate +8 (+5 Ranks +3 Class Skill +0 Cha)
Kn Arcana +7 (+1 Rank +3 Class Skill +3 Int)
Kn Dungeons +7 (+1 Rank +3 Class Skill +3 Int)
Kn History +5 (+2 Ranks +3 Int)
Kn Nature +8 (+2 Ranks +3 Class Skill +3 Int)
Kn Planes +7 (+1 Rank +3 Class Skill +3 Int)
Kn Religion +7 (+1 Rank +3 Class Skill +3 Int)
Perception +11 (+5 Ranks +3 Class Skill +3 Wis)
Sense Motive +9 (+3 Ranks +3 Class Skill +3 Wis)
Spellcraft +9 (+3 Ranks +3 Class Skill +3 Int)
Stealth +6 (+5 Ranks +3 Class Skill -4 Size +2 Dex)
Survival +11 (+5 Ranks +3 Class Skill +3 Wis)
Swim +17 (+1 Rank +3 Class Skill +8 Racial +5 Str)

Notes:
+2 Survival when Following Tracks (½ Ranger Level + ½ Inquisitor Level).
+½ Inquisitor level on Intimidate and Sense Motive checks.
+3 (Wisdom Modifier) on Knowledge Checks when identifying the weaknesses of creatures.

Traits
Armor Expert: -1 Check Penalty when wearing armour.
Reactionary: +2 Initiative

If Drawbacks
Overprotective (Drawback): If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Unnatural Presence (Bonus Trait): Intimidate works on animals and vermin

Feats
Level 1 - Weapon Focus (Trident) - +1 Attack with Tridents

Level 2 - Power Attack (Bonus Feat) - You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls.

Level 3 - Judgment Surge - Once per day you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.

Level 4 - Shake it Off (Teamwork Bonus Feat) - When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (Max +4)

Level 5 - Furious Focus - When wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer the Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Special Abilities
Profiencies: All simple and martial weapons, plus the favored weapon of your deity, light armor, medium armor, and shields (except tower shields)

Ranger’s Focus - Once per day the Ranger can focus on a single enemy within line of sight as a Swift Action. That creature remains the Ranger’s focus until either it is reduced to 0 or fewer hit points, it surrenders, or the Ranger designates a new focus. The Ranger gains a +2 bonus on Attack and Damage rolls against the target of his focus.

Track - The Ranger adds half his level to Survival skill checks to follow tracks.

Wild Empathy - The Ranger can improve the initial attitude of an animal by using a Diplomacy check as one would to improve the attitude of a person. The Ranger rolls 1d20 + his Ranger level + his Charisma bonus. It doesn’t matter, I’m never going to use this.

Lore Keeper (Domain) - You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check, with a result equal to 15 + Your Inquisitor Level + Your Wisdom Modifier.

Monster Lore: The Inquisitor adds his Wisdom modifier on Knowledge Skill Checks in addition to Intelligence, when making checks to identify the weaknesses of Creatures.

Stern Gaze: The Inquisitor adds ½ his level to Intimidate and Sense Motive checks.

Cunning Initiative: The Inquisitor adds his Wisdom modifier on Intiative checks, in addition to Dexterity.

Detect Alignment: At will, the Inquisitor can use detect chaos, detect evil, detect good, or detect law. Only one can be used at a given time.

Track: The Inquisitor adds half his level on Survival checks made to follow tracks.

Solo Tactics: All the Inquisitors allies are treated as if they possessed the same Teamwork feats as the Inquisitor for determining whether the Inquisitor receives a bonus from the Teamwork feats. The allies do not receive these bonuses unless they themselves possess the feats. The allies’ positioning and actions must still meet the prerequesites listed in the feat for the Inquisitor to receive the bonuses

Judgment
1/Day - As a swift action the Inquisitor pronounces judgment on his foes. This ability lasts until combat ends, at which point the bonuses immediately end. The Inquisitor must participate in battle (ie: not be paralyzed, unconscious, etc) for these bonuses to be ‘active’. Changing a Judgment can be done as a swift action.

Destruction: +1 Damage rolls, +1 for every 3 levels of Inquisitor.

Healing: Fast healing 1, +1 point for every 3 levels of Inquisitor.

Justice: +1 Attack rolls, +1 for every 5 levels of Inquisitor.

Piercing: +1 Concentration checks to overcome spell resistance, +1 for every 3 levels of Inquisitor.

Protection: +1 AC, +1 for every 5 levels of Inquisitor.

Purity: +1 to all saving throws, +1 for every 5 levels of Inquisitor.

Resilience: DR 1/Magic, +1 for every 5 levels of Inquisitor.

Resistance: +2 Energy Resistance against a specific chosen type (Acid, Cold, Electric, Fire, Sonic). +2 for every 3 levels of Inquisitor.

Smiting: Weapon counts as magic for overcoming DR.

Spells
DC: 10 + Spell Level + Wisdom Modifier

Spell Level / Known / Per Day
0-Level / 6 / Infinite
1-Level / 4 / 4

Spells Known
0-Level: Create Water, Detect Magic, Disrupt Undead, Guidance, Light, Read Magic
1-Level: Command, Cure Light Wounds, Divine Favor, True Strike

Equipment
800ish gold remaining.

+1 Mithral Breastplate (5200gp)
Medium Armour
+7 AC, +3 Max Dex, -1 Check Penalty

Corrosive Trident (2015gp)
One-Handed Martial Weapon
1d8 + 1d6 Acid Damage, 20 / x2 Critical


Cool!

People in phase 2 tentatively:
Mr. Bojangles - Ragel of the Terrible Teeth - feire dragon - sorcerer*
Nora Brim - succubus - oracle of Heavens***
Garrak Tharn - A skinwalker (coldborn) beastmorph/vivesectionist alchemist*
Algar Lysandris - minotaur*
Della, tank
Wood Golem, tank
Kejal, ranger/inquisitor
Phurs, rogue
Wolf, wizard...

Phase 2, is where we begin roleplaying on Monday to see how well people work with each other.


Someone else had posted crunch and stuff after I did yesterday, too. So whoever you are, your post was deleted, too. Hopefully you'll see this, and know.


Just saw this thread and am definitely interested. Got a couple of ideas ready but here's my favorite at the moment due to the CR5 and 6HD restriction.

Idea 1: Executioner's Hood:
I saw the Dullahan posted and figured I'd go the opposite route and use an Executioner's Hood to start. Base it around an enchantment wizard or something similar and, instead of trying to kill the victim, I take control of their body, L4D2 Jockey style. Charm, Daze, Dominate, Hold, Suggestion, and then, once the rest of the threats are dead or neutralized, Suffocation being the focus of my spell selection. If I go with wizard, I'll need to talk with you, GM, about what to do in place of a spellbook.
If not wizard, do rogue or assassin and just say that it's a more vicious form and its tentacles have evolved sharp tips instead of carrying any weapons.

====

"What the hell??" The muffled cry drew the attention of Andrew's friends, who looked at him in time to see a small, nondescript creature drape itself over Andrew's head and face, followed by several small tentacles wrapping around his neck.
Andrew was clawing at his neck, trying to pull the tentacles free enough so that he could breathe, but he couldn't get a good enough grip on all of the tentacles to be of any use. Andrew's frantic movements pulled the group out of their shocked hesitance; Borum, a well muscled man whose face bore the signs of orcish ancestry, rushed to Andrew's side in an attempt to help his friend while Dalfoodle, a short statured and scrawny humanoid closed his eyes and began muttering to himself, only to open his eyes mere seconds later and point at the creature that had initiated the crisis.
With a single spoken command, the still unknown creature released Andrew, who pulled the hood-like creature off of his head and threw it against a wall, where it collapsed and lay still. The trio, once their adrenaline had died down, continued on into the cave system with only a single comment uttered about the whole incident, "F$+#ing Hoods."

In a twist of magic, fate, or something else entirely, casting Dominate on the kin of the Aboleth-created Cloakers awakened a piece of the Executioner's Hood that hadn't been seen before. Truly intelligent for the first time, rather than merely sentient, Hood - as he was accidentally named by the passing trio - began following the group, drawn to the Enchantment magic being cast by the wizard. Hood was not powerful on its own but its newfound intelligence allowed it to understand the basic mechanics behind the wizard's abilities and Hood was determined to do everything in its power to follow the command given to it by the wizard: "Leave us in peace." Indeed, Hood had been doing its utmost to ensure that any prey available to it was taken so that the group's travels would not be interfered with.
Andrew, Borum, and Dalfoodle had entered the cave system expecting far greater numbers of adversaries than they had experienced and it was during one of Hood's hunts that Dalfoodle stumbled across Hood once again. Suspicious but intrigued at Hood's lack of aggression towards him as he approached, Dalfoodle used his abilities to determine whether there were any lingering traces of magic upon Hood, only to discover his own Dominate spell lingering on the creature. Dalfoodle quickly convinced his group to leave the caves so that he and Hood could travel to the nearest wizard's guild and find out just what had happened and whether there was a way to recreate the incident.

====

I'd assume that it was in that place or somewhere nearby where someone from the rest of the chosen group would come across Hood and pull him away into your operation. The Dominate is fading, just EXTREMELY slowly and habit is taking its place. Combined with the rationalization that the more monsters the group neutralizes, the fewer that trio have to deal with, it would easily explain why Hood is on the side of Good rather than the side of Evil. I could write this into the background as well, but I thought it might be easier if I had a better in-character idea of The Ones Who Bump Back and what they would have done to recruit Hood. Let me know what you think. I've also got the outline of a backstory for the hood with Rogue levels instead, if that would work better. As I stated earlier, I can do the crunch once I get off work.

Idea 2 was a Bogeyman who figured out that the evil creatures were much more of a challenge to scare and therefore made for a much better time (he would then go on to become an Infiltrator or Assassin focused on scare tactics for The Ones Who Bump Back - since this is supposed to be RP focused) but they're CR6. If you want to work with me, GM, on bringing him down to 5, I'd be more than happy to do that too, if Hood isn't to your liking. He'd probably be more fun for RP purposes since Hood currently isn't able to speak haha.


YoricksRequiem wrote:
Someone else had posted crunch and stuff after I did yesterday, too. So whoever you are, your post was deleted, too. Hopefully you'll see this, and know.

That'd be me. Here's Eina, the Half-Dragon Paladin of Torag. Will create the Alias if picked or requested.

Eina Stats:

Eina
Half-Dragon Human (Ulfen) Paladin 4
LG Medium dragon (humanoid, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 21 (+6 armor, +4 Dex, +4 natural, +1 deflection)
hp 40 (4d10+12)
Fort +9, Ref +7, Will +7
Immune cold, disease, fear, paralysis, sleep
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (average)
Melee +1 bastard sword +12 (1d10+8/19-20/×2) and
. . bite +11 (1d6+7/×2) and
. . 2 claws +11 (1d4+7/×2) and
. . quarterstaff +11 (1d6+10/×2) and
. . unarmed strike +11 (1d3+7/×2)
Ranged masterwork composite longbow +9 (1d8+7/×3)
Special Attacks breath weapon, Channel Energy 2d6, smite evil
Spell-Like Abilities
. . At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +3):
1st (1/day)—cure light wounds
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 17, Int 11, Wis 12, Cha 14
Base Atk +4; CMB +11; CMD 26
Feats Exotic Weapon Proficiency (bastard sword), Improved Unarmed Strike, Two-weapon Fighting
Traits armor expert, artisan
Skills Craft (weapons) +9, Diplomacy +9, Fly +9, Heal +7, Intimidate +4, Sense Motive +7
Languages Common, Skald
SQ aura of courage, aura of good, lay on hands, mercies (mercy [shaken])
Combat Gear Potion of cure light wounds (4), Holy water (2); Other Gear +1 Kilted Mithral Chain shirt, +1 Bastard sword, Arrows (40), Masterwork Composite longbow (Str +7), Quarterstaff, Ring of protection +1, Artisan's outfit, Artisan's tools, masterwork (Craft [weapons]), Backpack, masterwork (22 @ 55.48 lbs), Bedroll, Blanket, Cleric's vestments, Cold weather outfit, Crowbar, Explorer's outfit, Flint and steel, Grappling hook, Holy symbol, silver (Holy Symbol of Torag), Silk rope, Trail rations (4), Waterskin (2), 20 GP, 4 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Breath Weapon (1/day) (DC 13) (Su) 1/day, Breath Weapon deals 1d6 Cold damage, DC 13.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Flight (60 feet, Average) You can fly!
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (2d6) (4/day) (Su) You can heal 2d6 damage, 4/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 2d6 (2/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.

Background:

Eina's first clear memories were not of family, home, or warmth as many ulfens' are. Her first memories were of terror, cold stone, and a leering face. She hated that face. The mockery, the condescension, and contempt that dripped from its mouth. That face belonged to her captor. A wicked and mad mage that sought a "proper use" for all of those who claimed the north as their home. Cruel cold knives cut her again and again. Fiery potions were forced down her throat and seemed to turn to ice in her belly. An eternity seemed to pass before the mage was through. He cackled gleefully while promising the young girl that she was but the first.

His joy was short-lived. He had sought to turn Eina and the rest of her ulfen kin into unquestioning troops for the Infernal House of Thrune in hopes of currying the current queen's favor. Instead, he only succeeded in giving a young, frightened girl some of the powers of the white dragon's blood he used to brew the potions. When she failed test after test, he grew enraged and sealed the girl away, hoping to salvage her later.

It was here, in the dank cell, that Eina was finally alone. Driven to the brink of madness herself, she focused on a name she had heard from a half-remembered voice.

Torag

The name felt warm on her lips and blazed away in her heart as she prayed for freedom. Willing to do anything to get away form the madman that had tormented her for so long. Her prayers were answered. Her cell became a forge. Loose stones her hammer and anvil. A cold fire blazed away in one corner and her chains became her weapons. As she worked the metal, her body and soul were worked as well. The clang of steel held her god's proclamations and the crackle of the fire told her of his words. When she finished, she waited. The fire died and her cell grew dark again. A year and a day passed while she waited, and prayed. Her patience was rewarded the day after the anniversary of the completion of her task. The ground shook and stone cracked as a booming voice only she could hear commanded.

Go forth, find he who has tormented you and pass his judgement.

The door to her cell fell from its hinges with a clatter. And she stalked through the opening. She sought the mage and drove her crude blade through his heart, snapping it. Twelve years after being snatched from her parents, she walked outside, to stand under the open sky.

Go forth, and find those such as he. Protect those who are good of heart from his ilk, by being my sword.

She heard, and answered.

"Aye. A sword I shall be and wield then."

Personality and Appearance:

Eina is short from a childhood spent in perpetual starvation. He hair is a striking silver and her skin is almost as fair. Gray-blue eyes are large in her round face that also has a small button-nose. Her cheeks are graced by freckles, but most never get past the fangs in her mouth and the large wings that stretch nearly eight-feet from tip to tip to notice the rest of her.

Those That have meet her note that she does not fit the dour image of her chosen deity. Smiles and laughter come too easily to her. Though those that would harm the innocent find that her temper, while slow to arouse, is ever bit as fearsome as the dragons which her wings resemble.


I've been coming back to this several times today, I think I'm actually going to drop out. Hood is starting to seem to me to be more of a familiar than an actual PC, even a monster PC. At this point I'm not sure I'd have as much fun playing him as I did writing him, and it seems like you've got a decent selection available anyway. The offer is still open for the the bogeyman, though, if you're interested in reducing him to CR5/6HD.


Status Report: APM-54:
Designation: -NONE ASSIGNED-
Time elapsed since last activation: -DATA LOST-
Elapsed runtime since last sanity-complexing: 0.0
Total times complexed: -DATA LOSt-
-WARNING- Without an accurate count of the times this unit has been complexed, an operator will be unable to account for potential behavioral abnormalities resulting from aggregatedwherfragments.
Designated operator: -NONE-
Designated combat theatre: -NOnE ASSIGNED-
Designated maintenance specialist: -NamE NOT ON FiLE-, Likely Deceased
Unit status:
LiSsa?
-All power within acceptable parameters
-All motor functions within acceptable parameters
-Minor damage to chest plating
-Superficial damage to head casing
-WARNING- Abnormalities detected in cognizance engines, unit capable of function but should be kept under observation for behavioral abnormalities.

Unit Information:
The Anti-Personel Manikin 54 is designed to operate against and target soft infantry targets and mage batteriesLis a, I cn't thinkin all manner of environments. Equipped with the latest in cognizance engine, the APM-54 is capable of limited decision making and learning beyond the capacities of previous manikins.

Of course, due to this, the APM-54 must be repeatedly sanity-complexed in order to prevent a nascent persocanT Complexagain, dntoutside acceptable parameters. Failure to complex a unit may lead to disobedience, poor tactical choices, and other inefficiencies.

However, recent advances in cogdon t want tolose allow the unit to be complexed many more times than previously considered possible before aggregation begins to impact performance.


As Awaken Provides 2 additional hd to an animal/tree upon casting ive decided to not apply this all other stats are either indicative of a standard giant weasel (ala giant weasel page 275 mm4; Provided basic racial information) except the constition which I took the liberty to roll instead of applying the racial average for giant weasel (10). I have also removed the blood drain from the bite attack and the weapons finese feat to bring the characters base race down from CR 1 to CR 1/2

ok heres the crunch

Racial:

Giant Weasel
Type N Medium animal
Senses Low-Light Vision, Scent

Defense
AC +1 natural
Fort +3,Reflex +3,Will +1

Offense
Speed 40ft
Melee
Bite +5 (1d6+3 plus grab)

Statistics
Base Attack +1, Cmb +4 vrs grapple,cmd +4 vr trip
Modifiers +4 climb +2 perception, +6 stealth, +2 swim
Special Quality Compression

Phurs:

Phurs (real name is Dorwan Morspar)
Awakened Giant Weasel ~ Enchanted Animal(really a human)
N Rogue 5

Statistics
Str 14
Dex 20 (including bonus from 5th level)
Con 14
Int 16
Wis 13
Cha 12

Stats
Languages: Common, Sylvan, Elvish, Goblish
Alignment: Neutral
Initiative: +11 (+5 Dex, +2 Trait, +4 Improved Initiative)
Senses: Low-Light Vision; Scent; Perception +11
Speed 40'

Offense
BAB: +4(+1 racial; +3 Class)

Melee
ShortSword +1 +10 1d6+3 19-20/x2
Dagger (4) +9 1d4+2 19-20/x2
Bite +9 1d6+3 20/x2 plus grab

Ranged
Short Bow (20) +9 1d6 20/x3 60' increments
Dagger (4) +9 1d4+2 19-20/x2 10' increments

Defense
HD: 5d8 + 10 Con + 4 Favoured Class +5 Toughness

AC: 20 (10 Base + 4 Armor + 4 Dex +1 racial +1 Dodge Feat)
FF: 18 / Touch: 18

CMB: 8 (+6 BAB +2 Str) +4 vrs grapples
CMD: 22 (10 Base +6 BAB + 2 Str +4 Dex) +4 vrs Trips

Saves
Fort: +6 (+1 Class, +3 Race, stat +2 Con)
Refl: +11 (+4 Class, + 3 Race, stat +4 Dex)
Will: +3 (+1 Class, +1 Race, stat + 1 Wis)

Skills (8 Base + 3 Int)
Acrobatics (Dex)T +5 Stat +5 rnk +3trn +13Bonus
Appraise(Int) +3 Stat +1 rnk +4Bonus
Bluff (Cha) +1 Stat +1Bonus
Climb (Str)T +2 Stat +5rnk +4 race +3trn +14 Bonus
Disable Device (Dex)T +5 Stat +5 rnk +3trn +13 Bonus
Disguise (Cha) +1 Stat +2rnk +3 Bonus
Escape Artist (Dex)T +5 Stat +5 rnk +3trn +13 Bonus
Knowledge (dungeoneering) (Int)T +3 Stat +4rnk +3trn +10 Bonus
Knowledge (local) (Int)T +3 Stat +4rnk +3trn +10 Bonus
Perception (Wis)T +1 Stat +5 rnk +2 race +3 trn +11 Bonus
Sense Motive (Wis) +1 Stat +1 Bonus
Sleight of Hand (Dex)T +4 Stat +3rnk +3trn +10 Bonus
Stealth (Dex)T +5 Stat +5rnk +6 race +3trn +19 Bonus
Swim (Str)T +2 Stat +5 rnk +2 race +3trn +12 Bonus
Use Magic Device (Cha)T +1 Stat +2 rnk +3 trn +6 Bonus
Ride (Dex) +5 Stat +1rnk +6 Bonus
(T indicates a trained skill)

Class Abilities:
+3d6 Sneak Attack; If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
Trapfinding +3; A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.
Trap Sense +1; (Ex): At 3rd level, a rogue gains an intuitive
sense that alerts her to danger from traps, giving her a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps.
Evasion; At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Reflex saving throw against an attack
that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue
does not gain the benefit of evasion.
Uncanny Dodge; Starting at 4th level, a rogue can
react to danger before her senses would normally allow
her to do so. She cannot be caught flat-footed, even if the
attacker is invisible. She still loses her Dexterity bonus to
AC if immobilized. A rogue with this ability can still lose
her Dexterity bonus to AC if an opponent successfully uses
the feint action (see Chapter 8) against her.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Rogue Talents:
Fast Stealth;(Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Traits
Reactionary: +2 Initiative
Normal Human Traits
Compression; (Ex) The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Format:compression; Location: Special Qualities.

Feats
1 - Improved Initiative +4 bonus on initiative checks
H - Dodge +1 dodge bonus to AC
3 - Toughness +3 hit points, +1 per Hit Die beyond 3
5 - Weapon Finesse Use Dex instead of Str on attack rolls with light weapons

Money And Equipment
469 gold
+1 Shortsword(2000)
+1 Leather (1000)
Handy Haversack (2000)
+1 Ring of Protection (2000)
Shortbow
20 arrows
4 Throwing Daggers
rogues kit w/ masterwork theives tools & spider silk rope
everburning torch
4 sacks
explorers outfit with a heavy hooded cloak
very fine actors mask
Loaded Dice Ivory Max Difficulty check to detect
8 days wandermeal
2 bricks soap
canteen
masterwork stilts
Extra bag of caltrops

Personality:

As a weasel he went thru all kinds of torments at the hands of the priests (most of which he has no recollection of!) and as such he doesn't proscribe to magic. He understands its usefullness but he finds it a rather tasteless way of disposing of ones enemies. Ive always said if an arrow at close range or a sword in the back doesnt kill it then its not for me to kill. As such he perfers to engage his target at range and barring that a backstab is the way to go! Direct frontal assaults are for warriors and HEHE folks of the cloth (ie clerics). He does recognize that softies are less capable if engaged in melee so he will attempt to defend a spellcaster in trouble.
Quirks and Idiosincracies:
Money is good, sorry folks its VERY GOOD! Looting is not acceptable in combat, he would rather wait till the fighting is done to see if anyone is dead! More for ME!
Playing jokes and pranking is a way of releaving stress, but only if its not gonna get ya killed!
One last thing that note said I needed to find a 20th level wizard and pay for the following spells Disjunction, limited wish and then go to a priest of 20th level and beg for an atonement to get back to being a human! (If I wanted to that is.......)


Sorry GrinningJoker, thank you for your interest but we do have a lot of players, if for one reason or another we need another player I will let you know.

People in phase 2 tentatively:
Mr. Bojangles - Ragel of the Terrible Teeth - feire dragon - sorcerer*
Nora Brim - succubus - oracle of Heavens***
Garrak Tharn - A skinwalker (coldborn) beastmorph/vivesectionist alchemist*
Algar Lysandris - minotaur*
Della, tank
Wood Golem, tank
Kejal, ranger/inquisitor
Phurs, rogue
Wolf, wizard...
Eina, half dragon paladin

Phase 2, is where we begin roleplaying on Monday to see how well people work with each other. I am opening gameplay and discussion threads open. Feel free to pop in and start interacting. I should be up in 8 hours.


I think I'll actually drop out of the running for this one, I'm having a harder time than I thought working out a good concept.


Hey all, Algar sent me here. I am going to be rolling up a Quickling Bard (for any of you who have played ADOM ;D). I am a little unsure on building a monstrous PC with rolled stats, in the past I have just added on to the bestiary stats. But I am sure with everyone's help I can get this done? My biggest thing right now is, do they get a racial bonus to stats? (such as elves getting +2 dex +2 int -2 con). I guess I will walk through it, and someone can correct me if I am wrong.

5d6 ⇒ (3, 4, 4, 6, 4) = 21 = 14
5d6 ⇒ (3, 1, 4, 6, 4) = 18 = 14
5d6 ⇒ (5, 5, 2, 3, 6) = 21 = 16
5d6 ⇒ (5, 6, 6, 4, 3) = 24 = 17
5d6 ⇒ (4, 4, 5, 6, 2) = 21 = 15
5d6 ⇒ (1, 2, 2, 3, 4) = 12 = 9
5d6 ⇒ (4, 1, 4, 6, 1) = 16 = 14
5d6 ⇒ (1, 3, 4, 2, 4) = 14 = 11

Drop the 9, and it looks like I can take away from one and give to another... so I will take the 4 from one 14 and give it to another.

giving me 10, 18, 16, 17, 15, 14, 11?

Since it is a monster with class levels, I would adjust stats +4 +4 +2 +2 +0 -2. So I end up with...

STR: 10 (10 + 0)
DEX: 22 (18 + 4)
CON: 12 (14 - 2)
INT: 13 (11 + 2)
WIS: 19 (17 + 2)
CHA: 20 (16 + 4)


ok quickling is a cr 3 creature with 4 hd according to bestiary 2
that means you would receive 2 levels of bard,
most likely if you wanted more levels of bard then you would have to drop the extra hd of the quickling.

frankly from what i read about these your idea is wonderful if you can provide a decent enough reason behind your not being ce that is LOL.

might i also recommend you dropping the poison use and the backstab if your gonna play a bard though.


Do I gain anything by dropping the abilities? Like, a feat or another ability? I agree, dropping poison use at least. Since by speed is 120 and I plan on using spring attack though, that sneak attack may come in handy ;p run up from 60' away and hiding, BAM, and then run away.

From talking to Algar, it seems I don't keep the listed bestiary feats, and only get the 3 from levels 1, 3, 5. But do i get to keep the feats marked ad "b" (bonus) Actually there seems to be quite a bit of info I can't find (base saves per HD for example). Do I only get stuff from my class levels now, or do I use the saves listed under "fey" in the bestiary?


You can't drop a racial ability and replace it with something else. the monster race comes with everything.

you replace its basic stats with the ones you rolled.

Rou can change the basic feats and skill allocation then you add you class level.

Jelly what you need to do is reverse engineering it for the skill

Lets take stealth for example

at three Hd it has a bonus of +18 - 3 (from HD) - 7 (Dex) - 3(from class skill probably) => +5 Racial Bonus

and you do this for all the skills listed.

You also keep the Bonus Feat of course as the come with the race and the special attack


Thanks that answers my questions (: ok will post once I'm done!


you can assume a floating +2 Physical Stat +2 Mental stat -2 Physical Stat bonus from the race

so in your case a +2 dex + 2 cha and -2 (Str or Con)


Almost done... Im thinking about dipping to fighter if/when we hit level 7 to grab improved disarm and agile maneuvers. Running up, disarming a weapon, and running away 60' via spring attack sounds awesome (: honestly even thought bout replacing bard from the get go to do it, but I think a buffer would be more appreciated


All done except for equipment. I want to go back and add to his background, but it is fleshed out for the most part.


Opening recruitment again... I will re-post the vital information soon...

Scarab Sages

Interested.


I thought I was tapped out until I saw this game. I will wait till the vital information spoke of is posted and get a concept going.


I'd be willing to bring my old character concept to the table again.


Looking forward to seeing what you are looking for.


We need a healer! Or at least someone who can heal. Cleric, bard, paladin, Druid, inquisitor, witch, etc.
The alchemist position is full.

Ptolmaeus Arvenus come on down to discussion with your golem.


Hellboy with a dash of Steampunk in a dark forest...

I want to play with Pathfinder/3.5 rules but with a focus in Roleplaying.

Each player will create a monster to join up with others to put an end to the evil and the corrupt, perhaps a few more along the line.

This will be a rules lite game. Yes you still need to create a crunch, but depending on your check you can portray your actions as epic in success or failure.

This will be a story, so I will ask others to give me a strong background story. Including why you are good and not evil. Where your family is or is not. Places that we can use, and I would like it if the players could take over for a bit in one place or another so that I can just be a player for a while. Not much just a bar fight here and there. :)

I have a natural born lycantrhope wizard who has been living in the forest for some time now. He has been making friends and growing his protection brigades. Making sure to keep his kin in the forest.

Firstly, we protect the innocent and stomp out evil.

Secondly, we work to ensure the humans don't know of our existence.

I want us to make this story thrive and grow. Please be able to post once a day at least.


Rules and guidelines (transcribed)

Ability score creation is roll 5d6 seven times. Taking the highest three die and adding them together. Toss out the lowest of the rolls.

Races/Monsters is pretty open, especially since your 'monster' can be on the road to redemption. It could be just one step down that road, but trying.

No monster should be above a CR 5, all others will get character levels to get up to 6th. If they are above CR 5, we can de level the monster some. Also I am open to redefining a monster's abilities/reconstructing it. Total hit die would normally be 6 but with beasties sometimes you have less HD.

If a template adds 2 to the CR, then you get 4 character levels in addition.

Lets see what you can whip up in 24 hours or less.

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