Legacy of Old Sharptooth (Inactive)

Game Master T.A.U.

A Mythic Kobold Kingmaker AP


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I put myself down for two teams same uni but I could just as easily vote for the larger team. I just worry about the logistics of a large team early on. I also occasionally have difficulty following a thread when there are many voices unless things are kept to a relatively sedate pace.

I've got diplomacy too Kirtyl. I've got you beat in the short term but I expect your enchanter will outpace me soon enough :)


I think I made the appropriate changes. Here he is for consideration.

Crunch:
Fyrenmar
Male Kobold Oracle 1
LE small humanoid (reptilian)
Init +0; Senses Lowlight Vision 60ft Perception +0
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Defense
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AC 14, touch 11, flat-footed 14 (+3 armor +1 Size)
hp 7 (1d8-1)
Fort +0, Ref +0, Will +2
Energy Resistance: 5/Fire
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Offense
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Speed 30 [20] ft.
Dagger -4 (1d3-1)
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Statistics
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Str 6, Dex 10, Con 8, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -3; CMD 7
Feats Merciless Magic
Traits: Chief Sootscale (Chieftain), Deformed
Skills Diplomacy +8, Intimidate +11 (+12 to Sootscale), Sense Motive +5, Knowledge (religion) +5, Spellcraft +5
Languages Draconic, Common
SQ: Mystery, oracle’s curse, orisons, Revelation
Other Gear: Hide Armor, Dagger, Hot Weather Outfit, Oracle's Kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope,

soap, torches (10), trail rations (5 days), and a waterskin.) 209 gp
Encumbrance 26 lbs 15/30/45
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Racial Abilities
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Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.

Type: Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: Kobolds have a base speed of 30 feet.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.

Dragon-Scaled (Red): Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Red-scaled kobolds with this racial trait gain fire resistance 5. This racial trait replaces the armor racial trait.

Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

Day Raider: You're one of the few kobolds born with a greater tolerance for sunlight. You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.
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Special Abilities
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Mystery (Flame): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Blackened): Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

First Revelation (Fire Breath): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.

Merciless Magic: The DC to resist your spells increases by 1 for targets that are already afflicted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.

Chief Sootscale (Chieftain): You are one of the Chief's personal apprentices. He is well known for his political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. You also gain a +1 bonus on Intimidate checks, but only when dealing with members of the Sootscale tribe.

Deformed: Your deformities grant you a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
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Mystery Benefits
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Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.

Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).
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Spells
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0th Level (4/day): Detect Magic, Read Magic, Light, Spark
1st Level (4/day): Compel Hostility, Cause Fear, Burning Hands
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Backstory
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When Fyrenmar was born, the tribe thought there might be something wrong. His hands were blackened, his head oddly large, and there was a strange birth mark on his shoulder. Within a few years they realized they were the ones who were wrong. All kobolds are decended from dragons and a certain rare few manifest just one of those traits. Fyrenmar manifested 3. His head was slightly large to properly support the red dragon horns that grew in. When he shed his juvenile scales the ones that grew back were a vibrant red and very tough. But the greatest manifestation was the breath weapon. Fyrenmar was more in tune with his draconic heritage then all but the Chieftain himself. And though his hands remained blackened and apparently weak, the birhtmark on his shoulder looked remarkably like the holy symbol for their most powerful deity, Tiamat.

As if such advanatages weren't enough in a society that worshiped dragons, he also showed a knack for magic, specifically fire. Though he couldn't weild a weapon properly he could send some pretty powerful monsters and humaniods running in fear. Many thought he would rise to become the new leader of the tribe and so he was given the best and treated with respect above and beyond his peers. Some were of course jealous but their innate caution prevented them from acting on such feelings. They couldn't stand against his magic and horns on his head made them naturally turn away as if they were looking at a true dragon. Now that war had been declared by aginst the Mite tribe it was time for Fyrenmar to show his true worth.
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Personality and Description
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Fyrenmar is small for a Kobold but what he lacks in physical abilities he makes up for in force of personality and magic. The red scales, blackened hands, and powerful looking horns all add to his presence. And being raised with the expectation of him being the next leader has implanted the idea into his own expectations. Because of this he is somewhat arrogant and expects a certain amount of respect from all he comes across and in his tribe, he gets it. This arrogance, however, is the product of experience. He has managed to best many of the creatures of the lower caverns with just a look. And this war will be an experience that will either break him or forge him into something stronger.


The majority of you voted for option number 2:
2 teams in the same universe.
As the story will go on, we will see if a few "big unique team" quests will be needed by the tribe, but those kind of scenarios will be only for a short time.

Due to an unforeseen working trip, I'll be AFK (Away from Keyboard) for 2 days.

I haven't finished checking all your builds and background, but for what I saw, all the 10 submitted PCs are good and accepted. Congratulations!
Some PCs need a few corrections, but I'll PM with you about it later, probably on Monday.

This means I'm early closing the submissions for this campaign. No more submission could be accepted from now.

For those who still not have submitted a background for their characters, can you please do it in the next days? We will see if there is something to fix via PMs.
For those who still not have created an alias, can you please create it?

We will start with yours 2 teams, already on 2 different patrol mission, on 2 different locations.
I'm opening the IC and OOC discussion threads for this campaign.
Those threads will be used for the shared universe management, not for your usual adventures in separated teams.

Since you are all members of the same tribe, and you know each others very well, you can post your description/personality and a "public" background, to help the others familiarize with your PC.
I have mine own idea of the 2 teams compositions, (5 PCs on each), but if you want to discuss the thing on the OOC discussion thread you can do it. You have this days to do so.

ps: I can probably check the posts later tonight and tomorrow night (remember, GMT +2 here), but I'm not completely sure about it.


Background fleshed out in the profile and description added as well.


I will have my background up by tomorrow night at the latest.


I'm back online, I'm PMing some of you about something to adjust on sheets or backgrounds, then we well begin! Very soon, I hope.

@Szzlax: look forward to read it, once is ready.


For those who could have missed mine post on Discussion
have a look here, our campaign has officially began!

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