Nightflier's Blackdogs in Absalom

Game Master nightflier


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I had the same confusion, probably going to go with my rolls since they are a little better than a 30 point buy...will re-post with updated stats...


nightflier wrote:
Everyone, it seems that there is some confusion going on: The game is 4d6 for stats, not 4d6 drop the lowest. Please, take one more look at your stats and recalculate them.

Just noticed you mentioning the 4d6 without dropping lowest.

Drow Talk:
If 6 is at strength, again could be disfigurement, a disease hitting neural system, or broken by torture or crushing force to shatter the body that never healed properly from.

I was thinking NE or perhaps N seeing no chaotic is allowd.

As the weak and the ugly are normally exterminated, my drow would try to flee the society

Thinking of a sorcerer, possibly infernal, shadow, protean, arcane, even undead and their wildblooded versions.

I will place 21 at charisma.


Drow talk:
Looking at the Wildblooded, there's not any that strike me as a must have. The Infernal one would be good if you were going to be focused more on melee, but since that's unlikely with your 5 in Str and my being melee, Hellfire would be much more useful.

The Warped one for Aberrant is pretty cool, but I don't know if Aberrant as a whole fits you concept, especially with the Asmodeus/Devil theme.

My personal suggestion? Infernal, Shadow or Arcane out of those you listed.


I have to sleep now as I be heading out in 5 hours time, for about 10 hours.

Drow Talk:
Thanx for the info. With the 4d6 it changes my ideas about the type of drow I thinking.

Thinking of assigning the scores (before racial adj) as follows:
Str 6
Dex 10
Con 12
Wis 16
Int 19
Cha 21

Really a physically weak drow, but mentally strong.

I am currently inclining towards shadow sorcerer.


You know you are on a bad streak when rolling 4d6 twice for characters and both times its below average!

Dark Archive

Monkeygod wrote:
nightflier wrote:


I am looking for 6-8 players and 2 reserves.

Character creation rules:

1) 4d6, drop the lowest, or 30 point buy - decided after the rolling for stats.

This could be where the confusion is coming from...

Totally my bad. I've copied from the different recruitment thread and forgot to change it. Anyway, it's NOT "drop the lowest".


I'm looking at taking the Devil's Own Luck as one of my two traits, question though:

Do I have to the take the re-roll, even if it's worse, or do I get to choose between the two? Personally, I always felt luck re-rolls should let you choose and I've had others agree with me, but it's your creation and your call.

Also,
Is there any more info on those latent abilities? Which seem very familiar...as if from some book series I've read...hmm

Dark Archive

You must take the second roll, but you can spend feats to buy more rolls. I have plans to create a feat chains based on all the traits, and I tend to give feats as rewards for quests, so you will not be feat-starved.

Latent Abilities are from Wheel of Time Role Playing Game, based on the novels by late Robert Jordan. I also have plans to detail them and expand them, but I don't have much time, alas, and what time I do have for RP is currently divided between my Midnight game, which has it's own magic system and classes, and my homebrewed world, which I am trying to upgrade to 2.0 version.


Hehe,
That's what I meant by the seem very familiar, I've read/reading the Wheel of Time series, which is my second favorite fantasy series, behind the Belgarid/Mallorean by David Eddings.

I like DOL, regardless, sort of fits the worshiping Asmodeus thing. It truly is the Devil's luck.

Good luck with the homebrew by the way.


Keep all 4d6? Ohh, well then going back to my rolls posted earlier:

10, 12, 12, 14, 18, 20

S 10
I 12
W 14 +2 Race, -2 Trait =14
D 18
Cn 12
Ch 20 +2 Race, +4 Trait(Charismatic trait x2)= 26

Questions for you Nightflier:

1) Is maxing up to 26 Ch ok by you?

2) I'm leaning toward the Wind Mystery, but if the party needs more undead fighting then I'll switch to the Life Mystery instead.

3) I already took your Charismatic trait twice. Can I take a third from your list-- Child of the streets, face in the crowd? It suits her persona of trying to hide herself. That would be in lieu of one (or two) of the standard traits.

4) Can she have the Word of Healing feat, designed for paladin to heal at distance? (Or is there another feat that allows oracles to heal at distance?)

Word of Healing
Using the same divine energy as your lay on hands ability, you can heal others at a distance.

Prerequisites: Lay on hands class feature.

Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.

Thanks
A

Shadow Lodge

Still looking for players?

Dark Archive

Windstar wrote:
Still looking for players?

Sure. You apply with any character you wish, and then I choose the party amongst all the applications. Those with best personal histories and the highest level of integration in the game world will be chosen. For my last game, almost thirty people applied for the nine spots in the party.

Shadow Lodge

4d6 ⇒ (5, 4, 6, 4) = 19
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (3, 3, 4, 5) = 15
4d6 ⇒ (5, 1, 2, 3) = 11
4d6 ⇒ (5, 2, 4, 3) = 14
4d6 ⇒ (1, 6, 3, 4) = 14

Was thinking 1/2 orge warrior or tiefling rogue.

Shadow Lodge

4d6 ⇒ (3, 2, 6, 4) = 15
4d6 ⇒ (5, 5, 1, 4) = 15
4d6 ⇒ (2, 2, 4, 3) = 11
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (5, 2, 5, 1) = 13
4d6 ⇒ (5, 1, 2, 4) = 12

Ok, just saw your last post, have to work tonight but will work up both and submit them for ya.

Dark Archive

@Apocalypso

1) It doesn't work like that. If you take Charismatic once, you have to take a penalty to another stat - Wisdom. If you take it twice, than you don't have to take penalty to Wisdom. Also, you get only two traits from my profile. The other two traits are from Paizo sources. Therefore, you can't take Charisma to 26.

2) At this point, I am not prepared to reveal anything about the game, except that it will a) Have four parts, and each part should last five levels; b) It will start in Absolom and it will take you to several other cities on Golarion, most notably Korvosa and Kaer Maga. You will have to create your character based on what your instincts are telling you and what you want to play. But more important than "crunch" part of your character is personal history/backstory part of it. That will get you chosen for this game, or any other game that I run, really.

3) See 1)

4) Well, do you have Lay on Hands as ability? If you do, than your character can take the feat. If not, you will have to heal by touch. I'm afraid that I am not familiar with all the feats that are out there.

Dark Archive

Windstar wrote:

4d6

4d6
4d6
4d6
4d6
4d6

Was thinking 1/2 orge warrior or tiefling rogue.

Half-ogres are not available for this game, since they are not published by Paizo, as far as I now. The closest thing is Ogrekin, from Pathfinder #3. This race would be LA +2, therefore out of the power range for this game, but I would allow you to play such a character, but with more Disadvantageous Deformities than standard. You would have to roll 3 times on the table. Of course, if you get 10, you have no Disadvantageous Deformities.

This character would be difficult to run, but challenging as well - so I am interested to see what can you do with it, but your personal history must be both expansive and well-written in order for me to allow such a powerful race in the game as PC.


Gotcha-- By the book, except for your specified House Rules. I'll plan traits and feats accordingly.

nightflier wrote:

@Apocalypso

1) It doesn't work like that. If you take Charismatic once, you have to take a penalty to another stat - Wisdom. If you take it twice, than you don't have to take penalty to Wisdom. Also, you get only two traits from my profile. The other two traits are from Paizo sources. Therefore, you can't take Charisma to 26.

I did get to 26 Charisma "honestly," though.

Highest roll 20, +2 Charisma Aasimar, +4 Charisma/-2 Wisdom from Charismatic trait twice. It is absurdly high, which is why I asked. But I think it would be intriguing to play a character that is so charismatic and yet painfully shy.

If you won't allow, I'll re-do stats a little.

So again, please confirm your ruling.

2) At this point, I am not prepared to reveal anything about the game, except that it will a) Have four parts, and each part should last five levels; b) It will start in Absolom and it will take you to several other cities on Golarion, most notably Korvosa and Kaer Maga. You will have to create your character based on what your instincts are telling you and what you want to play. But more important than "crunch" part of your character is personal history/backstory part of it. That will get you chosen for this game, or any other game that I run, really.

Intriguing. Alright I'll stick to the Wind Mystery since its the one I'm most drawn to. I hope you enjoyed story earlier. A


Gotcha-- By the book except for your specified House Rules. I'll plan traits and feats accordingly.

nightflier wrote:

@Apocalypso

1) It doesn't work like that. If you take Charismatic once, you have to take a penalty to another stat - Wisdom. If you take it twice, than you don't have to take penalty to Wisdom. Also, you get only two traits from my profile. The other two traits are from Paizo sources. Therefore, you can't take Charisma to 26.

However, I did come by the 26 Charisma "honestly."

Highest roll 20, +2 Charisma Aasimar Racial Trait, +4 Charisma/-2 Wisdom for the Charismatic Trait twice = 26. It is absurdly high, which is why I asked. But I think it would be intriguing to play such a charismatic character that is so painfully shy and stammers and speaks in tongues.

But if it is just too disproportionate, let me know and I'll adjust my stats and traits.

2) At this point, I am not prepared to reveal anything about the game, except that it will a) Have four parts, and each part should last five levels; b) It will start in Absolom and it will take you to several other cities on Golarion, most notably Korvosa and Kaer Maga. You will have to create your character based on what your instincts are telling you and what you want to play. But more important than "crunch" part of your character is personal history/backstory part of it. That will get you chosen for this game, or any other game that I run, really.

Neither I nor my character know much about the wider world of Golarion. It will be fun to watch it unfold. I was semi-responding for an earlier call you put out for clerics, and wondering if more healing or undead turning was the reason. But perhaps it was more for game play, to have characters passionate about their deities. In any case I'll stick with the Wind Mystery, because, while not the most powerful mystery, it seems to suit her best. I hope you enjoyed the backstory.

Dark Archive

Apocalypso,

If you take Charismatic twice, you don't get +4 to Charisma; you just don't get penalty to Wisdom. Therefore, with that combination, your Charisma would be 24.

Right now, I am not yet prepared to talk about characters in more detail, since the recruitment is not over. It will certainly last for several more days, depending on the interest.

After I close the recruitment, I'll have some questions and suggestions, and only after that I'll pick the party. That way I will, hopefully, be impartial and give everyone a fair chance.


Re: Charisma-- I getcha now.

Happy recruiting. Lots of fun ideas out there.

A


Drow Talk:
I going to work on the background while I am out for the day. Feel free to drop in any ideas. My drow will be younger sister, that you help protect.

Character will be female umbral sorcerer drow.


Pathfinder Adventure Path Subscriber

Hmm...considering an application. Let's roll some dice:

Set 1:

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

Set 2:

4d6 ⇒ (3, 2, 2, 3) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (6, 4, 3, 3) = 16
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (3, 1, 3, 3) = 10

Will post a character concept tonight, i.e. in around 7-8 hours from the time of this post.


Chainmail's Ki mystic monk = background to follow

OK - Now that I know its 4d6 - I am going to try something different. I am going for an Aasimar Ki mystic monk. The favored weapon trait will be applied to unarmed combat (wis vs str). I was also thinking of asking if I could take this ability to use wis in place of str for combat maneuvres. The inspiration is that divine power is channeled through Lorne's hands as his body is divine intrument of good.

Character will plan on using the Ki mystic ability to help allies reroll saves and attacks. With a 23 AC Lorne should be a capable front-liner from the beginning.

Let me know if this too janky.


Kal's been updated some, still need to pick a 4th trait.

Dark Archive

I'm gonna give you some time to work on your characters. I will close recruitment in one week.


Hey nightflier, this is terok. Posting with an avatar and a little more structure around him, of course if I am chosen I will adjust background or other items as need to fit in with the campaign theme as well as format the character and finalize skills, equipment...
Let me know if you have any questions of comments for me.

I see this character as being a little bit of an outsider when he starts, more of a lone wolf but transitioning to LN as his bond with the Blackdogs grows and he learns to trust his team more. This is where the Cavalier part really comes in, from his training with them. Their training will help him hone his abilities and add some new ones.

Likely he will be using as much stealth as possible so Gorn being a little bit more of a loner might fit in with the group with that regard.


Pathfinder Adventure Subscriber

Nightflier

Spoiler:

I'll re do my character with his ridiculous stats by tomorrow evening. I've always thought of Hobgoblins as kind of the Nazi's of the Fantasy world, so I'd had thoughts of my character being an experiment for creating the "super hobgoblin", performed by some great hobgoblin leader.(Not necessarily a hobgoblin himself). They made him stronger, faster, tougher, and smarter than you're average hobgoblin, but unfortunately they also made him wiser as well. He got fed up with the normal hobgoblin approach, and escaped / struck off on his own. At that time either someone in the Company saved him, and he owes them a debt, or he fell in with the company some other way, and now has found his calling among the more "Strategically smart" crowd. Still not with a lot or morals, but now taking orders from someone he respects the decisions of. Could you see this working out somehow? If so I'll start the background now, then if accepted we can work out the details.


Drow Talk:
I thinking of a disease that resulted in her permanent weakness.
Giratayn is below Druma, which is only 2 kingdoms away from Cheliax for the siblings to escape. Also the city is very LE too.

I hate when edits don't save. Wasted typing for nothing. Here we go again...

I was thinking of having Urlryn pretending he found a suitable child to become Elaugvyr's protector as she grows up. The protector would be Kalmafein, though would not know he is her brother until much older, and when she reaches the sub-adult age he would tell her they are actually siblings. As a child being assigned as protector, he would prevent her from getting bullied, getting into dangerous situations and the like. As they grow older, he becomes more a bodyguard to Elaugvyr.
She would be following some deity that is related to death, and undead, as she would be heavily influenced by her mother.

start of background
Shurdriira Uloavae lived in the drow cavern city of Giratayn, of Sekamina level of the Darklands. She being an undead lord is very devoted to death and the undead, did not want to marry, rather preferring being amongst her undead horde. She chose one of the house simple warrior guards to be her consort instead so she may continue her own lineage. She gave birth to Kalmafein, and was displeased that he was born. Urlryn saved Kalmafein from certain death, secretly rescuing his son from from the waste pit, for he wanted to have a child to raise. Shurdriira decided to try again with her consort, this time giving birth to a baby girl. She was delighted and gave the name Elaugvyr to her precious daughter.

DarknLight, do you only need the background for now, or a complete character?

Dark Archive

I don't know who DarknLight is, but for now I am mostly interested in background. :)


Oooops, meant nightflier.

I got some wild ideas running in my mind in sharing a background for Kalmafein and Elaugvyr. Waiting for monkeygod for his opinion.


I was waiting on a name from you Darkone, before I wrote up my history. Feel free to read Kal's current bio for insights into your brother. I'm at work currently n then I'm goin out after so I don't know if I can do my background tonite, but I already have a lot of it in mind, so maybe you wanna wait till I can write it up, then do your own based on mine?


Will await for you reply tomorrow then. Just think of the what I wrote 2 posts earlier. Think we will come up with something unusual here.


Background Done

Nightflier - Let me know if it fits the campaign or is too 'over the top' -- just wanted a background that lets me be in the company of potential drow nobles without soiling myself.

Lantern Lodge

Very interested in this campaign. If there's still time, I'd like to come up with a character concept and shoot it to you. I was thinking about a Dhampir Black Powder Inquisitor of Pharasma. I'll do my best to come up with lore and a background and I'll get it thrown up here in the next day or so.

That's if it's alright, of course.

Dark Archive

Severed Ronin wrote:

Very interested in this campaign. If there's still time, I'd like to come up with a character concept and shoot it to you. I was thinking about a Dhampir Black Powder Inquisitor of Pharasma. I'll do my best to come up with lore and a background and I'll get it thrown up here in the next day or so.

That's if it's alright, of course.

Sure. I'd love to see your concept.


nightflier, guess Monkeygod and myself will be a bit slow with our backgrounds with time zone differences in our communication with each other. Hope you don't mind.

Is there a way to set alias to be default for each game?

Dark Archive

Take your time. The recruitment lasts till Monday.

Lantern Lodge

I just got off work and will be heading back tomorrow. I drew up a background for my character - whom I decided to make a Drow Gunslinger (seeing the affinity for Drow in the possible lineup). I'll post it all up here either after work tomorrow or Wednesday. I apologize for the delay, but I'm active duty military so my time is always pressed and family/work take precedence over fun unfortunately.

Thank you. I'll try to be speedy with it.


Nightflier - after sitting with it bouncing around in my head for a while, it's not coming together as well as I would have liked. So for now, I'm going to step back out of contention.

If anything changes or I get a flash of inspiration I might jump back in, but for now thanks for the time and wish you all well.


Pathfinder Adventure Subscriber

NF. If you get a chance to respond to my spoiler above, let me know if that will work in some way, before I spend a bunch of time on the background.

Here is the revised CS for Saltuk. I believe I'll go with the Sword Saint. Hero Lab should be adding it soon, and I'll implement it there instead of typing it in manually.

Spoiler:

SALTUK CR 1/2
Male Hobgoblin Samurai 1
LN Medium Humanoid (Goblinoid)
Init +5; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+3 armor, +5 Dex)
hp 16 (1d10+6)
Fort +8, Ref +6, Will +5
Defensive Abilities Resolve (1/day)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Katana +7 (1d8+9/18-20/x2) and
. . Lucerne Hammer +7 (1d12+9/20/x2) and
. . Unarmed Strike +7 (1d3+6/20/x2) and
. . Wakizashi +7 (1d6+6/18-20/x2) and
. . Wushu dart +7 (1d3+6/20/x2)
Ranged Shortbow +6 (1d6/20/x3)
Special Attacks Dragon's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 22, Dex 20, Con 22, Int 17, Wis 17, Cha 14
Base Atk +1; CMB +7; CMD 22
Feats Iron Will, Two-weapon Fighting
Traits Deft Dodger, Iron Liver
Skills Acrobatics +4, Climb +9, Craft (Calligraphy) +5, Diplomacy +6, Escape Artist +4, Fly +4, Handle Animal +6, Perception +7, Ride +8, Stealth +12, Survival +7, Swim +5 Modifiers +1 Ride while riding your bonded mount., Dragon's Skills
Languages Celestial, Common, Draconic, Goblin, Infernal
SQ Animal Companion Link (Ex), Weapon Cord
Combat Gear Katana, Lucerne Hammer, Shortbow, Studded Leather, Wakizashi, Wushu dart (5); Other Gear Backpack (3 @ 6 lbs), Flint and steel, Pouch, belt (2 @ 1 lbs), Rope, silk (50 ft.), Sack (empty), Sack (empty), Waterskin, Weapon Cord, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Weapon Cord Attached weapon can be recovered as a swift action.


Since it's 4d6 not drop lowest, I'll use my original rolls for my goblin cavalier: (18, 15, 15, 14, 12, 10)

Background:

Zagrin the Honorable and Short had not always been Honorable, but he had always been Short.

As a young goblin, Zagrin was fairly scrawny, and probably would have ended up in the stew pot if he hadn't been sneaky and good at judging when to duck. He learned early on that a slow goblin is a dead goblin, and actually spent a lot of his time practicing being evasive, sneaky, and most of all, not trusting other goblins.

One day, a squad of humans dressed in matching black clothes was traveling through their swamp, and a wandering goblin spotted them, and ran back to tell the rest of the tribe. When Chief Worgtail heard this, he gathered a group of 10 or so young goblins, just reaching full size, and proclaimed, "Stupid biggers in our swamp. *spit* Kill biggers and bring stuff to tribe. Bring dead biggers for stew pot."

Zagrin ran along with the rest of his goblin cohort to do what Chief Worgtail had asked, but when he got close to the humans, Zagrin grew wary. There was something abnormal about a group of humans all dressed exactly the same, and they seemed more alert than most he had seen previously. His caution was abnormally wise for a goblin, and as the goblins began their attack on the human group, Zagrin moved off to the side, and used his sneakiness to his full advantage, going around to the other side of the humans. As he watched, the goblins charged, but the squad of humans reacted precisely and efficiently, and his friends were no match for the humans in black.

Fearing what Chief Worgtail would do to him if he returned to his tribe alone when all of his friends had died, Zagrin again used his abnormally astute goblin brain, and snuck onto the back of one of the humans wagons, hiding between some barrels.

When the humans finally set up camp for the night, Zagrin was quickly discovered. The goblin cowered, but the humans only laughed at him, rather than attacking him. "Why would we be afraid of you? You're just one little goblin." Zagrin turned this idea around in his head, and realized this meant the humans were not going to try to kill him. This made the humans much more appealing than his own tribe, which would as soon throw him in the stewpot as anything else. When Zagrin got used to the thought that he was safe, he was a changed goblin.

Zagrin spent the next week traveling with the humans, who he found out were called Blackdogs even though they were not dogs. That idea, also, took some time to arrange itself in his head in a way that he understood. Zagrin became the squad of Blackdogs unofficial mascot.

When they reached their destination, Zagrin found that it was a large encampment of even more Blackdogs-who-were-not-dogs, and there were even dogs there who were not blackdogs but were trained only to attack goblins when they were ordered to, and not just because goblins are tasty.
---
After spending a few more weeks with them, Zagrin was already training with them. His agility and small size let him actually match up rather well with a larger, stronger opponent. One day, as a joke, one of the humans picked up Zagrin and put him on the back of a dog. "Look! Now he's a full size blackdog!" Zagrin quickly stood on the back of the dog, and looked the man in the eyes. "HAH! I'm tall gobby now!" From that day on, Zagrin practiced riding on the humans war dogs, and using the size and speed advantage it provided him over his normal state.

After another month, Zagrin approached the commander of the human squad. "Great human chief! Your men say anybody can become blackdog, if they can fight good and always listen to bosses. Zagrin fight good! Zagrin promise always listen good to blackdog bosses. Want to be a blackdog."

The rest, as they say, is history. Zagrin became Zagrin the Honorable, the first Goblin member of the Blackdogs, and as fierce a mounted fighter as any they had seen. Many stories of his greatness were told around blackdog fires, mostly in his own poor grammar.


Crunch:
ZAGRIN CR 1/2
Male Goblin Cavalier (Emissary, Beast Rider) 1
LN Small Humanoid (Goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 21, touch 18, flat-footed 14. . (+2 armor, +1 shield, +7 Dex, +1 size)
hp 12 (1d10+1)
Fort +3, Ref +7, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash +7 (1d3+1/20/x2) and
. . Cold Iron Lance +9 (1d6+7/20/x3) and
. . Cold Iron Rapier +7 (1d4+1/18-20/x2) and
. . Unarmed Strike +7 (1d2+1/20/x2)
Ranged Shortbow +9 (1d4/20/x3)
Special Attacks Dragon's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 13, Dex 24, Con 13, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 18
Feats Mounted Combat, Ride-by Attack, Weapon Finesse
Traits Cliff-Master (Varisia), Color Thief, Dexterous, Weapon Bond (Lance)
Skills Handle Animal +3, Perception +5, Ride +15, Sense Motive +5, Stealth +21, Survival +6 Modifiers [/b]+2 Ride while riding your bonded mount.
Languages Common, Goblin, Halfling
SQ Animal Companion Link (Ex)
Combat Gear Cold Iron Lance, Cold Iron Rapier, Kilted Quilted Cloth, Nexavaran Steel Arrows (5), Shield Spikes Quickdraw Shield, Light Wooden, Shortbow, Silver Arrows (5);
--------------------
SPECIAL ABILITIES
--------------------
+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Color Thief Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you've been blessed by the barghests. Maybe because you're just better than the othe
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Ride-by Attack You can move - attack - move when charging mounted.
--------------------

DOGBREATH CR 2
Male Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+2 Dex, +3 natural)
hp 17 (+4)
Fort +5, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Wolf) +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Endurance, Improved Natural Armor
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6, Perception +5 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Combat Riding [Trick]
Combat Gear Nexavaran Steel Arrows (45), Silver Arrows (45);
--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


As the party is looking pretty evil, take my lawful good alignment, turn it to lawful evil == take everything in my background and turn it around 180 degrees. Make me an evil race of aasimar that serves the diabolic court.


Kal's got a sizable chunk of his background done. Hopefully Darkone can run with it on his/her end. Will probably finish it tomorrow, after work.


Lorne Sharone wrote:
As the party is looking pretty evil, take my lawful good alignment, turn it to lawful evil == take everything in my background and turn it around 180 degrees. Make me an evil race of aasimar that serves the diabolic court.

My character, if chosen, is not evil. Deep down he is not a bad person, he has just done what he had to to survive on the streets and some of the things he did hurt some people. So far he hasn't killed anyone in cold blood.

Depending on the missions, I can see Gorn becoming LN and basically a good person or LN with some bad leanings and habits. It might be good to have some party contention...makes for good RP. Some may vote to accomplish a mission in one way while the other side may vote for it another way. I wouldn't change anything until you know if you are chosen and the entire party makeup :)


Drow Talk:
I looked at Kalmafein's background and I going to use what is written there, I like the family relation that is being built. So here is the 1st paragraph, that introduces Elaugvyr.

In the depths below the surface, on the Sekamina level, in one of the larger caverns is a drow settlement of Blackstrand. Shurdriira Shynklyr became a successful merchant, accumulated enough wealth to create a merchant house, House Shynklyr, and immediately began plotting to overthrow one of her long time rival houses, House Molvdeln. She chose one of the house guards, a strong warrior named Urlryn, to be her consort instead so she may continue her own lineage. She gave birth to Kalmafein, and was displeased that he was the first born, wanting to have a daughter to be next ruler of House Shynklyr. Years passed before she decided to try again for a daughter. This time she was rewarded with the birth of a very beautiful baby girl, who she named Elaugvyr.

TODO:
Seeing the settlement is LE and Kal is LE, I still deciding which one of the following LE, NE, LN or N. Kal being a heartless killer, especially when it comes to protecting Ela, would easily be LE.

I will use the demon attack in Ela's background, and expand on her becoming a sorcerer. Also going to make the horrid disease being cured, but the damaged was permanent.

I see Ela's age would be 80 when they finally flee the Darklands. Maybe reduce age gap to 30 years apart so she be 100.

Contributor

nightflier wrote:
I forgot: Warforged/Ironborn are allowed in this game. The 2nd Cohort consist solely of Warforged/Ironborn.

DOT

I have plenty of ideas, but for now, my rolls:

Ironforged
4d6 ⇒ (6, 6, 6, 3) = 21
4d6 ⇒ (5, 1, 5, 4) = 15
4d6 ⇒ (2, 6, 4, 6) = 18
4d6 ⇒ (5, 3, 6, 1) = 15
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (5, 2, 3, 3) = 13

Cleric
4d6 ⇒ (4, 4, 6, 4) = 18
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (3, 6, 1, 5) = 15
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (3, 3, 3, 3) = 12
4d6 ⇒ (2, 4, 3, 5) = 14

Monk
4d6 ⇒ (4, 2, 3, 3) = 12
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (6, 3, 6, 4) = 19
4d6 ⇒ (2, 2, 6, 1) = 11
4d6 ⇒ (5, 1, 5, 1) = 12

Dark Archive

scranford wrote:

Nightflier

** spoiler omitted **

I love the idea. Probably more LN than LE, though.

Dark Archive

Mark Sweetman wrote:

Nightflier - after sitting with it bouncing around in my head for a while, it's not coming together as well as I would have liked. So for now, I'm going to step back out of contention.

If anything changes or I get a flash of inspiration I might jump back in, but for now thanks for the time and wish you all well.

I am sorry to see you dropping out.


Drow Talk:
In the depths below the surface, on the Sekamina level, in one of the larger caverns is a drow settlement of Blackstrand. Shurdriira Shynklyr became a successful merchant, accumulated enough wealth to create her own merchant house, House Shynklyr, and immediately began plotting to overthrow one of her long time rival houses, House Molvdeln. She chose one of the house guards, a strong warrior named Urlryn, to be her consort instead so she may continue her own lineage. She gave birth to Kalmafein, and was displeased that he was the first born, wanting to have a daughter to be next ruler of House Shynklyr. Twenty nine years passed before she decided to try again for a daughter. This time she was rewarded with the birth of a very beautiful baby girl, who she named Elaugvyr.

As she grew she became more radiant with increasing beauty, and she learnt to use her beauty and improving skill of the tongue to get her way on many occasions. Even though Kal, as she called Kalmafein, had to obey her direct orders, she preferred using her witty charming voice to get him to do little things for her, like stealing some cookies, and the like. She loved her brother very much for he was very much with her, even though he would get into trouble many times for being too much with her. With Kal being so willing to take her beatings and punishment for her, she became very loyal to her brother, at times using her influences to help her brother acquiring what he needed. Her mother was very please with Elaugvyr developing into a strong leader, being physically strong and agile to hand out punishment, yet very charismatic with inteligence and wisdom to back her decisions. For being far more physically and mentally strong than those of her age, Shurdriira believed that her daughter would lead House Shynklyr to become one of the most powerful houses and command a loyal army to the the house.

One day, while Kal was away on an errant, the house wizard was to hasty in summoning a more powerful demon. He made a small mistake, enough for the demon to spot and break free from the control of the wizard. After killing the wizard, the demon went on a killing rampage through the buildings of the compound. Eventually the demon came to her bedroom, where it found her cowering with dreadful fear. The demon pounced onto her ripping at her with it's filthy claws, inflicting serious wounds. She thought she was going to die like many others already, when she heard the demon screaming from pain as it attacked her. Before passing out from her injuries, she saw Kal standing above the fallen demon.

When she opened her eyes a few days later, she saw her brother sitting on a chair beside her bed. She tried to lift her arm to touch him, yet found she could hardly move her arm. The rotting fleshing on the demon's claws was covered with plenty diseases. The house priest did managed to heal many of her wounds, yet struggled to cure the diseases. Shurdriira ordered Kal to fetch a priest who specialized in diseases. By the time he returned and the priest could remove all the remaining diseases, her body was severely damaged resulting in being physically weaker and less agile. She was unable to wear her armour she proudly wore. Shurdrirra realizing that if the rival houses discovered that Elaugvyr had become very weak, they would take opportunities to eliminate her and her daughter, she commanded Kalmafein to remain at her side at all times. When she had to wear her armour, he had to ensure she did not falter, else suffer the consequences of failure to protect the image of the house.

Even though she was healed and cured of diseases, there was something physically different about her other than her major weakness and average agility. Something was left behind and flowed in her blood, and one day the hidden power began to manifest around her body when she was sitting in a dim lit corner of a room, giving Kal a huge fright when he looked back briefly at her to discover she was missing, only to see that she was blending slightly into the background. After that day she tried to hide from sight, succeeding and failing at times. A few days later Kal and herself realized that her strange ability only worked in areas of darkness or dim light. As the months went by practising her hiding with shadows her skill increased and more strange abilities began to also manifest.

One day Kal and her spoke about the difficulty in up holding the pristine image that nothing was a miss in House Shynklyr. Eventually they decided it was best for the House survival that leave on on some quest for the house. Elaugvyr informed her mother that she was going on a quest to find a way to reverse the damage caused by the diseases, and that Kal would accompany her.


Here is my proposal for my ironborn fighter. Unless otherwise noted, I assume it's okay to take the Improved Natural Armor feat.

Statblock:

Conviction
Male ironborn fighter 1
LN Medium humanoid (Ironforged)
Init +3 Senses Perception +6

DEFENSE
AC 22, touch 13, flat-footed 19
(+4 Armor, +3 Dex, +5 Natural Armor)
hp 15
Fort +7, Ref +3, Will +2

OFFENSE
Speed 30 ft.
Melee Greatsword +6 (3d6+7/19-20)
Greatsword(Power Attack) +5 (3d6+10/19-20)

STATISTICS
Str 21, Dex 17, Con 20, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +6; CMD +17
Abilities Ironborn Subtype [No effects from age, +1 Nat Armor, Rust Vulnerability, -2 to social skills], Iron Heart Ability Package [Immune to poison, does not breathe, +2 Nat Armor, immune to mind-affecting effects]
Feats
Skills Acrobatics +7, Climb +7, Perception +6
Traits Mighty [Weild large weapons], Lithe [+2 Acrobatics], Captain's Blade [+1 Acrobatics and +1 Climb while on a ship, Acrobatics as Class Skill], Looking for Work [+1 Perception, Perception as Class Skill]
Languages Common

SQ
Load 0-153lbs, 154-306lbs, 307-460lbs
Gear chain shirt, large greatsword

0 - XP

Background:

They had me retired. On the records, it was an honorable discharge. However, I knew the words they were saying. 'Insubordination.' 'Reckless.' 'Court-martial.' 'Monstrosity.'

They were the ones that made me this way.

It just so happened to be that my completion was nearing when their top man died. He was recovered and was used as an expirement for the process that was building me. His soul was to be infused with my core mechanisms. They said they were building the perfect soldier and they wanted a touch of humanity in me. That was their mistake.

I was stronger than five men, as fast as any elf, and as hardy as any dwarf. Not only that, but my machine mind was impenetrable. However, the infusion was done to save them the trouble of teaching me to fight. I had all the training, tactics, and instincts of a soldier without having ever stepped on a battlefield.

Came the time to fight and fight I did. Any opponent I would meet would quickly flee, surrender, or be crushed. Be it blade, arrow, or spell, it all seemed ineffective. Soon, I was shipped to the frontlines. That is where I heard his voice. It was the soldier who owned part of me. I was given strict orders to assault the enemy keep and take no prisoners. However, his voice said otherwise. There were injured on the field. My men, the enemy, and even civilians were littered everywhere. He wanted to help them, so I obliged.

We lost the fight that day, but they say I saved two dozen that day. He said it was good that we did that. I agreed. My superiors, however, did not. They saw me as a failed expirement. They wanted nothing to do with me. Quickly, they cut funding to the researchers in charge of bringing me to life. I was the first and the last. At my court-martial, they played it off as a retirement. 'For boundless conviction in the rescue of twenty six civilians...' Conviction. We liked the ring of that.

I was packed into a crate and shipped out one last time. I arrived in the city of Absalom left with my final order- survive.

Ironforged Traits:

Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature.
The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.

Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.

Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.

Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated
for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half
damage on a successful save.

Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.

Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive
checks.

Languages: Ironborn speak Common and whatever language their creators use.

Iron Heart:

Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.

Machine Body (Primary Ability): You are immune to poison and do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.

Machine Mind (Secondary Ability): You are immune to all mindaffecting effects, since your mechanical mind is simply too alien for such
spells and magical attacks to affect it.

Thanks for the consideration!

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