The crusade against the heathens of Aeon (Inactive)

Game Master Vrog Skyreaver

The call to war has been sounded by Kathandrax, high priest of Auronis. Will you join the cause of the church?


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I'm reopening recruitment for my game, which is currently ongoing. I'm looking for 2-3 people who can post regularly during the week (at least once or twice a day), but weekends less frequently. The best way to find out what my game is about is to read the game info tab, which contains quite a bit of commonly known information. If selected, you would be joining the campaign after the current mission, which should give you some time to build a good character.

Character Creation:
20 point buy, starting level 4. You get extra skill points and other goodies for good backstory and roleplaying. 1 extra feat at 1st level. No traits whatsoever.
no psionics are allowed. third party content might be considered, but a solid backstory would be required before it would be allowed. playtest classes are a go.

As you are looking at classes, you should know the following:
the art of practicing divining magic is, while not forbidden, looked down upon as a violation of someone's freedom. likewise, bards are viewed as parasites who don't add anything useful to society.

the following are acceptable races:
half-elf (half elves are part elf and either part dwarf or part orc; traditional half-elves are put to death as abominations, in addition to the parents), orc, dwarf, goblin, kobold, hobgoblin, ogre (ogre characters would start at 3rd level), half-orc (half orcs are part orc and either part dwarf or part elf; traditional half-orcs are put to death as abominations, in addition to the parents). other races might be considered, but would be on a case-by-case basis, and would (depending on the race) most likely have a level adjustment (i.e. would start at a lower level).

Things you should know about The Convocation:

The horde, which in it's tongue (sylvan) is called The Convocation of The Wise (or simply, The Convocation), is lead by The Skyreaver, an immortal shape-changing hero of countless battles, who is known for his ability to control the weather and shape it to his will.

Made up mostly of the more "savage" races: Orcs, Ogres, Giants, and the occasional "other" thing, like dragons, the horde believes that Aeon is far too expansionist and isolationist; they take what they want from the land and ignore it's pleading. This, and the continual taking of slaves (amongst the horde, slavery is viewed as worse than murder, as the slaver is stealing the freedom and choice from their slaves) from the horde, most recently one of The Skyreaver's scions, an elf named Torauk.

after an emergency meeting with his councilers and the high priest of Auronis, The Skyreaver wisely determined that the only course was to destroy these defilers and heathens. Thus, the march to war.

Religiously, The Convocation is largely animistic/shamanistic; there has, however, been the recent introduction of the worship of Auronis, Lord of the sun and peerless warrior. Many have flocked to his doctrine of the responsibility of the strong to rule, and that the heretics of Aeon have turned their backs on the world around them, so consumed are they by their petty greed for power. The Church of Auronis is lead by a Worgen (Werebear) named Kathandrax.

While Kathandrax and The Skyreaver have not always seen eye-to-eye, in the war against Aeon they stand united.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Ohhh, I have been looking at playing a shaman from the ACG for a little bit now.
Quick question though, what are you looking for application wise? Oh, and do you have any idea of the time line for finishing the current mission?

Horizon Hunters

This does seem interesting. What does the party consist of as of now? If there are any roles that need to be filled, I am more than willing to step into it.


Current party is:
Drax: Werebear/ cleric (grapple and natural weapon combat)

Gadget: Goblin Sorcerer (blast/utility)

Urgosh: Dwarven inquisitor (melee / skill)

--------

We are currently operating outside of the horde's territory, so bear that in mind. We have to operate out of our own power etc...


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

So either a tank/damage sponge (which the cleric or inquisitor might be fillling) or a suppport buffer/de-buffer. After reading a bit more it seems that a shamanistic character might not fit too well with the church of Auronis, though with some re-themeing it might work. I will take a look at this tomorrow and possibly draw up a character and short background if possible.


play what you want we have decent skill and combat abilities between our three characters.

The Horde does have a shaman tradition but the church of Auronis is taking over :)


Urgosh has the right of it. Currently in the convocation, the split is about 50/50 between worshippers of Auronis and those who worship nature (druids/shaman). The church of Auronis has never come out against shamanism, they're going the subtle conversion method instead.

As far as missing specific roles, I would just submit a character that you're interested in playing, and we'll go from there. You should expect to be given missions outside of your skillset, as your group will be skirting a major war (think of US special forces, doing missions that support the war effort from behind the scenes while the bulk of the convocation engages in traditional fantasy warfare).

Feel free to read the gameplay thread to get an idea of what I'm talking about.

Horizon Hunters

Okay, I have two ideas. Either a Human Kensai or a Halfling Slayer. But I noticed those two races aren't on the acceptable races list.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Just checking to see if character ages past adulthood are okay (thinking of either middle aged or old...). Also what should we look at for starting wealth and hit points?


I really hope that age is not too much of a problem, because here's sedoriku's Shaman, minus gear and full details

In a sleepy Aeonian village near the war lines a gaudily-painted, little wagon pulls in. in the next hour a diminutive woman scurries around it pulling out a stage and setting it up. By sundown the stage is complete and the show set to start.

With a flourish the curtains fly back and out comes the same woman now bedecked in an obviously false beard and a shoddy approximation of a dwarven shaman's outfit. With a flick and a shout of Shazam, she causes a roaring fire to appear in the cauldron on stage.

Lit eeriely by the flames, she starts, "I have traveled far and seen much, and tonight you shall see many of the mysteries of the infinite. Welcome to Mistress Belladona's Traveling Mystique."


I like the Horde theme. Would a centaur be playable, probably at a reduced level as the Ogre? It would be cool to make a mounted barbarian or fighter where I would count as my own mount.


Ya, humans and halflings are both citizen races of the city of Aeon.

I would be fine with using the centaur write-up from advanced race guide, at a -2 level adjustment, although nothing I've seen will let a centaur count as mounted unfortunately.

As far as Adra goes, I like her as a character, but I have a couple of things:

I noticed that she's basically a really old gypsy woman entertainer. I'm not sure why she would be recruited into a group of unconventional forces to fight in a war. Secondly, Dwarves are slightly different in this setting in that they pick a creature type (ala ranger's favored enemy), and their defensive training and hatred both apply to that creature type.


I have a Question: How would I go about building an ogre character?
Take the basic stats of a normal ogre & slap 3 class levels on it or some other way?

I'm a bit intrigued by the concept. Although I'm not certain how well it would work for an ogre to operate within a "special forces" team.


Dotting. I am thinking Kobold rogue or ranger.


Vrog Skyreaver wrote:


As far as Adra goes, I like her as a character, but I have a couple of things:

I noticed that she's basically a really old gypsy woman entertainer. I'm not sure why she would be recruited into a group of unconventional forces to fight in a war. Secondly, Dwarves are slightly different in this setting in that they pick a creature type (ala ranger's favored enemy), and their defensive training and hatred both apply to that creature type.

Okay, her background would of explained to this a bit better, but she's only recently started the gypsy thing and only for the Convocation.

Longer explanation:

In other words she had been living a fairly uneventful life until her caravan was raided by Elves (or Aeonians) and her grown children were killed and her grandchildren forced into slavery. In an attempt to get revenge for and find/rescue them she joined the army. However, she would not put up with being a medic nor being behind the front lines and, as a way do deal with her, the army decided to send her off as a spy. So she does "magic shows" as a cover for her counting and recording troop movements and numbers.
She wouldn't mind a more active role.

Also assuming that the elves are not part of the Convocation, they would be her favored enemy.


What I'm really asking I guess is if I could count as mounted while using a lance, not trying to break action economy or anything with extra moves and the like.

EDIT: I could just take the natural jouster feat I guess!


Here's my submissions backstory. I'll have a crunch later if you like it.

Rebnesk the Roc Rider:
Rebnesk is a Kobold who is both blessed and cursed. Born with wings and a lowered sensitivity to the sun, many of his people thought he would become a great hero of the scaly people's. They thought that one day, he would lead them above ground and out into the sun where they could take their rightful place among the other races of the Convocation. Unfortunately he was cursed with a lack charisma and malice, two traits many thought important for a leader. The elders of his warren pushed him hard and tried beat into him the qualities they thought necessary but most of the time he would flee to the surface and the light where many of his kind didn't dare to go. On the surface he was free and it was where he found his true calling.

Rebnesk was far more at home in the wilderness than he was in the holes and dark places his kind were used too. He learned from the other races how to track, how to move silently, and live off the land. One day while he was out scouting with a small party they were attacked by a massive bird of prey. A Roc he noticed. The others quickly dispatched the creature and began to move on but he felted sorry for it. There must have been a reason for the attack and, after a quick search, he found the reason. Nestled in a nest overhanging a cliff he found a baby Roc. he knew without his mother the chick would die so decided to care for it himself.

Everyday he would visit the chick and feed it and everyday it grew larger and larger. Eventually the bird became so large it could no longer fit in the nest. Rebnesk decided it was time for the bird to learn to fly. He knew it would instinctively know what to do when airborne so he gave it a little shove out of the nest to get it going. Unfortunately he slipped and went tumbling with it. He happened to be on its back when instinct kicked in and it opened it wings and took flight. Thinking he might cause them both to die, Rebnesk nearly jumped off to save the bird and hope his wings would allow him a slow decent. He realized however that the bird didn't seem to be struggling with his weight. It even looked back and chirped at him happily. From then on Rebnesk and Bloodwing were inseparable.

Together they found their purpose in life. The two soon became renowned for their scouting ability throughout the Convocation. So much so that even Skyreaver took an interest in them. He saw great potential in them and decided to allow them to join a group of very special individuals put together to help in the fight against the imperialistic Aeon.


Almost done with a crunch, backstory here.

Aargus the Centaur:
"Our tribe has been within the Convocation since the dawn of time." The words their father had spoken again and again had ingrained themselves into the minds of Aargus and Aathos, twin sons born to Aarruk, great chieftain of the Lauffen centaur tribe.

Aarruk had served Skyreaver for a hundred years, and his centaurs served as cavalry, scouts and hit and run squads for the Convocation, as they had since its conception. Aargus had grown to be a powerful fighter, and his brother older by a minute or two had trained his whole life to replace his father as the tribe's leader. Learning the ways of mysticism and magic. The centaurs emulated the dragons, not as things to be looked up to, but as power that Skyreaver had given them dominion over. (Aarruk I envision as being a crossblooded orc/dragon sorcerer 10/ Dragon disciple 5, and Aathos a bloodrager 7. But of course that is my own interpretation and if selected you would be free use/build them as you see fit!)

Aargus, like his family and tribe, is fiercely loyal to Skyreaver, and despises the Aeonnites. He is a wise and benevolent man, who loves the freedom of the plains and steppes. Aargus fiercely misses the nomadic lifestyle that his people have seemingly abandoned, which he rightly blames on the followers of Auronis.

Centaurs are possessed of a violent pride, and will not suffer insult to the tribe or to Skyreaver, and they will die in battle for pride(Think like Vegeta in DBZ)


What about money and hp per level?


Theorythmus wrote:

I have a Question: How would I go about building an ogre character?

Take the basic stats of a normal ogre & slap 3 class levels on it or some other way?

I'm a bit intrigued by the concept. Although I'm not certain how well it would work for an ogre to operate within a "special forces" team.

there are stats for ogres in the back of the advanced race guide.

As far as money goes, go ahead and make your character 5th level (because at the start of the campaign, I stated that the group would level after every mission) and then use the character wealth by level for that level.

HP are max first 2 levels, then 1/2 +1 every level after that.


Cool, I should have a crunch and an alias later today.


Okay then I sbould have everything done by the his afternoon then. And is it just wealth or character as well?


Vrog Skyreaver wrote:
Theorythmus wrote:

I have a Question: How would I go about building an ogre character?

Take the basic stats of a normal ogre & slap 3 class levels on it or some other way?

I'm a bit intrigued by the concept. Although I'm not certain how well it would work for an ogre to operate within a "special forces" team.

there are stats for ogres in the back of the advanced race guide.

As far as money goes, go ahead and make your character 5th level (because at the start of the campaign, I stated that the group would level after every mission) and then use the character wealth by level for that level.

HP are max first 2 levels, then 1/2 +1 every level after that.

Forgot to check that bit of the Advanced race guide :) Will see what I can come up with.

So do I get it right, the people wishing to apply should make a lvl 5 character (or lvl 4 for an ogre & lvl 3 for a centaur) with lvl 5 wealth by lvl?


make a level 5 characters (as the current characters will be that level at the end of the current mission); level 3 for ogre or centaur. all new characters would start with 10,500 gp, which is the character wealth by level for a 5th level character.

Horizon Hunters

I still need to get a character going for this... How long is this going to be up?


a while yet. we're still in the middle of combat, so it will be some time yet, as I'll want to review submissions and make the choices that fit the game the best.


Can you make an exotic saddle out of darkwood leaf to reduce weight?


Crunch:
Rebnesk the Roc Rider
Male Kobold Ranger(Beastmaster/Skirmisher) 5
LG small humanoid (reptilian)
Init +4; Perception +10
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor +4 Dex +1 Nat)
hp 38 (5d10)
Fort +4, Ref +8, Will +3
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Offense
--------------------
Speed 30 ft.
Darkwood Longbow +1 +11 (1d6+1 3x)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 10, Int 14, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats point blank (1st),precise shot (bonus) Mounted Combat (Ranger 2nd), Mounted Archery (3rd), Endurance (Ranger Bonus), Deadly Aim(5)
Skills Acrobatics +12, Craft(Bower) +6, Fly +7, Handle Animal +9, Heal +6, Knowledge(Geography) +7 Knowledge(Nature) +10, Stealth +12, Ride ,+14 Perception +10, Survival +10, Swim +3
Languages Sylven, Draconic, Wargen
SQ Animal Companion Favored Enemy(human), Track, Combat Style, Endurance, Favored Terrain(Plains), wild empathy, Favored Enemy(animal), Hunter’s Tricks (Aiding Attack)
Other Gear: Darkwood Leaf Studded Leather +1, Darkwood Longbow +1 Arrows(20), Ranger's Kit, Survival Kit, Mapmaker's kit, Peasant's Outfit, Arrows(20), Whistling arrow (1), Thistlearrow(6), splintercloud arrow (5), Smoke arrow (2), Dye arrow(1), 127gp
Encumbrance 42lbs
--------------------
Special Abilities
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Favored Enemy(human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style: At 2nd, 6th, 10th, 14th, and 18th level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Favored Terrain(Plains):At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Favored Enemy 2(Animal)

Hunter’s Tricks (Aiding Attack):The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

point blank: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

precise shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Mounted Archery: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Bloodwing
Animal Companion
N Medium (animal)
Init +4; Senses Low-Light Vision; Perception +5
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Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 20(3d8)
Fort +2, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 20 ft. Fly 80 ft.
Talons(2) +3 (1d4+1)
Bite +3 (1d6+1)
--------------------
Statistics
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Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 17
Feats Stable Gallop, Fly-By Attack
SkillsFly +8, Perception +5, Survival +5
--------------------
Special Abilities
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Stable Gallop: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.

Fly-By Attack: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.


Here he is.


I had less time than I had originally planned. She shall be done tomorrow at rhe latest.


She is ready, sorry this took so long.


Took me a while as the creative juices didn't want to flow easily, but here he is :

Shokal, the Hunter:

Shokal, the Hunter
Male Ogre Slayer 3
NG Large humanoid (Giant)
Init +1; Senses Low Light Vision, Dark Vision (60 ft); Perception +5
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 19 (+7 armor, +1 Dex, +3 natural, -1 size)
hp 35 (3d10+9)
Fort +5, Ref +4, Will +2
--------------------
Offense
--------------------
BAB +3; CMB +8; CMD 19
Speed 20 ft. (base 30 ft.)
Melee
MW Cold Iron Greatsword +9 (3d6+7/19-20x2)
MW Lucerne Hammer +9 (3d6+7/x2) [brace, reach]
Armor Spikes +8 (1d8+5/x2)
Ranged
Chakram +3 (2d6+5/x2)
--------------------
Statistics
--------------------
Str 21 Dex 12 Con 14 Int 10 Wis 12 Cha 10
Feats Stealthy,Night Stalker,Skill Focus(Disguise)
Slayer Talents Combat Trick -> Combat Reflexes
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Skills
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ACP -3
[ranks]+CC bonus+Stat Bonus+ACP+other
Acrobatics (Dex) [1]+3+1-3=2
Bluff (Cha) [1]+3+0=4
Climb (Str) [1]+3+5-3=6
Disguise (Cha) [3]+3+0+3=9
Heal (Wis) [1]+3+1=5
Intimidate (Cha) 0
Knowledge (geography) (Int) [1]+3+0=4
Knowledge (local) (Int) [1]+3+0=4
Linguistics (Int) [2]+0+0=2
Perception (Wis) [1]+3+1=5
Profession(Scout) (Wis) [1]+3+1=5
Sense Motive (Wis) [1]+3+1=5
Stealth (Dex) [3]+3+1-3-4+2=2(8) [in natural darkness or shadowy illumination -4 becomes +2 due to Nightstalker feat]
Survival (Wis) [1]+3+1=5
Swim (Str) [0]+0+5-3=2
Languages Worgen, Sylvan, Common
SQ Track, Favored Target, Sneak Attack +1D6
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Equipment
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Combat Gear
Spiked Breastplate +1, 10 Chakrams, MW Cold Iron Greatsword, MW Lucerne Hammer
Other Gear
MW Backpack, Medium Tent, Explorer’s outfit, 4 bells (each with a different note & stuffed with cloth), Twine (250 ft), belt pouch, signal whistle, 3 iron spikes
Magic items
Hat of Disguise, Sleeves of Many garments, Ring of Sustenance, Wayfinder, Amulet of Natural Armor, Traveler’s Anytool
Coin 28 GP
--------------------
TRACKED RESOURCES
--------------------
potion of cure moderate wounds : 1/1
potion of cure light wounds : 3/3
feather token (tree) : 1/1
Large Chakram : 10/10
Coin : 28 GP
Carried weight : 204.5 lbs
Light 346 lbs. or less Medium 347-692 lbs. Heavy 693-1040 lbs. (includes MW backpack bonus)
--------------------
Special Abilities
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Favored Target At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).
At 7th level, the slayer can study an opponent as a move or swift action.
Track A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage.
He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment

--------------------
Background
--------------------
The ogres of the Rohk tribe still live their lives in the old ways, travelling from forest to forest, never truly settling. They are hunters and gatherers and what little they can not provide for themselves they trade for with other groups within the Convocation. They are led by Ehrubal, the eldest and wisest of their shamans. Ogres are generally renowned for their great physical strength and the Rohk tribe is no exception. This has made them a target for slavers who want to use them as beasts of burden or as gladiators in arenas. So it is out of necessity that the Rohk tribe has learned to hide themselves.
Sadly enough, hiding is sometimes not enough and many of the Rohk tribe have already been taken as slaves. Shokal, one of the younger ogres of the tribe, had enough of hiding and figured it was time for the hunted to become the hunters. In the beginning he started with taking out slavers before they could actually take captives. As the years passed, his skills grew. He learned the common tongue spoken amongst the people of Aeon. The most important lesson came to him when he was trying to figure out how to save some of his brethren from slavery. What if you could hide in plain sight and walk amongst your enemy. He devoted what resources he had gathered from slavers he had killed and bought some magical items that would aid him in this.
Although the magical items helped him disguise himself as a hulking goliath or even a slightly bigger human. These disguises would only work well enough from a distance, as they did not actually change his size. Nevertheless, his growing skill with these items and his natural ability to hide and sneak in the dark helped him free several of his people and other members of the Convocation.
When the call to war against Aeon reached his people, Shokal did not doubt for a moment. He may have freed some of his brethren, it wasn’t going at a fast pace. If they could make a decisive strike at Aeon, so many more could be saved and not just of his kind. So he travelled to Caravan to enlist in the army. Here he has served as a forward scout, relaying troop movement and striking targets of opportunity.

--------------------
Personality
--------------------
Shokal is a simple man. He wants to live free and wishes that everyone else can do the same. He reveres the spirits for they provide one with guidance, strength and courage to stand up against the foul beings of Aeon.
He respects those that follow Auronis as he sees him as one of the many spirits that guide. Yet he finds it strange that one would not listen to the other spirits, for they too have much wisdom to share.
He despises slavers and will deal with them swiftly if it does not jeopardize the mission he is on. Although it pains him if he can’t give them what they deserve.
He normally walks around lumberingly, but when he needs to be stealthy his demeanor changes and his movement becomes precise and limber.

Starting Equipment list:

all prices/weight for wearables(clothing, armor, containers) & weapons have been multiplied by 2. I know this is normal for weapons and armor, but couldn’t find it for containers & clothing, so I erred on the side of caution)
Spiked Breastplate +1 400(base)+150(MW)+1000(+1 enchantment)+100(Armor Spikes) = 1650 GP | 80 lbs
10 Chakrams 20 GP | 20 lbs
MW Cold Iron Greatsword 100(base)+100(Cold Iron)+300(MW) = 500 GP | 16 lbs
MW Lucerne Hammer 30(base)+300(MW) = 330 GP | 24 lbs
MW Backpack 100 GP | 8 lbs
Medium Tent 15 GP | 30 lbs
Explorer’s outfit - | 16 lbs
4 bells (each with a different note & stuffed with cloth) 4 gp | -
Twine (250 ft) 5 CP | 2.5 lbs
belt pouch 2 GP | 1 lb
signal whistle 8 sp | -
3 iron spikes 1.5 SP | 3 lbs
Hat of Disguise 1800 GP | -
Sleeves of Many garments 200 GP | 1 lb
Ring of Sustenance 2500 GP | -
Wayfinder 250 GP | 1 lb
Amulet of Natural Armor 2000 GP | -
Traveler’s Anytool 250 GP | 2 lbs
potion of cure moderate wounds 1/1 300 GP | -
potion of cure light wounds 3/3 150 GP | -
feather token (tree) 1/1 400 GP | -
28 GP left of 10500 GP

Carried weight : 204.5 lbs

As always, feedback is appreciated.


Crunch for Aargus:
Aargus
Male Centaur Fighter 3
CG Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, -1 size, +2 natural)
hp 41 (3d10+15)
Fort +6, Ref +2, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 65 ft.
Melee +1 keen falcata +6 (2d6+11/17-20/×3) and
lance +6 (1d8+10/×3)
Ranged composite longbow +3 (1d8+2/×3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 12, Con 16, Int 7, Wis 16, Cha 15
Base Atk +3; CMB +7; CMD 20 (24 vs. trip)
Feats Combat Reflexes, Exotic Weapon Proficiency (falcata), Power Attack, Toughness, Weapon Focus (falcata)
Skills Survival +8, Swim +4
Languages Common, Sylvan
SQ armor training 1
Other Gear +2 splint mail, +1 keen falcata, arrows (100), composite longbow, lance, horseshoes of speed, backpack, 79 gp
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


Re-Crunch:
Rebnesk the Roc Rider
Male Kobold Ranger(Beastmaster) 5
LG small humanoid (reptilian)
Init +4; Perception +10
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor +4 Dex +1 Nat)
hp 38 (5d10)
Fort +5, Ref +9, Will +4
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Offense
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Speed 30 ft.
Darkwood Longbow +1 +11 (1d6+1 3x)
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Statistics
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Str 8, Dex 18, Con 10, Int 14, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats point blank (1st),precise shot (bonus) Mounted Combat (Ranger 2nd), Mounted Archery (3rd), Endurance (Ranger Bonus), Deadly Aim(5)
Skills Acrobatics +12, Craft(Bower) +6, Fly +7, Handle Animal +9, Heal +6, Knowledge(Geography) +7 Knowledge(Nature) +10, Stealth +12, Ride ,+14 Perception +15, Survival +10, Swim +3
Languages Sylven, Draconic, Wargen
SQ Animal Companion Favored Enemy(human), Track, Combat Style, Endurance, Favored Terrain(Plains), wild empathy, Favored Enemy(animal), Spells
Other Gear: Darkwood Leaf Studded Leather +1, Darkwood Longbow +1, Eyes of the Eagle, Cloak of Resistance +1 Arrows(20), Ranger's Kit, Survival Kit, Mapmaker's kit, Artisan's Tools, Peasant's Outfit, Arrows(20), Whistling arrow (1), Thistlearrow(6), splintercloud arrow (5), Smoke arrow (2), Dye arrow(1), 622gp
Encumbrance 47lbs
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Special Abilities
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Favored Enemy(human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style: At 2nd, 6th, 10th, 14th, and 18th level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Favored Terrain(Plains):At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Favored Enemy 2(Animal)

point blank: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

precise shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Mounted Archery: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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Spells
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1st Level (2/day): Aspect of the Falcon, Magic Fang

Bloodwing
Animal Companion
N Medium (animal)
Init +4; Senses Low-Light Vision; Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 20(3d8)
Fort +2, Ref +7, Will +2
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Offense
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Speed 20 ft. Fly 80 ft.
Talons(2) +3 (1d4+1)
Bite +3 (1d6+1)
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Statistics
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Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 17
Feats Stable Gallop, Fly-By Attack
Skills Fly +8, Perception +5, Survival +5
Tricks: Combat Training: attack, come, defend, down, guard, and heel, get help(bonus)
Items: Heavy-load Belt
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Special Abilities
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Stable Gallop: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.

Fly-By Attack: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

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Backstory
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Rebnesk is a Kobold who is both blessed and cursed. Born with wings and a lowered sensitivity to the sun, many of his people thought he would become a great hero of the scaly people's. They thought that one day, he would lead them above ground and out into the sun where they could take their rightful place among the other races of the Convocation. Unfortunately he was cursed with a lack charisma and malice, two traits many thought important for a leader. The elders of his warren pushed him hard and tried beat into him the qualities they thought necessary but most of the time he would flee to the surface and the light where many of his kind didn't dare to go. On the surface he was free and it was where he found his true calling.

Rebnesk was far more at home in the wilderness than he was in the holes and dark places his kind were used too. He learned from the other races how to track, how to move silently, and live off the land. One day while he was out scouting with a small party they were attacked by a massive bird of prey. A Roc he noticed. The others quickly dispatched the creature and began to move on but he felted sorry for it. There must have been a reason for the attack and, after a quick search, he found the reason. Nestled in a nest overhanging a cliff he found a baby Roc. he knew without his mother the chick would die so decided to care for it himself.

Everyday he would visit the chick and feed it and everyday it grew larger and larger. Eventually the bird became so large it could no longer fit in the nest. Rebnesk decided it was time for the bird to learn to fly. He knew it would instinctively know what to do when airborne so he gave it a little shove out of the nest to get it going. Unfortunately he slipped and went tumbling with it. He happened to be on its back when instinct kicked in and it opened it wings and took flight. Thinking he might cause them both to die, Rebnesk nearly jumped off to save the bird and hope his wings would allow him a slow decent. He realized however that the bird didn't seem to be struggling with his weight. It even looked back and chirped at him happily. From then on Rebnesk and Bloodwing were inseparable.

Together they found their purpose in life. The two soon became renowned for their scouting ability throughout the Convocation. So much so that even Skyreaver took an interest in them. He saw great potential in them and decided to allow them to join a group of very special individuals put together to help in the fight against the imperialistic Aeon.
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Personality
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Rebnesk has two personalities. Upon Bloodwing he is confident, determined and courageous. Together they have performed many heroic deeds, including guiding a trapped group of orcs through a forest fire at the risk of their skin. He is usually quiet but at least confident while on his trusted friend and companion. While on the ground and away from Bloodwing though, he is skittish and speaks with a mild stutter. He is not afraid to do what needs to be done and is still a dedicated scout and tracker but he much prefers to be in the air.


So is this still open?


Should be, if you look at the game play thread you can see the mission is moving, but not complete.

On a completely unrelated note, finally found a post detailing the citizens of Aeon and, realizing Elves are not part of it, decided on Drueger instead. Also updated a few numbers (such as previously forgotten favored class bonuses)


Indeed for the moment the mission isn't complete and recruitment is still open so far as i know

Liberty's Edge

Hrm. I might be interested.


Hey DM Feral :)


yes, recruitment is still ongoing. I am reviewing submissions and I am on schedule to select peeps by the time the current mission is done.


Just checking.


Just wanted to post that we have about a week left on the current mission right now (might be less than that, depending on the party's actions; I mention this because there were a couple of people who were talking about submissions, but haven't yet (as well as anyone who might be lurking.) I have the following characters submitted:

Rebnesk the Roc Rider (completed)

Adra (completed)

Aargus (completed)

Theorythmus (needs backstory still)

Most likely I'll have submissions selected (assuming there are no last minute awesome ones) Friday or Saturday.


Well, hum, our actions should be rather straight forward :)


I had submitted my backstory in my last post near the end of my character info, but here it is again for easy view.

Backstory & personality:

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Background
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The ogres of the Rohk tribe still live their lives in the old ways, travelling from forest to forest, never truly settling. They are hunters and gatherers and what little they can not provide for themselves they trade for with other groups within the Convocation. They are led by Ehrubal, the eldest and wisest of their shamans. Ogres are generally renowned for their great physical strength and the Rohk tribe is no exception. This has made them a target for slavers who want to use them as beasts of burden or as gladiators in arenas. So it is out of necessity that the Rohk tribe has learned to hide themselves.
Sadly enough, hiding is sometimes not enough and many of the Rohk tribe have already been taken as slaves. Shokal, one of the younger ogres of the tribe, had enough of hiding and figured it was time for the hunted to become the hunters. In the beginning he started with taking out slavers before they could actually take captives. As the years passed, his skills grew. He learned the common tongue spoken amongst the people of Aeon. The most important lesson came to him when he was trying to figure out how to save some of his brethren from slavery. What if you could hide in plain sight and walk amongst your enemy. He devoted what resources he had gathered from slavers he had killed and bought some magical items that would aid him in this.
Although the magical items helped him disguise himself as a hulking goliath or even a slightly bigger human. These disguises would only work well enough from a distance, as they did not actually change his size. Nevertheless, his growing skill with these items and his natural ability to hide and sneak in the dark helped him free several of his people and other members of the Convocation.
When the call to war against Aeon reached his people, Shokal did not doubt for a moment. He may have freed some of his brethren, it wasn’t going at a fast pace. If they could make a decisive strike at Aeon, so many more could be saved and not just of his kind. So he travelled to Caravan to enlist in the army. Here he has served as a forward scout, relaying troop movement and striking targets of opportunity.

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Personality
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Shokal is a simple man. He wants to live free and wishes that everyone else can do the same. He reveres the spirits for they provide one with guidance, strength and courage to stand up against the foul beings of Aeon.
He respects those that follow Auronis as he sees him as one of the many spirits that guide. Yet he finds it strange that one would not listen to the other spirits, for they too have much wisdom to share.
He despises slavers and will deal with them swiftly if it does not jeopardize the mission he is on. Although it pains him if he can’t give them what they deserve.
He normally walks around lumberingly, but when he needs to be stealthy his demeanor changes and his movement becomes precise and limber.


Vrog Skyreaver wrote:

Just wanted to post that we have about a week left on the current mission right now (might be less than that, depending on the party's actions; I mention this because there were a couple of people who were talking about submissions, but haven't yet (as well as anyone who might be lurking.) I have the following characters submitted:

Rebnesk the Roc Rider (completed)

Adra (completed)

Aargus (completed)

Theorythmus (needs backstory still)

Most likely I'll have submissions selected (assuming there are no last minute awesome ones) Friday or Saturday.

Yay... I mean, "About time, seemed like my bones were turning to dust."


Since I don't have any other entries, and only have 2 active players, It would be my pleasures to welcome Rebnesk, Adra, Aargus, and Shokal to Captain Greel Dub-Bane's irregulars. As I said before, you will be joining after the end of the current mission, and I'll have a spoiler up for you folk in the discussion thread either tonight or sometime this weekend. Congrats folks and I look forward to seeing what you bring to the table.


Sweet


Profile for Aargus


Well i hope you new recruits invested a fortune in happy stick case we have no healers... :)


[roleplay segment]
Shokal looked very puzzled after hearing Ugrosh's words. "What are these "Happy Sticks" you talk about dwarf?" he said, still pondering what he could be talking about.
[/roleplay segment]

But in all seriousness, only a few potions in my bought items list.
Can Shamans have the cure spells? Then Adra could at least have those in her spell list, if she so wishes? and maybe we can eventually pull together for some Cure wands?

Looking forward to playing with you all. Will update my profile to the standards I do with all my other characters. But that will be for later this weekend. Currently at my parent's place on an old laptop.Aa

@Aargus, is that a Large sized Falcata you are wielding? (no pun intended ...), just asking because one sized for medium creatures is 1d8.

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