Mystworld: Realms of Myrndur

Game Master Chingo Chaplo

In an ancient and magical world ripe with adventure and teeming with danger, Aralu, a mystborn bladedancer and mercenary out of Olscar, Drozak, an aratheël Andaran Lion and practicer of the ancient way of the Arith-Lashar, Hrusk the Heft, a hulking ogren with a massive greataxe, Iruaka, a strange koroku mercenary, Niusha, a beautiful wandering aratheël bard, and Rhanviel, a lhurienathi shaman searching for a means to defeat the demon lord Rhevagaath, have been brought together by fate, as caravan guards for a caravan from Kelderhaag in Gelben to the city of Palanost in Andara, Land of the Blue Rose and the Black Lions. Neither of them knows what awaits...


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Tough questions, and I might add that once the system is done, those classes (magus and arcanist) might not exist in Mystworld.

The magus would make his attacks at a –2 penalty and the casting time for that round would count as one action's worth of casting.

I'm not sure about Quicken Spell. My current thought is to replace it with Quick Casting which reduces casting time, but doesn't use up a spell slot four levels higher than the spell's actual level.

The arcanist's exploits would use points from the arcanist's arcane reservoir, instead of draining energy. He would be able to use his arcanist exploits as they are written, as the Myst is stored in him, and he doesn't need to draw it and weave it into a Mystweave.


I think Drozak is finished.

He is an Arathaeel windstrider, though I am a little unclear from the pdf if windstriders are part of the Andaran military or their own organization.


@Drozak
You can easily be a windstrider and be in the andaran military. The Arith-Lashar is an ancient order of aratheël fighters dating back to the days of the Amarath Empire. Officially the Arith-Lashar hasn't existed for centuries. Unofficially the teachings of the Arith-Lashar are still passed down from master to apprentice.

Crunch looks good.

@Everyone

So far we have (in random order):


  • Browman - Drozak (Aratheël Windstrider) (needs background)
  • ToxicDragon - Aralu (Ikaiji Bladedancer)
  • YoricksRequiem - Iruaka (Koroku Assassin) (needs background)
  • That Other Guy - Rhanviel Thuven (Lhurienathi Shaman)
  • Jonahkan - Hrusk the Heft (Ogren Fighter)

*Let me know if I missed anyone.

Looks like a kickass fighting team!

That's five. I'd like one more.

Forgot Willowburn. Maybe we are about to be good to go.


A relatively young elf at 120 years, Drozak has spent the last decade or so as a long range scout for the Andaran army. He is strong and quick but lacks some of the social grace his people are known for, more concerned with the task at hand than being polite. He favours a long curved blade that he wields two handed, shunning armour and relying on his speed to protect him from harm.

Normally he carries a variety of weapons, but a recent operation went sideways and much of his equipment was lost.

Drozak is typically found wearing clothes of dark brown and green to better hide him as he glides through the woods, a cloak with hood raised hiding his features.


I threw together a relatively quick background, which I'm not super happy with, but it works for a first draft. The book is a little sparse on Koroku information, so I took a few liberties, but hopefully nothing too out of line. I am, of course, entirely open to feedback on it.


@Drozak Good, but how did he end up getting hired by caravan master Lambrecht in Kelderhaag in Gelben?

@Iruaka I don't see why you aren't super happy with it. I liked it a lot. What a job interview! Haha :) And I feel kinda sad for the poor fella.

General Notice
I'll keep the recruitment thread open a bit longer, in case a last minute applicant wants to take the sixth spot, but we'll probably begin tomorrow. I've opened the discussion thread for now. I hope everyone feels ready and as excited to get going as me.


Chingo Chaplo wrote:

@Drozak Good, but how did he end up getting hired by caravan master Lambrecht in Kelderhaag in Gelben?

@Iruaka I don't see why you aren't super happy with it. I liked it a lot. What a job interview! Haha :) And I feel kinda sad for the poor fella.

General Notice
I'll keep the recruitment thread open a bit longer, in case a last minute applicant wants to take the sixth spot, but we'll probably begin tomorrow. I've opened the discussion thread for now. I hope everyone feels ready and as excited to get going as me.

Perhaps the caravan master's smooth tongue and swift words convinced the local commander to provide some army protection to his caravan? That could be just Drozak or potentially a few other soldiers as well.


As common as aratheël are in the Andaran Lions (Andara's military) as rare they are in the gelbenese military. I have an idea. You and few other andaran soldiers could have been send to Kelderhaag to act as caravan guards, with the purpose of luring out the bandits of the Brinwood. Or perhaps you are working with Aralu. Perhaps both.


Chingo Chaplo wrote:
As common as aratheël are in the Andaran Lions (Andara's military) as rare they are in the gelbenese military. I have an idea. You and few other andaran soldiers could have been send to Kelderhaag to act as caravan guards, with the purpose of luring out the bandits of the Brinwood. Or perhaps you are working with Aralu. Perhaps both.

That works for me, I thought that we were starting in Andara?


You are. But on a journey escorting a caravan from Kelderhaag in Gelben. It isn't included in the original post. I can see how you could've missed it.


Perhaps his mission that went sideways was a secret one inside Gelben, and his cover to get back is a caravan guard?


4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (5, 6, 1, 1) = 13 12
4d6 ⇒ (4, 3, 3, 5) = 15 12
4d6 ⇒ (2, 3, 5, 4) = 14 12
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (4, 6, 1, 4) = 15 14

Prolly going to make a bard.


I don't think Willowburn has any actually useful functions other than being my mechanical spell source. I could be wrong bc I haven't chalked up her skills yet. But even if she does have a wicked high perception score I don't think we can share vision at first level.


Here is the Niusha, the spoony bard.

Crunch:
N Medium Aratheel,
Bard (Arcane Duelist)
Init +5, low light, perception +7

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DEFENSE
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AC 17, Touch 14, Flat-footed 13
HP 10 (1d8+2)
Fort +1 Ref +6 Will +3

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OFFENSE
--------------------
Speed 30 ft.
Melee Longsword +1(1d8+1/19-20x2)
Ranged Shortbow +4(1d6/20x3)

----------------------
STATISTICS
-----------------------
STR 12,DEX 18, CON 12,INT 12, WIS 12,CHR 16
Base Attack +0 CMB +1 CMD 14

--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency:A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

SpellsA bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Racial Traits
Low-Light Vision: Aratheel can see twice as far as humans in conditions of dim light.

Elven Immunities: Aratheel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Aratheel receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Aratheel receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Aratheel are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “Aratheel” in its name as a martial weapon.

-------------------
Feats
-------------------
Point-Blank Shot: +1 to attack and damage rolls for ranged attacks within 30 feet.

Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
-----------------
Skills
------------------
Diplomacy +7/8
Perception+7
Stealth +8
Perform(sing) +7
Bluff +7/8
Knowledge Local +6
Knowledge History +6
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Traits
-------------------
Charming:Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

------------------
Gear
------------------
Studded Leather 35gp
Longsword 15gp
Shortbow 30gp
Blunt arrows (20) 2gp
Arrows (40) 2gp
Backpack 2gp
Bedroll .1gp
Canteenx5 10gp
Bandolier .5gp
Belt Pouch 1gp
Blanket .5gp
Rope 1gp
Trail Rationsx6 3gp
Ale(in canteens) .2gp
3gp, 2sp

Spells known
Daze, Read Magic, Detect Magic, Light

Cure Light Wounds, Sleep

Background:
Niusha never knew hr birth parents and was raised by humans. Her parents unable to have children of there own was wanted the best for their daughter off and were able to afford to have multiple instructors provide daily lessons life. She received training, with the sword, bow, the arts, history, the arts, and how to act like a lady. Niusha enjoyed archery lessons, but loathed the though of being a "proper Lady". Tried as hard as they could they never fully tame the tomboy in her but were successful in imparting some grace in her through music.

After her adopted parents and everyone else she knew passed away, Niusha was depressed and felt she was destined to eventually lose everyone she cared for. Niusha began wandering the countryside sought the comforts of hard drinks and soft company. Her wanderlust take at has brought her to Kelderhaag where she has offered her bow to Lambrecht to protect the caravan.


Welcome on board Niusha. You get a Defense Bonus to AC from your class. You can see the Defense Bonus you get in the discussion thread.

General Notice
I will give everybody some time to check in to the Discussion thread, and ask questions and such before the game starts later today.

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