Nightflier's Mournlands

Game Master nightflier


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Dark Archive

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I would like to once again explore an old idea of mine - to run a game in which the PCs are in fact members of a mercenary company, along the lines of Black Company or Malazan books. This time, the game would be set into slightly modified Eberron Campaign Setting. The premise is that you are members of an elite mercenary company called the Sellsword Syndicate. Your squad was recruited by a mid-ranking Master Merchant of Darkstar Company for a retrieval job into the Mournlands. The game will begin at the insertion point in the Mournlands.

Here are some basic stuff:

1) Roll 4d6 drop the lowest 12 times. Choose the best six.

2) Two traits at character creation. Traits can be chosen from any Paizo source.

3) All characters start with a bonus feat, in addition to all other feats they would get from race, class or other sources.

4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval.

4a) All Eberron races are allowed, with certain modifications. Warforged are modified the most.

Warforged aka Servitors::
Servitor build:

All Servitors builds are based on very few original schematics, so there are certain elements that all Servitors share: chassis, core, cortex, docent dock and plating slots.

Chassis is the Servitors framework, on which all other elements are placed and connected via artificial organic matter, whose growth is stimulated using ioun light. The chassis can be of any size and it determines the ultimate Servitor size.

Core is the source of power for the Servitor. Cores are built independently and can be replaced, as is the case with most Servitor components and elements.

Cortex is the essentially an artificial brain. A Servitor's personality can be transferred from one cortex to another, stored in certain devices and docents, or erased.

Docent dock is a round slot in Servitor's body, about two inches in diameter. This build element is essential to the Servitor creation and all attempts to create Servitors without have failed. Even Necroservitors have them.

Plating slots are places where armor plating is attached. They provide connection to other elements of the Servitor, so that armor plating becomes a part of the Servitor's body. Armor plating can not be attached or removed without special equipment and the process lasts for at least eight hours.

Servitor traits:

+ 2 to any two, or +4, -2, -2
Any size
Speed: 30 feet, but never modified for armor or encumbrance
+2 natural armor bonus
Bonus feat
+2 racial bonus on saving throws against disease,mind-affecting effects, poison, and effects that cause either exhaustion or fatigue
Cannot be raised or resurrected
Servitors do not eat, breathe or sleep, unless they wish to achieve something, such as speech or powering down to regain ability to manipulate arcane energies

4b) Artificer class is replaced with two classes: Ardwright and Machinesmith.

4c) Least, Lesser and Greater Dragonmark are combined into one feat. Additional spell-like abilities are gained by gaining character levels and acquiring appropriate skill ranks.

5) Firearms are emerging. Many strange designs are out there and nothing is standardized yet. For humans and warforged, even advanced firearms are treated as martial weapons.

6) Since your party will be a mercenary squad, you will all have certain roles to play in the squad hierarchy. When you apply, please have one of the following roles in mind:

Commander/Party Face
Second in Command
Sergeant
Healer
Scout
Primary Spellcaster
Grunt 1
Grunt 2
Procurer (or Comic Relief)

These are also some of the standard tropes in the military fantasy literature, that this game seeks to emulate.

Ideally, I would like to have eight players, to reflect the standard number of men in Roman legion squads, but I'm willing to go from six to nine players, depending on interest. The six is absolute the lowest number of players needed for this game.


Putting down a dot to put forward a submission for the Commander.


What starting level do we get?

4d6 ⇒ (3, 3, 2, 6) = 14=12
4d6 ⇒ (5, 6, 5, 6) = 22=17
4d6 ⇒ (3, 2, 4, 1) = 10=9
4d6 ⇒ (2, 1, 6, 4) = 13=12
4d6 ⇒ (1, 3, 5, 4) = 13=12
4d6 ⇒ (1, 5, 4, 4) = 14=13
4d6 ⇒ (6, 3, 4, 3) = 16=13
4d6 ⇒ (2, 4, 4, 3) = 13=13
4d6 ⇒ (2, 3, 6, 2) = 13=11
4d6 ⇒ (5, 4, 4, 5) = 18=11
4d6 ⇒ (2, 5, 6, 3) = 16=13
4d6 ⇒ (1, 6, 2, 1) = 10=9

17, 13, 13, 13, 13, 12

I think Ill do a Half-Orc Barbarian, who is applying for the role of Grunt 1. He has been a grunt 2 his whole life and wants an upgrade. He lives by the traditional barbarian mantra, Smash first, second, third and fourth, then ask questions fifth, and smash if that fails

Dark Archive

Ah, yes...

Addendum:

A) Starting level is 1st; MAX starting gold, twice the maximum starting HP (fighter gets 20 hp, cleric 16 etc.)

B) Some races are modified, as I've said. For instance, half-orc are now +2 Str, +2 Con; -2 Int. Everything else is the same.

Characters will be chosen by their background. I will be looking for world integration first, and interesting histories second. Your story will get you in this game.

Dark Archive

Another thing - you can all apply with multiple characters, although not for the same role.


Hey Nightflier.

I would like to submit Reth Kaskin. He was a character in an Eberron game you had run a few years back that was discontinued. I will re-roll his stats unless you allow me to keep the old stats.

4d6 ⇒ (3, 6, 4, 4) = 17
4d6 ⇒ (6, 1, 3, 1) = 11
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (6, 3, 4, 1) = 14
4d6 ⇒ (3, 3, 1, 2) = 9
4d6 ⇒ (3, 4, 2, 3) = 12
4d6 ⇒ (1, 6, 2, 2) = 11
4d6 ⇒ (2, 3, 6, 4) = 15
4d6 ⇒ (5, 5, 2, 3) = 15
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (2, 6, 4, 4) = 16
4d6 ⇒ (1, 6, 4, 2) = 13

I will find and repost his background as well. This is a submission for Healer.

Dark Archive

Glad that you are interested. I presume that you're applying for the Healer role?

Scarab Sages

4d6 ⇒ (2, 1, 4, 2) = 9=8
4d6 ⇒ (1, 4, 2, 2) = 9=8
4d6 ⇒ (5, 2, 4, 6) = 17=15<
4d6 ⇒ (4, 3, 2, 5) = 14=12<
4d6 ⇒ (1, 3, 3, 1) = 8=7
4d6 ⇒ (2, 3, 1, 3) = 9=8
4d6 ⇒ (4, 4, 2, 2) = 12=10
4d6 ⇒ (4, 2, 6, 1) = 13=12<
4d6 ⇒ (2, 5, 1, 4) = 12=11
4d6 ⇒ (6, 6, 6, 4) = 22=18<
4d6 ⇒ (4, 5, 6, 4) = 19=15<
4d6 ⇒ (1, 2, 6, 4) = 13=12<

18/15/15/12/12/12 (not too shabby)

I'd love to try a house Orien gun-fighter (either gunslinger or ranger) that may dabble in magic later. Depending on how I decide to build he may be scout or #2

if you've every looked at Iron Kingdoms by Privateer Press kinda like a gun-mage

I'll have some backstory later for you.


Yes, Healer.

Reth Personality, Appearance, and History:
Personality:

Reth is a zealot plain and simple. He believes that his own interpretation of right and wrong is nearly infallible and that if something he deems is wrong, wrong it must be. His own confidence is shaken after his failures in the Gloaming and his subsequent imprisonment by his own Church. His zealotry is his cover for this crisis of faith. Without question Reth cannot stand his race and is shamed at even being a Shifter. He tries for all intents and purposes to be as human as possible (hiding his appearance as best he can with cloaks) though he will not hesitate to use his racial abilities in combat. Reth proudly wears the insignia of the Silver Flame and encounters evil head on, perhaps too head on.

Appearance:

Reth stands 6’1” tall and weighs 195 lbs. He has a very hairy body as is the nature of a Shifter (he gave up on shaving his body and face long ago, it just grew in thicker). Reth has green eyes and brown skin underneath his hair. He always wears a large dark green cloak and black gloves to hide his appearance. Beneath his cloak is scale mail armor. Around his back is strapped a quiver full of sheaf arrows. Through a look in his belt is dropped a Morningstar and he carries his longbow unstrung as a “walking stick” when not ready to engage in combat.

Background spoiler:
Reth Kaskin

Shifter of the Silver Flames

Background:

As a young babe Reth was found in the Wynarn River near the city of Varna. The kindly Sesha Kaskin found the poor child unharmed but badly malnourished thinking the child human she took it in and cared for it as if it were her own. Sesha had come to the Eldeen Reaches at the behest of the Friars of the Silver Flame to spread the faith to the heretics of the Reaches. As a human and adherent of the Silver Flame Sereth would not have conceived of allowing a Shifter to live as such creatures were abominations.

Sereth had met with little success in the four years she had been living as a missionary in Varna. She somewhat lost her way once the child came into her life and she began to spend much more time caring for it than spreading the light of the Silver Flame. As the child grew Sereth out of the corner of her eye she would see strange things happening to it almost as if it were changing forms. At first she passed it off as her imagination being alone near such an obviously dangerous location as the Eldeen Reaches. Her fears were confirmed though as the child became old enough to walk and talk, this child was no human! It was a Shifter!

Her first thought was to dash it against the wall and end its existence lest it grow up to be a force for evil in the world. As she stood there holding the babe in her arms she realized that it was not something she could not bring herself to do. Instead she decided that she would ensure that the child was a force for good and bring it up under the strict teachings of the silver flame.

Reth grew and Sereth’s determination to ensure that her “son” would become a force for good grew as well. Reth was forced to hide his heritage from locals in Varna and thus grew up ashamed of what he was. On the occasions that Silver Flame Friars visited, Reth could not meet them or receive them lest his dark secret be revealed. Despite this life of solitude and isolation Reth developed a deep respect and passion for the teachings of the Silver Flame. He hoped to match the deeds of past heroes of the Silver Flame. Perhaps he thought through such great deeds he could transcend his race of birth and a purification of sorts thus becoming human. At 15 Reth received a vision from the Silver Flame and took up the mantle of the cleric much like his adoptive mother.

Unlike his mother he was not content to preach the message of the Silver Flame he was a warrior. Reth found locals who were willing to teach him the ways of combat. A combination of physical prowess and divine might were the ways that Reth saw to achieve the transcendence he so desperately wanted. At 17 Reth joined an adventuring band and headed into the deepest darkest parts of the woods to combat evil. Reth and his band the Valkyries, took the fight to evildoers whether agents of the Dragon Below or of the Emerald Claw it did not matter. Many denizens of the Reaches saw Reth as a traitor to align with the Church of the Silver Flame considering their traditional stance against Shifters and their attempts to systematically destroy their lycanthropic ancestors.

Unfortunately a journey into the Gloaming resulted in the loss of all members of the Valkries except for Reth and Ladonna a female human wizard. Reth managed to pull her out when the battle versus enormous vermin went terribly wrong. Reth felt horrible, he had failed. He felt he must atone for this failure by journeying to Thrane and being purified by the Keeper of the Flame. Sereth begged him not to go, as his presence revealed would place them both in danger from the church. Reth felt that it was time for him to reveal himself to the church he was sure that they would accept him and see him for the warrior of light that he was.

Against the better judgment of Sereth, Reth journeyed across Aundair with the aid of Ladonna, who grew up there. Taking the main road to Flamekeep, Reth in disguise with Ladonna accompanying him finally arrived. His big reveal proved to be yet another disaster. He was seized as an assassin and a heretic, how could a Shifter be blessed by the Silver Flame? Reth was thrown into chains to be questioned later and judged by the Cardinals in light of the odd situation. Clearly, this Shifter received divine strength from the Silver Flame but how could this be? Before a resolution could be reached an agent from another land intervened.

Reth was broken out of his imprisonment by a shadowy figure. Reth did not know where Ladonna had gotten to nor could he take the risk to find her. He felt obligated to follow his rescuer though he knew nothing about him. Reth felt more disillusioned than ever, how could the very church he dedicated his entire life to turn on and imprison him? Reth rationalized along the road out of Thrane that this was a test of faith that he was determined to pass.

This introspection so dominated Reth’s thoughts that he did not question the motives of his rescuer seeing the break as divine intervention. His rescuer after finally getting Reth out of Thrane revealed himself as a Dark Lantern an agent of the crown of Breland. His assignment in Thrane was coming to an end so he decided to spring Reth believing that Reth could aid in his next mission. His name was Kranth a human and agent of the throne of Breland. He explained to Reth that his mission was to infiltrate a new organization in the city of Sharn, a merchant company named the Darkstar Company. The company’s existence is only a year old and not much is known about them thus the reason for the inquiry.

However, they are looking for recruits to go to Xendrik of all places and Kranth believed that Reth’s unique situation as a cleric of the Silver Flame would allow him to gain access to the company’s maiden journey. He could then feed information to Kranth if the company was revealed to be up to no good. Reth was intrigued, though investigation was not his strength perhaps this was test of his versatility? He therefore decided to accept the opportunity. Reth agreed to join this company, indeed if Xendrik was his final destination he believed that he could find evil to purge there if the company proved to be above the board. Reth after arriving in Sharn just this very day goes to seek out the _________ Company...


Hmm...

I've wanted to play a Kalashtar for awhile. Are they changed at all? Also, psionics allowed? I'm down for a Soulknife...

I seem to recall having a Soulknife in a different Nightflier game, though that one didn't get very far, lol.

I hope you're doing much better now.


4d6 ⇒ (5, 1, 5, 3) = 14=13
4d6 ⇒ (6, 2, 3, 3) = 14=12
4d6 ⇒ (2, 6, 5, 6) = 19=17
4d6 ⇒ (6, 6, 3, 5) = 20=17
4d6 ⇒ (3, 2, 6, 5) = 16=14
4d6 ⇒ (1, 3, 4, 3) = 11=10
4d6 ⇒ (1, 5, 4, 2) = 12=11
4d6 ⇒ (3, 1, 6, 3) = 13=12
4d6 ⇒ (4, 3, 1, 4) = 12=11
4d6 ⇒ (4, 5, 3, 6) = 18=15
4d6 ⇒ (5, 4, 5, 5) = 19=15
4d6 ⇒ (4, 5, 3, 5) = 17=14

17,17,15,15,14,14

A shifter ranger. Will work up details shortly.


Any details on the changes to the shifters?


Also, are the shifter traits from the 3.5 Eberron books legal?

Liberty's Edge

Dotting, going for comic relief (or scout) gnome rogue.

Sovereign Court

4d6 ⇒ (3, 5, 1, 5) = 14
4d6 ⇒ (2, 4, 4, 4) = 14
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (1, 5, 5, 6) = 17
4d6 ⇒ (4, 6, 3, 4) = 17
4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (6, 2, 6, 2) = 16
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (6, 3, 6, 6) = 21
4d6 ⇒ (4, 5, 4, 1) = 14
4d6 ⇒ (5, 4, 1, 3) = 13

Got a few ideas, but low on sleep now will post later


Rolls:
4d6 ⇒ (3, 3, 1, 5) = 12 - 11
4d6 ⇒ (3, 2, 3, 2) = 10 - 8
4d6 ⇒ (1, 1, 3, 1) = 6 - 5
4d6 ⇒ (6, 3, 5, 5) = 19 - 16
4d6 ⇒ (6, 3, 5, 1) = 15 - 14
4d6 ⇒ (2, 3, 2, 4) = 11 - 9
4d6 ⇒ (3, 6, 4, 3) = 16 - 13
4d6 ⇒ (3, 4, 3, 6) = 16 - 13
4d6 ⇒ (1, 4, 2, 6) = 13 - 12
4d6 ⇒ (4, 1, 6, 3) = 14 - 13
4d6 ⇒ (2, 6, 5, 1) = 14 - 13
4d6 ⇒ (6, 2, 1, 2) = 11 - 10

Collecting best 6 = 16, 14, 13, 13, 13, 13


Busy for most of the day - but current thoughts are leaning towards a Human Gunslinger (Mysterious Stranger archetype) that will be building towards the Noble Scion prestige class from Paths of Prestige.

I'll need to read up a little on Eberron before I can commit to a background though.


Rough initial sketch

Duskwalker:
Duskwalker, longstride shifter ranger (trapper, battle scout)

Born of a longstride shifter father and a swiftwing shifter mother in the Eldeen Reaches, Duskwalker has always been a bit flighty and always in motion. His parents, both druids of the gatekeeper sect, gave up quickly the dream of training him in that profession, but instead focused his energies on the benefits of being a tracker and scout. Finding the profession a perfect fit, Duskwalker found traps to be a particularly interesting hobby, and his skill with those, along with his ability to be an excellent scout, have served him well, but the latter also has served to pull him away from his homeland, enhancing his already not very weak tendency toward wanderlust. His goal is to rank amongst the legendary scouts in shifter lore (eventually taking the reachrunner class in Races of Eberron if allowed) and to enjoy every moment of life as much as possible. Still, the Eldeen Reach holds a place in his heart that no other place that ever comes close to matching, and he never really truly feels comfortable around most folks from other places.

Personality: optimistic; quiet and flighty, especially around strangers; slow to give trust, but usually friendly enough on a surface level

Appearance: 23 yrs old, 4' 11" tall, 103 lb; lithe, tough body

STR 14 DEX 17 CON 17 INT 15 WIS 15 CHA 14 (racial modifiers not added yet)

Feats: Improved Init, Reactive Shifting
Traits: Armor Use, World Traveler (Knowledge [local])
Trained Skills(+1 FC): Acrobatics, Craft (traps), Disable Device, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Stealth, Survival

Favored Enemy: humans
Eventual combat style: crossbow

187 gp
Weapons and armor: Studded Leather, Light Crossbow w/40 bolts, Greataxe, Morningstar, Throwing Axe (2), Dagger, Spiked Gauntlet

Liberty's Edge

4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (6, 2, 2, 4) = 14
4d6 ⇒ (3, 6, 6, 2) = 17
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (4, 5, 6, 3) = 18
4d6 ⇒ (5, 5, 1, 6) = 17
4d6 ⇒ (2, 2, 4, 4) = 12
4d6 ⇒ (3, 3, 3, 4) = 13
4d6 ⇒ (5, 1, 6, 1) = 13
4d6 ⇒ (1, 2, 1, 5) = 9

Liberty's Edge

18 18 17 17 14 14

not bad, got a crazy idea to run a Bard/rogue Ratfolk


Dot

Shadow Lodge

Hi DM Nightflier
Would you be alright with someone who has zero experience with the eberron setting applaying for your campaign? Because that is my case... But i just love war movies lol.

Dice Rolls:

4d6 ⇒ (4, 6, 4, 2) = 16 = 14
4d6 ⇒ (1, 6, 1, 6) = 14 = 13
4d6 ⇒ (2, 3, 1, 3) = 9 = 8
4d6 ⇒ (2, 1, 4, 3) = 10 = 9
4d6 ⇒ (6, 2, 1, 4) = 13 = 12
4d6 ⇒ (3, 6, 2, 1) = 12 = 11
4d6 ⇒ (5, 3, 4, 2) = 14 = 12
4d6 ⇒ (6, 6, 3, 5) = 20 = 17
4d6 ⇒ (5, 2, 4, 2) = 13 = 11
4d6 ⇒ (4, 1, 5, 1) = 11 = 10
4d6 ⇒ (3, 2, 5, 4) = 14 = 12
4d6 ⇒ (1, 5, 4, 2) = 12 = 11

Stats: 17, 14, 13, 12, 12, 12

Let me see what i can come up with.

Silver Crusade

4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (3, 3, 4, 3) = 13 10
4d6 ⇒ (1, 3, 6, 1) = 11 10
4d6 ⇒ (4, 6, 4, 5) = 19 15
4d6 ⇒ (1, 1, 3, 5) = 10 9
4d6 ⇒ (3, 2, 3, 4) = 12 10
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (3, 6, 4, 2) = 15 13
4d6 ⇒ (2, 1, 5, 5) = 13 12
4d6 ⇒ (2, 6, 4, 3) = 15 13
4d6 ⇒ (1, 6, 4, 2) = 13 12
4d6 ⇒ (3, 6, 5, 3) = 17 14

Hmm, 16/15/14/13/13/12

I'll have to think about it.


4d6 ⇒ (3, 2, 5, 6) = 16 14
4d6 ⇒ (1, 2, 3, 5) = 11 10
4d6 ⇒ (2, 5, 3, 4) = 14 12
4d6 ⇒ (3, 2, 2, 3) = 10 8
4d6 ⇒ (1, 2, 3, 4) = 10 9
4d6 ⇒ (4, 3, 6, 4) = 17 14
4d6 ⇒ (1, 4, 6, 4) = 15 14
4d6 ⇒ (5, 6, 5, 4) = 20 16
4d6 ⇒ (5, 4, 5, 6) = 20 16
4d6 ⇒ (3, 6, 6, 6) = 21 18
4d6 ⇒ (4, 3, 1, 4) = 12 11
4d6 ⇒ (6, 1, 2, 1) = 10 9

Hmm, nobody has put in for primary spell caster yet. This toon was built for another campaign, I just need to rework it for this one.

18,16,16,14,14,14


I would like to apply for the primary spellcaster role, with an emphasis on battlefield control.
4d6 ⇒ (5, 5, 1, 5) = 16
4d6 ⇒ (3, 5, 3, 5) = 16
4d6 ⇒ (3, 1, 3, 5) = 12
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (2, 6, 6, 6) = 20
4d6 ⇒ (2, 3, 4, 1) = 10
4d6 ⇒ (1, 2, 4, 5) = 12
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (5, 6, 2, 4) = 17
4d6 ⇒ (6, 2, 1, 3) = 12
4d6 ⇒ (4, 4, 5, 6) = 19
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (3, 3, 6, 3) = 15

I can create an alias and background for Raelc (tentative name) once you have approved my concept.

Thanks in advance for your consideration.

Dice edit: top 6 rolls = 20,20,19,17,16,16. Will this be acceptable?


@Lord Matnicore you need to drop the lowest from each roll, so you have 18,16,15,15,15,13

And I could go healer if we are both selected.


I am interested in submitting a warforged gunfighter ninja. Scout, sniper, recon. :)


nightflier, is this the same interest check you did for the Eberron adventure a few months ago. I created a black mamba poison dusk lizardfolk for that Eberron interest check. If it is the same, I will just redo the rolls and adjust.


Because I can't sleep tonight, rolling stats for Scar, the most fearsome halfling sergeant the world has ever known.

rolls:
4d6 ⇒ (3, 1, 1, 6) = 11=10
4d6 ⇒ (2, 3, 6, 4) = 15=13
4d6 ⇒ (1, 1, 6, 5) = 13=12
4d6 ⇒ (3, 4, 2, 3) = 12=10
4d6 ⇒ (5, 6, 4, 3) = 18=15
4d6 ⇒ (3, 5, 1, 6) = 15=14
4d6 ⇒ (6, 6, 4, 3) = 19=16
4d6 ⇒ (6, 1, 3, 2) = 12=11
4d6 ⇒ (3, 1, 5, 6) = 15=14
4d6 ⇒ (3, 6, 3, 1) = 13=12
4d6 ⇒ (1, 5, 5, 6) = 17=16
4d6 ⇒ (6, 6, 1, 2) = 15=14

16,16,15,14,14,14 - definitely workable


My poison dusk would take up scout roll.

Dark Archive

Shifters lose -2 penalty to Int. Otherwise, they remain unchanged.


Am interested! I'll roll and submit 3 characters.

Character 1 rolls:

4d6 ⇒ (2, 6, 6, 2) = 16
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (6, 3, 3, 2) = 14
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (5, 1, 5, 5) = 16
4d6 ⇒ (2, 4, 2, 3) = 11
4d6 ⇒ (4, 6, 5, 1) = 16
4d6 ⇒ (6, 3, 6, 4) = 19
4d6 ⇒ (1, 4, 5, 6) = 16
4d6 ⇒ (2, 4, 2, 1) = 9
4d6 ⇒ (5, 5, 1, 5) = 16

Character 2 rolls:

4d6 ⇒ (4, 4, 6, 4) = 18
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (2, 4, 3, 6) = 15
4d6 ⇒ (2, 3, 6, 4) = 15
4d6 ⇒ (2, 6, 6, 4) = 18
4d6 ⇒ (3, 3, 2, 1) = 9
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (5, 6, 6, 3) = 20
4d6 ⇒ (3, 6, 4, 6) = 19
4d6 ⇒ (3, 2, 6, 1) = 12
4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (6, 1, 2, 2) = 11

Character 3 rolls:

4d6 ⇒ (6, 5, 2, 4) = 17
4d6 ⇒ (5, 6, 4, 4) = 19
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (3, 2, 4, 4) = 13
4d6 ⇒ (5, 2, 5, 2) = 14
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (6, 2, 3, 3) = 14
4d6 ⇒ (2, 2, 6, 3) = 13
4d6 ⇒ (2, 4, 1, 4) = 11
4d6 ⇒ (2, 1, 5, 4) = 12
4d6 ⇒ (1, 4, 5, 3) = 13

I'll have the builds up shortly, already have a few fun concepts in mind!

Dark Archive

Monkeygod wrote:

Hmm...

I've wanted to play a Kalashtar for awhile. Are they changed at all? Also, psionics allowed? I'm down for a Soulknife...

I seem to recall having a Soulknife in a different Nightflier game, though that one didn't get very far, lol.

I hope you're doing much better now.

Soulknife is the only psionic class allowed - for now, at least.

Kalashtar: +2 Dex, +2 Cha. You can choose to replace Naturally Psionic and Psi-Like Abilities with Inertial Armor. This ability gives them a +4 armor bonus to AC as long as they remain conscious.


Presenting Scar, the halfing that would be a dwarf, for the sergeant role.

Scar:
Scar, halfling warrior
Male Halfling Fighter (Unbreakable) 1
NG Small Humanoid (halfling)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 22 (1d10+2)
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d3+2/19-20/x2) and
Gauntlet, Spiked +4 (1d3+2/x2) and
Morningstar +4 (1d6+2/x2) and
Sap +4 (1d4+2/x2) and
(M) Waraxe, Dwarven +2 (1d10+3/x3)
Ranged Longbow, Comp. (Str +0) +6 (1d6/x3)
Special Attacks Low Blow
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 16
Base Atk +1; CMB +2; CMD 16 (17 vs. Grapple, 17 vs. Trip)
Feats Abberant Dragonmark (Cause Fear), Diehard, Endurance, Exotic Weapon Proficiency (Waraxe,
Dwarven)
Traits Fast-Talker, Iron Liver
Skills Acrobatics +3, Bluff +8, Climb +1, Escape Artist +3, Fly +5, Handle Animal +7, Intimidate +7, Ride
+3, Sense Motive +3, Stealth +7, Swim +1
Languages Common, Dwarven, Goblin, Halfling
SQ Fearless
Combat Gear Arrows (30), Dagger, Gauntlet, Spiked, Longbow, Comp. (Str +0), Morningstar, Sap,
Studded Leather, Waraxe, Dwarven; Other Gear Backpack, Masterwork (empty), Bag, Waterproof (empty),
Bedroll, Blanket, winter, Crowbar, Fire Carrrier, Flint and steel, Folding Chair, Manacles, Mug/Tankard,
clay, Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Rope, silk (50 ft.), Signal Horn, Signet
ring, Sunrod, Waterskin (2), Wrist sheath (empty)
--------------------
Special Abilities
--------------------
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fearless +2 morale bonus vs Fear saves.
Low Blow +1 to critical confirmation rolls against larger creatures.
--------------------
Looks and behaves like a dwarf.
What his past before joining the Sellsword Syndicate, no one really knows, aside from the fact that it was
hard and the Sellswords count as the first thing that could be considered family. Scarred both physically
and mentally, he behaves, dresses, and overall thinks of himself more as a dwarf then a halfling. Still,
remnants of his past sneak into conversations occasionally, with Sharn and its residents receiving even
more contempt that usual from him, leading most to believe that his childhood was probably spent on the
less pleasant side of that city. He has little use for any of the religions, though he seems to tolerate the
Soveriegn Host more than the others.

His initial encounter with the Sellswords was when he picked a fight with a drunken dwarven grunt of the
company that he felt was being "uppity" and needed to be taught a lesson in humility. Though the fight
was close, with significant injuries on both sides, Scar eventually won, and took the dwarf's axe as a
prize. In retaliation, the dwarf made sure that he was hounded without end until he agreed to join the
company, which proved to the best thing that ever happened to him despite his initial resistance. Finding
himself surprisingly tolerant of the military structure, he rose quickly through the ranks until he reached
sergeant, and found his niche. High enough in rank that he could be bossy at least some of the time and
not get into trouble, but still low enough he didn't have to think about anything beyond what was directly
in front of him, he finds himself actually enjoying life for the first time, though that enjoyment is very rarely shown to others.

Physical decription: 3'1", 38 lbs; black hair; green eyes; tanned skin with many scars; short and even a bit
chubby, but clearly tough

Personality: defensive, blunt, and often times flat out abrasive, he is nonetheless fair, quite humble, and
his loyalty, though hard to earn, is unwavering; particularly contemptous of anything and everything Sharn,
nobility in general, and anyone who is arrogant and/or "uppity" in their behavior and treatment of others.
Despite the tendency to want to laugh at the amount of attitude packed into such a small body, it is
wisest not to do so in front of him.


Here is Bexellock, a servitor I'll start out as a ranger. He will be moving to gunslinger and ninja.

I have not completed his block, yet. Work in progress.


Stat generation:

4d6 ⇒ (1, 4, 5, 6) = 16=15
4d6 ⇒ (3, 4, 2, 3) = 12=10
4d6 ⇒ (1, 1, 2, 2) = 6=5
4d6 ⇒ (5, 2, 2, 5) = 14=12
4d6 ⇒ (3, 3, 3, 4) = 13=11
4d6 ⇒ (4, 4, 5, 1) = 14=13
4d6 ⇒ (3, 2, 5, 3) = 13=11
4d6 ⇒ (3, 5, 5, 4) = 17=14
4d6 ⇒ (1, 2, 2, 3) = 8=7
4d6 ⇒ (4, 6, 5, 6) = 21=17
4d6 ⇒ (5, 1, 5, 4) = 15=14
4d6 ⇒ (5, 4, 2, 3) = 14=12
17, 15, 14, 14, 13, 12


When I get to work I will rewrite my last background paragraph to fit in with this new concept, the wife was on my case last night so I couldn't finish :)

Dark Archive

Interested thinking shifter barbarian (Grunt role essentially)

4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (4, 6, 5, 2) = 17 15
4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 ⇒ (2, 6, 6, 2) = 16 14
4d6 ⇒ (1, 1, 6, 5) = 13 12
4d6 ⇒ (5, 2, 6, 2) = 15 13
4d6 ⇒ (3, 2, 2, 3) = 10 8
4d6 ⇒ (5, 2, 2, 4) = 13 11
4d6 ⇒ (1, 2, 4, 3) = 10 9
4d6 ⇒ (1, 6, 4, 1) = 12 11
4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 ⇒ (2, 1, 6, 2) = 11 10


nightflier wrote:
4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval.

Would you allow Dread Necromancer from 3.5(or conversion well some is needed anyways), thinking about Karnathian Necromancer. Rolling the stats in case.

4d6 ⇒ (3, 1, 1, 4) = 9 =8
4d6 ⇒ (6, 1, 4, 3) = 14 =13
4d6 ⇒ (1, 1, 5, 5) = 12 =11
4d6 ⇒ (5, 6, 5, 5) = 21 =16
4d6 ⇒ (2, 1, 5, 6) = 14 =13
4d6 ⇒ (3, 4, 1, 4) = 12 =11
4d6 ⇒ (2, 4, 5, 1) = 12 =11
4d6 ⇒ (4, 6, 5, 4) = 19 =15
4d6 ⇒ (5, 6, 2, 5) = 18 =16
4d6 ⇒ (5, 5, 5, 1) = 16 =15
4d6 ⇒ (1, 2, 4, 1) = 8 =7
4d6 ⇒ (2, 1, 3, 4) = 10 =9

So 16,16,15,15,13,13. Not sure about what role to pursue yet, perhaps face.

Dark Archive

Bigger Club wrote:
nightflier wrote:
4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval.

Would you allow Dread Necromancer from 3.5(or conversion well some is needed anyways), thinking about Karnathian Necromancer. Rolling the stats in case.

Have you seen Death Mage?


Nightflier, any answer about my previous poison dusk submission for this attempt. I have complete history, with a little work needed to get the character into the squad.

Rerolls for poison dusk.

4d6 ⇒ (3, 2, 3, 4) = 12 = 10
4d6 ⇒ (4, 6, 6, 3) = 19 = 16
4d6 ⇒ (1, 5, 5, 4) = 15 = 14
4d6 ⇒ (6, 5, 1, 5) = 17 = 16
4d6 ⇒ (2, 6, 6, 6) = 20 = 18
4d6 ⇒ (5, 1, 2, 1) = 9 = 8
4d6 ⇒ (6, 2, 6, 3) = 17 = 15
4d6 ⇒ (5, 3, 5, 6) = 19 = 16
4d6 ⇒ (6, 2, 4, 1) = 13 = 12
4d6 ⇒ (6, 3, 3, 3) = 15 = 12
4d6 ⇒ (6, 4, 6, 6) = 22 = 18
4d6 ⇒ (4, 3, 4, 5) = 16 = 13

so the 6 top rolls are: 18, 18, 16, 16, 16, 15

Nice rolls after so many bad rolls of last few months.

Dark Archive

@DarkOne

Please repost your character. I've forgotten about him, I must admit.


nightflier wrote:
Bigger Club wrote:
nightflier wrote:
4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval.

Would you allow Dread Necromancer from 3.5(or conversion well some is needed anyways), thinking about Karnathian Necromancer. Rolling the stats in case.

Have you seen Death Mage?

Hadn't, though not really a fan of prepared casters. Not bad, best PF class that I have seen on this(not counting conversions), although would require throwing out some fluff of the class. Not too big on the fact that Pale road is pretty much only class ability that supports the concept apart from spells. Hard to explain but it feels more like Animistic scholar than true necromancer.

Conclusion would prefer DN but if that is not an option I would look further if I could make it work.

Dark Archive

To be honest, I would prefer something like Sorc with Undead bloodline. But if you can find good conversion of DN, we'll see.

Dark Archive

Would heirloom weapon be okay to take as one of my traits?


Ynaeve Amryln wrote:

@Lord Matnicore you need to drop the lowest from each roll, so you have 18,16,15,15,15,13

And I could go healer if we are both selected.

LOL Sorry I missed that, this is what happens when you are typing messages out on a tablet at midnight CST. I'll keep your corrections in mind as I go forward.

@nightflier: I'll look to catch up on my Eberron culture class and try to give you a better background later on this evening. I am leaning towards making him a curious explorer type though, possibly with a long term goal of learning about/creating constructs or even warforged if that option becomes available.


Lethe stated (assuming heirloom weapon is allowed)


nightflier wrote:
To be honest, I would prefer something like Sorc with Undead bloodline. But if you can find good conversion of DN, we'll see.

Conversion.

Things that I would change are the fortification, to resist Cold 5 and Resist lightning 5, because it seems the creator missed that part of the undead trait changes or didn’t care. Also channel seems to have some remains of 3.5 or something because it already is charisma based, so it changes nothing.

Spells from heroes of horror

Summon undead does not have the table in it so,
1st: Human warrior skeleton, kobold zombie
2nd: Owlbear Skeleton, Bugbear Zombie
3rd: Ghoul, Troll skeleton, Ogre Zombie
4th: Allip, Ghast, Wywern Zombie
5th: Mummy, Shadow, Vampire Spawn, Wight

This of coarse could be replaced with the Dance Macabre spells from Death Mage if preferred. You could just go away with Harm, Greater and take the Harm, Mass from Death mage again. Imprison Soul could be replaced with Soul bind. Vile Death would need to be changed to be more expensive and replace the XP cost since PF went away with those. (I think it was XPx5 in gp) Also I have no idea what Cure minor wounds is and have no idea why the maker placed cure spell on DN spell list so I would just ignore that.

Dark Archive

Okay. You'll have to write a pretty good backstory, though. :)

Dark Archive

Lethe wrote:
Lethe stated (assuming heirloom weapon is allowed)

HW is ok. But I don't think that CN alignment works very well for a military organization...

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