@ Cinderfang - Just woke up, so I didn't see anything yet. Raising your companion's Int is fine. In fact it's a great idea as it massively expands the list of feats available to it. I gave him a quick once over just now and everything looks good. I will check more thoroughly later today when I have time, but you can start roleplaying. Head over to Gameplay.
@ Gunk - Are those the stats you rolled for Ari Mai? You're missing your extracts.
Also, if you plan on using the same alias for the other game, please put your stats for that in a spoiler or something. So it's clearly separate. Once you add extracts known and per day and your backstory it should be finished.
No those are the stats I rolled for this character in that other campaign. The one where you told me I should become a monk. Remember? You said I should be a monk or some other MAD character type. I created the character under the name Krallek Meatshield ... I believe that is the alias I posted for originally in this campaign as well. I will link it below
Also, just finishing off leveling him and adding my formula list
|GM Spugly Fuglet|
I'm interested. I can work up a concept today and tomorrow, but I will be on vaction from the Aug 16-20, and then will be able to participate. I guess we'll see how this affects me getting into a group.
6d6 - 14
6d6 - 16
6d6 - 16
6d6 - 11
6d6 - 18
6d6 - 13
ooh off to a good start.
If you get enough for a second group, I would like to join as well using this PC.
6d6 ⇒ (6, 3, 2, 2, 6, 4) = 23, 16
6d6 ⇒ (1, 3, 3, 6, 3, 4) = 20, 13
6d6 ⇒ (5, 4, 3, 4, 5, 1) = 22, 14
6d6 ⇒ (6, 4, 5, 1, 2, 5) = 23, 16
6d6 ⇒ (2, 5, 2, 3, 3, 2) = 17, 11
6d6 ⇒ (1, 5, 6, 2, 6, 2) = 22, 17
I am considering an aasimar celestial sorcerer.
A few questions:
-Are rods allowed?
-Are there any other sorcerers? I couldn't find any.
-Am I allowed to use the alternate racial traits?
For you new guys, you'll have to wait until there are at least three of you. Right now we're broken up into two groups of six.
-rods are fine
-sorcerers are fine, we have one in one of the groups
-yes, alternate racials are fine.
You guys can check out the current characters on the characters tab up top. I'm keeping it accurate.
Female Aasimar Sorceress (Celestial) 6
N Medium Outsider (Native)
Init +3; Senses Perception +8, Dark vision 60 ft
AC 13, touch 13, flat-footed 10. (+3 Dex)
Fort +5, Ref +5, Will +8
Spd 30 ft.
Melee Dagger +3 (1d4/19-20/x2)
Str 11, Dex 16, Con 16, Int 13, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 16
Feats Eschew materials, Combat casting, Spell penetration, Toughness,
Traits Highlander, Magical lineage (cone of cold)
Skills Diplomacy +8, Heal +7, Knowledge (Arcane) +10, Perception +8, Spellcraft +10, Stealth +8
Languages Common, Celestial, Dwarven
Combat Gear Dagger
Magic gear Headband of alluring charisma +2, Cloak of resistance +2, Amulet of natural armour +1, Ring of protection +1, Ring of sustenance, Potion of cure moderate wounds (2d8+3) x2
Other Gear Backpack, Bedroll, Courtier’s outfit (incl. jewellery) Flint and steel, Trail ration x4, Traveller’s outfit x2, Waterskin, Winter blanket (807.4gp left )
Skilled +2 racial bonus to diplomacy and perception.
Spell-like ability cast daylight once a day as a spell-like ability.
Dark vision 60 feet
Deathless spirit resist 5 negative energy, don’t lose hp to negative levels, +2 bonus to saving throws against death effects, energy drain, negative energy and spells of spell-like abilities of the necromancy school.
Spells pr. day
..1st – 6 + 2
..2nd – 5 + 1
..3rd – 3 + 1
..0: Detect magic, Light, Mage hand, Mending, Open/close, Prestidigitation, Read magic
..1st: Bless, Feather fall, Mage armour, Magic missile, Protection from evil
..2nd: Resist energy, Mirror image, Invisibility
..Heavenly fire std. action, 30 ft ranged touch attack, evil 1d4+3 divine damage, good 1d4+3 hp healed, 8/day
..Celestial resistance resist acid 5, resist cold 5
Hero points 1
Born on a sunny Gozran day in 4633 Imesah’s birth came between the first and the second crusade. The villagers of Valas’s Gift saw her birth as a good omen for the time to come. The birth of an Aasimar surely had to be a sign from Iomedae or so the local priest said. Nothing could be further from the truth as she later was to discover.
Growing up in such a small community was difficult, everyone were a bit afraid of her adults and children alike. As a result she didn’t have any close friends. She spend many hours alone in the surrounding hills, scouting for things of interest. When her powers began to blossom the local priest was ecstatic, the rest of the population were less pleased. As she aged, she realised it was at a slower pace than her peers and parents. So she was still in late childhood when her parents died. As her father the blacksmith lay on his dying bed, a celestial appeared. This was her true mother. Shocked and angry she fleet the house and roamed the village until her father had died.
Not knowing what to do with her the local community send her to Kenabres, or so they thought. The dwarven merchant, who agreed to transport her, couldn’t bring him self to hand over the girl to the religious fanatics in Kenabres. With him she travelled the country site of Mendev.
Only during the internal purging of the third crusade did she reach Kenabres. One day a zealous inquisitor stopped the cart and upon finding an Aasimar decided that her future lay in the crusades. In Kenabres the church trained her but in the war of heart and minds they never won her over. She still crusade out of fear of what will happen the day she turns down their pleas.
Age: 79 (Adult)
Size: Medium, 5'5", 116 lbs
Type: Outsider (Native)
Imesah is a woman of average height but considerably thinner than most almost appearing fragile. Her delicate features are framed by long blond hair usually braided in a complex pattern. At first glace she might pass for a human, but on closer examination some feature disturbingly sets her apart, her skintone is pale with a hint of silver, her enlarged irises are blue as Safire and when emotional or using her powers a translucent halo crowns her head
Alt of heliopolix
This is my application for Flaeg, Old Dwarf Alchemist.
Will do crunch tonight.
Flaeg has led a mediocre life. The bastard son of a dwarven coal miner, he was a bright enough lad, but he had no ambition. Content to follow in his father's footsteps, he spent over a century digging in the mines and spending his wages on ale and whores. Flaeg never sought to advance or start a family and eventually grew distant from his peers. He would instead party with the younger workers and pretend that his sight wasn't really growing blurry and that it was as easy to breathe as it had ever been.
One fateful morning, he made the most dangerous mistake of his life. Perhaps it was because he was still a bit drunk from the night before, or perhaps it was because his hands have a slight tremor that he does his best to ignore; whatever the reason, he detonated the blasting charge at exactly the wrong time. With a ear splitting crack, the stone gave way and brought down the ceiling with it.
Pinned beneath tons of rock, his panic burned the fog from his mind. Sober for the first time in a decade and alone with his thoughts, he spent two days in terrified introspection before they dug him out. As the agonizing hours drug by, he finally accepted that he wasn't young anymore. He realized that he was near the end of his life and that he didn't want to die in the coal mine -- in fact, he didn't want to die at all.
He struck out, taking the severance from the mining company and going out into the world to find some way to cheat death. None of the legends for obtaining eternal youth seemed plausible to him, but he recently learned of an artifact called the Infinite Geode. Lost somewhere in the wilds, it is rumoured to sustain the life of anyone who can swallow it and keep it in their gut.
In his travels, he has picked up a few tricks that help him feel young again -- temporary measures until he finds the Geode. He also knows how to create explosives from his days in the mines.
Flaeg is blunt, straight-to-the-point, and can be very impatient. He's always aware of his looming demise and, motivated by his drive to live, he takes risks that few his age would consider. He will do whatever it takes to get that gemstone.
Flaeg is an old, old dwarf. His back is hunched and bent under the weight of ages, and his skin is wrinkled and tough as gristle. Rheumy eyes peer out from beneath a mane of shaggy grey hair. Its hard to tell where the hair ends and the beard begins: both hang to his waist. An odd assortment of bottles hang from his backpack, and a worn miner's pick hangs in a ring at his belt.
Posting interest, class/concept depends on what these rolls give.
6d6 ⇒ (4, 2, 3, 3, 1, 6) = 19
6d6 ⇒ (3, 1, 1, 3, 5, 1) = 14
6d6 ⇒ (1, 1, 1, 3, 5, 4) = 15
6d6 ⇒ (3, 2, 6, 1, 5, 2) = 19
6d6 ⇒ (2, 1, 5, 2, 3, 1) = 14
6d6 ⇒ (6, 1, 1, 6, 2, 1) = 17
13, 11, 12, 14, 10, 14 ...I think I'll pass. Interesting campaign though.
|Sigz Dedicated Voter Season 6|
DMRaven wrote:Perfect stats for a kobolt sorcerer ;)
Posting interest, class/concept depends on what these rolls give.** spoiler omitted **
13, 11, 12, 14, 10, 14 ...I think I'll pass. Interesting campaign though.
Also helps noticing the option to use 20 Point Buy (yay point buy!)
Born of the unholy union between a succubi and a foolhardy elf, Odessa grew up as an outcast. Her demonic appearance caused her mother to run from Kyonin into the wilderness of the River Kingdoms. Odessa was raised alone, in the middle of the woods by her mother. She was trained in the arcane arts to defend herself--the only defensive talents her mother could offer. She knew her mother had been tricked and could never return to Kyonin from shame. Nothing was done to hide her origins from herself.
Rather than be stuck in the middle of nowhere forever, Odessa decided to take her power on the road. She left her home four years ago and has returned many times since to tell her lonely mother of her adventures. She traveled north through the River Kingdoms, helping small settlements against the bandits frequenting the roads. Near Brevoy, she briefly joined up with the army of a budding (and short-lived) kingdom to help settle the area. It was here that she of Queen Galfrey's proclamation to begin a new crusade. She didn't think much of until hearing about the full proclamation--those holding a blighted area long enough to establish a Wardstone could lay claim to that place.
As a bastard child, this was a way for her to both strike back at the demons that had brought her into the world and, possibly, create her own home where she could make the laws.
Odessa is a fey'ri, the offspring of an elf and a demon. She has her mother's slender, pointed ears, pale skin and raven-black hair. However, her ancestry is unmistakable. She had narrow, cat-like yellow eyes, hard black nails, and a slender, forked tail. She tends to wear long dresses that can hide her tail.
Type: Outsider (Native) [3 RP]
Size: Medium [0 RP]
Speed: Normal [0 RP]
Ability Score: Standard: +2 Dex, +2 Int, -2 Con [0 RP]
Languages: Standard (Starts with Common & Elven. Bonus languages may be selected from: Celestial, Draconic, Gnoll, Goblin, Orc, Sylvan, Abyssal (Languages based off of Elf list and languages known by Bestiary Succubus)
[3 RP] Elven Magic: Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
[2 RP] Elven Immunities: Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
[3 RP]Fiendish Resistances: Benefit: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5.
Total: 11 RP
Edit: Jelani, how do you interpret Heighten Spell to work? (A little confused on it myself).
I know I had originally said I would keep this open forever, but I'm pretty full up gaming wise right now. I don't think I have time to really do another group justice at the moment. Sorry guys. Keep your eye on the thread though, if enough of my other games die off I will probably reopen recruitment for this.
Also, from what I can see there are only three players waiting here now. Three players wouldn't likely last very long out there.
Reopening a spot for one character as of now. Character creation rules are the same as stated in the first post in this thread. We had a party member drop so one of the groups is looking for a replacement.
Don't forget a brief background explaining who your character is and why they're joining the crusade.
Players from the group will have final say on who gets selected. Flaeg, Imesah or Averoon feel free to reapply.
Is there anything in particular the party is lacking? I'm open to most roles, if not all classes. If there's nothing thats needed I might try randomely rolling to determine a class :)
6d6 ⇒ (6, 3, 5, 6, 6, 3) = 29 = 18
6d6 ⇒ (5, 1, 2, 1, 6, 6) = 21 = 17
6d6 ⇒ (2, 6, 1, 6, 4, 2) = 21 = 16
6d6 ⇒ (4, 1, 1, 2, 4, 1) = 13 = 10
6d6 ⇒ (4, 3, 4, 6, 5, 4) = 26 = 15
6d6 ⇒ (6, 2, 1, 5, 3, 1) = 18 = 14
I believe their dream character would be a Cleric (of Gorum? With the rage subdomain?). Nice stats by the way.
The challenges in this game are both environmental and from enemies. So keep that in mind when making your character. The weather sucks, and there is very little edible/drinkable out in the Wound.
Ok, Doomed Hero here with Hadrian Warstandard, Aasimar Cleric of Gorum.
Called to the glory of the crusade by the very blood in his veins, Hadrian was one of the first to answer the call and part of the very first force to enter the Wound. Sadly, things did not go well. He has been pinned down behind enemy lines with nothing but his prayers for company.
Any group with the prowess to get in as deep as he is and help him carve his way back to anywhere he can resupply would have a powerful and devoted ally.
Thematically, Hadrian is an Archon-blooded battle priest with a strong sense of duty and a soldier's pragmatism.
Mechanically, Hadrian is focused on buffing allies and keeping them in the fight as well as protecting more vulnerable party members.
As a player, I'm solid and reliable.
Full mechanical work up should be done by tomorrow night.
edit- Durp. Forgot to roll stats.
6d6 ⇒ (6, 3, 6, 5, 1, 1) = 22 17
6d6 ⇒ (4, 4, 5, 1, 4, 3) = 21 13
6d6 ⇒ (2, 2, 5, 6, 1, 2) = 18 13
6d6 ⇒ (6, 2, 5, 2, 6, 2) = 23 17
6d6 ⇒ (6, 4, 2, 1, 3, 4) = 20 14
6d6 ⇒ (5, 1, 3, 3, 5, 1) = 18 13
Well ninja'd I guess, but I'm going with a Cleric of Gorum, Mendevian Priest archetype, a Demon Spawn Pitborn tiefling - with the rage domain. I think you said earlier in the thread it was okay to go with the different tiefling varieties without taking the fiendish heritage feat? If so my plan is to take the prehensile tail, bestial sprint alternative racial traits - what nothing to do with wanting to play a Hellboy in heavy armor, how dare you suggest such a thing ;)
Growing up upon the frontlines, knowing that the world wound had robbed him of both his family and his humanity he began striving against it as soon as he was able striving to follow in his adopted mother's footsteps. But he found himself too angry, and too prone to revelling in battle for Iomedae's teachings to sit well with him. More and more he found himself drawn to the blood splattered armored avatars of war that were the priests of Gorum. Eventually taking his orders, shortly after his mother was slain by the Marilith commander Zuhra Aponavicus in a raid upon her new stonghold - Drezen.
Now some seventy four years after his birth he is a well known figure upon the battlefields against demonkind. A charismatic priest of war bringing forth some shread of hope from the doom of Drezen as he bestrides the battlefield greatsword in hand. With a well known penchant for large women, and a bawdy sense of humor that makes him quite popular off the battlefield to. But beyond all of his seeming good humor boils an inferno of rage and hatred against all demonkind, and especially against Zuhra Aponavicus, who has killed everyone who has ever been his family - upon whom he vows vengance with every prayer.
In our group we have
Blade bound Hexcrafter Magus
Admixture Evoker/Cypher image
Oracle of Metal
Divine Hunter Paladin
Me and the Mage have most knowledges covered.
The Pally and Oracle can cure HP damage (plus we have wands)
The cavalier is more an archer but can flurry.
Given the location and focus on killing demons (and the fact we have no typical tank) I suggested a Battle cleric focused on Killing Demons.
The Example I gave was a Greatsword Cleric of Gorum (Evangelist Archetype) and Rage Subdomain.
That would give the cleric a strong melee focus, Inspire Courage and access to prepared divine casting(we don't need HP battery).
It was a good example but anyone could submit what they like.
A cleric of Imodae/Holy Vindicator would also be nice with Glory (heroism) and good (arch on ) domain. The Auras are sweet and alignment channel would let you sicken evil outsider'sand bestow curse on crits (exotic Wpn:Falcata is soooo worth it)
But basically we would like either a Demon killing cleric or a demon killing stealth/skill guy (arcane duelist?)
See what you come up with.
|Mikael Sebag RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 8|
I'm thinking of a human male winter witch, ifrit wishcrafter, or maybe a knifemaster rogue with an emphasis on hero point feats.
6d6 ⇒ (5, 1, 3, 1, 5, 1) = 16 13
6d6 ⇒ (2, 1, 4, 1, 5, 5) = 18 14
6d6 ⇒ (6, 3, 3, 5, 5, 1) = 23 16
6d6 ⇒ (6, 1, 4, 5, 4, 2) = 22 15
6d6 ⇒ (6, 2, 3, 6, 4, 3) = 24 16
6d6 ⇒ (1, 5, 4, 2, 1, 6) = 19 15
From highest to lowest: 16, 16, 15, 15, 14, 13.
6d6 ⇒ (2, 1, 3, 6, 2, 3) = 17 12 -
6d6 ⇒ (3, 6, 4, 2, 6, 3) = 24 16 -
6d6 ⇒ (5, 4, 4, 3, 6, 2) = 24 15 -
6d6 ⇒ (1, 1, 1, 5, 3, 4) = 15 12 -
6d6 ⇒ (6, 1, 5, 5, 3, 2) = 22 16 -
6d6 ⇒ (2, 1, 2, 6, 1, 1) = 13 10-
Hi this is Pavaan. i submit Losk, a dwarf Forgemaster cleric, who will be good to tank, and make items too. need to change some things, was built at first for a legacy of fire game, will update shortly.
con 15 17 18(stat)
wis 12 14
cha 10 8
57hp before gear
will be doing a good 2d6+7 per hit(more actual but that is just power attack + lead blade), also adding in helpful cleric spells such as create food and water, also able to make items very fast, making 41 gold worth of mundane metal or stone items a day, as well as making magic metal and stone items in half the time. ie 2000 gold a day for them.
i am also able to post every day, normally many times a day
Doomed Hero - The party is currently headed back to Clydwell Keep. So you would meet them there. Perhaps you were the last of your party to survive, and barely made it back to Clydwell?
Byden - I don't believe I said that about the tiefling variant abilities. I said you could play the different types (demon blooded, asura spawn etc). If you want to take fiendish heritage you'd need to roll. If you want a tail and higher speed, just build the race using the ARG rules. We have two "tieflings" which are actually custom races (one in each group).
@ Dark - Demon-spawn is fine, no feat needed. If you take the feat you can roll on the table.
This is what I want to do DM Jelani, is this no longer okay? The question from dark was,
Do we need to take the Fiendish Heritage feat to select one of the alternate Tiefling heritages? I was thinking a Demon-spawn Barbarian related to the original tribes of the Worldwound.
I'm happy to rebuild from the races guide, but this seems a bit easier as I'm not really familiar with that mechanic.
You may select any of the Variant Tiefling Heritages or Alternate Racial Traits listed here. What you may not do is select anything from the Variant Abilities and Physical Features chart unless you take the Fiendish Heritage feat. If you do take the feat, you must roll for your variant ability.
Hope that clears things up. I didn't realize the prehensile tail was an alternate racial trait. That's fine, so is fiendish sprinter.