Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

First fight.


1 to 50 of 131 << first < prev | 1 | 2 | 3 | next > last >>

New homebrew game in Golorian based around the creation of a new order. The main goal of the Crimson Knights of the Black Blade is to setup operations in the belly of the beast and to destroy evil creatures.

The main goal is to create a headquarters to help with the creation of a new kingdom in hostile territory, to support the order. A dozen places have been seeded and you can expect to see your captain once a month.

The leaders are mainly made of powerful wizards but many high level adventurers call it home or are associated with it.

The following are items that you must have and explain in your background:
•Astral form (ghost walking), gained through initiation rites or earlier in your life.
•Connection to some form of Power.
•Ready to make a kingdom for a good reason.
•Think of avatar air bender, fire bender, water bender (pick an element that you have some abilities tied to)
•Mythic Path

Homebrewed Power Game

You will be a legend making history!

Possible prologe, You may make your own:

The man with hazey features stands alone in the dark. There is several reasons his form is hazey, also translucent and glowing, his form was not substantial for he was in his astral form. He looked in the empty buildings only seeing insects or vermin. He smiled knowing that their was no one to hurt as he searched, reports said it was still inhabited.

A body of some sort of creature passed in front of him. It was monstrous and not like the gnomes who last lived here. He continued not looking for a fight nor caring to start one. His mission was to find the power that was awakened and its source if possible. He found the strange glowing lights though to him they looked golden and bright with power as opposed to the eerie red the reports had said.

Then as he crossed past the lights the light was massive effectively blinding him as he saw a feminine figure step up towards him out of the light. Then all became darkness as some power slammed into him destroying his astral form.

But not before hearing some booming male voice:

THIS LOCAL IS OFF-LIMITS PENDING QUARENTINE. FURTHER TRESPASS WILL RESULT IN TERMINATION.

It seemed to slam into his pyske with all the languages he knew at the same time.

Your captain, Delman Fredrel Vortani III, awoke on the floor of his chambers, unharmed but uneasy. He slowly pulled himself up, standing pensively, absent-mindedly adjusting his crimson robes. Finally he twisted a ring on his finger and spoke.

"Lock the Gate."

****************************************************************


This will be a very difficult campaign. As such, please be prepared. Squad size will be 5-7 people.

Rules and requirements

language:
There is no 'Common' language, nor is there species wide languages, though as humans are diverse the other races have less diversity. Please pick specific languages. In the same manner, please state your characters ethnicity. Your characters ethnicity will determine your starting language. (Example: Your character is a Chelish Elf, so starting languages would be Chelish and North Elven, as opposed to Common and Elven).

Their are many lost or ancient languages such as: Thassilonian, Ancient Elven (Elthimil), Ancient Dwarven (Duemian), Ancient Giant (Helieon), Ancient Draconic (Orthmerlian), and such.

Language is a fickle thing and hard for some to truely be fluent in thus there is different degrees of knowing a language The rules for learning languages are a bit more complicated (there are multiple levels of familiarity with a language):
Fluent - you know the slang and nuances of the language, you are very proficient in written and verbal parts of this language
Novice - you know how to speak the words but might say something wrong once in a conversation or at least not say it the right way. You can write about 100 to 200 words but know the alphabet.
Basics - Anyone can learn the basics of a language and try to struggle through it.
Communication will be important in this game, as you will be traveling to several different countries.
Each level requires the use of a rank in linguistics or equivalent. If you have linguistics as the skill focus feat you skip the basics step. If you are fluent in five languages you gain skill focus as a bonus feat. Only your original languages are you fluent, all others gained from a high intelligence bonus start off at Novice level.


Character Creation:

Roll 5d6 seven times, max health at first two levels. Roll onwards.
All Paizo material is acceptable. I may however require links from the Archives or the pfsrd if I'm not familiar with something and don't have the book.
Starting level of 5.
You will receive starting equipment of a masterwork set of armor (your choice), a masterwork mithral dagger, and one other masterwork weapon of your choice (must have proficiency with it, if you want it to be a special material it comes out of your following total gold). You will receive 5,500 gp with which to purchase magic items, enchantments, or any other gear you might need.

Any race is legal, but obviously the less common the race, the better your backstory is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story.

Two traits and one campaign trait. One drawback can be taken to gain another trait. Here comes an interesting twist, campaign traits will come from the players. Look at Stolenlands, Wrath of the Righteous, and other regional campaigns for ideas. Please post the original trait as well. I will be adjusting them as needed.

Alignment. Looking for mostly Good aligned characters, but will think about other alignments.

What I need from you:
• A complete character sheet,
• Short description,
• Dhort personality,
• Quirks and flaws,
• Background story,
• What element or type of abilities you have gained and some examples of abilities,
• Which Mythic Path you wish to follow
• At least one 'plot hook' for me to use for a side quest involving your character

Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.

We will need at least one leader type for every three PCs. There is a high chance of having a rotating leadership system unless the group can decide on a leader and second.

Daily posts are expected, Sunday thru Thursday, please post at least once during the weekend.

Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.

The group will level as a whole, instead of handing out XP.

Please provide your timezone in Pacific Time Zome. I am in Washington, USA.

Combat:

When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five to six people in the party, that could mean five days or more for one combat round. To stop this I will DMbot the PC if they have not acted in 18 hours. Also I would like everyone to spoil their actions. You won't know what others are doing and this type of gameplay has moved combat ahead quicker. If this does not work after a week we may go to the normal style of combat. Also after your actions have been posted I will make a recap and some vital info that can move the game ahead faster, such as revealing AC of enemies so that you can be more descriptive with your actions.

As mentioned above, at least one post per day, Sunday thru Thursday.

To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.

More info:

In your profile your skills should show how you got your modifier, something along the lines:

Skills: CS=class skill (0 ACP)
Acrobatics +9 (2 Rank, +3 CS, +4 Dex)
Climb +11, (1 ranks, +3 CS, str +7 )
Craft (armor) +7, (2 rank, +3 CS, +0 Int, +2 MW items)
Handle Animal +4, (2 ranks, +3 CS, -1 Cha)
Heal +3, (0 ranks, +1 Wis, +2 Kit)
Intimidate +7, (+4 size, 1 ranks, +3 CS, -1 Cha)
Linguistics +1, (1 ranks, +0 Int)
Perception +5 (0 ranks, +1 Wis, +4 racial)
Ride +9 (2 ranks, +3 CS, +4 Dex)
Sense Motive +1, (0 ranks, +1 Wis)
Stealth +4, (0 ranks, +4 Dex)

____________
In your profile either make a link to the information or have the information available for your feats and traits. If not in the core books please link it.


I want your basic info readily available:

How I would like your vital info to be displayed:
(Make sure to put it in your race profile line, spoiling is optional)

spoiler=Vital] HP: 49/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30 spoiler]

How I would like your skills to be displayed:
(Make sure to put it in your class profile line, also include any skills that you are trained in or do not need to be trained in to use. Spoiling is optional.)

spoiler=Skills] Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +3, Heal +3, Intimidate +7, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11 spoiler]

This helps me find the key information as opposed to looking through everyone's different format.


Please label your posts for which round it is occurring within:

Round 4
Or some sort of variation:
**Round 4**
****Round 4****
{}Round 4{}
¥Round 4¥


Also in the future please note which color or numbered enemy you strike and what it is, such as blue mite. It would also nice to see some more flavorful words in describing what the attack does or what is special about the swing, attack, victim, spell, etc.

For example:
Oscar strikes at blue mite with his greatsword.
A better example: Oscar takes his greatsword in both hands and with an over head chop brings the mighty sword down upon the small blue creature.
Then there are other descriptive words you could use: It has been several rounds of swinging his heavy blade, he can feel the sweat build on his brow and on his body through the exertions he is forcing himself through. Bringing the blade around his body from the last strike he brings it up over his body and crashing down upon the little blue man. Staying alert he looks around him to see how his allies are faring against the fey and their allies.

AoO because of a Spear attack make sure that you write in spear attack as opposed to Xara's attack. Though, with your multiple summons and mount attacking as well perhaps the best choice is {Xara's spear attack}. You could also have reach in there or explain how she strikes the mite with her spear before it becomes adjacent to her.

Please submit your character for me to review (ideally with a link to an online character sheet or in the bestiary block style), then once I accept go over to the discussion thread for your initiation. If you have any questions about builds or how I run things please ask. Recruitment end Saturday, July 20th or sooner once we have maximum party size plus one. I can't wait to game with you all, and I hope you have fun!

The DM will be watching......


Dotting for interest. Looks like an interesting concept, will see if I can get a character together.

RPG Superstar Season 9 Top 32

Dotting for interest! Building an Arcane crafter (a wizard) will get stuff up soon.


I'm assuming the dice rolling is 5d6 drop the two lowest for each set, and then take the best 6.

5d6 ⇒ (5, 3, 3, 6, 5) = 22 = 16
5d6 ⇒ (5, 2, 5, 4, 1) = 17 = 14
5d6 ⇒ (5, 6, 1, 6, 4) = 22 = 17
5d6 ⇒ (5, 4, 5, 6, 4) = 24 = 16
5d6 ⇒ (1, 5, 6, 6, 6) = 24 = 18
5d6 ⇒ (5, 5, 1, 4, 6) = 21 = 16
5d6 ⇒ (2, 3, 4, 1, 3) = 13 = 10

So: {18, 17, 16, 16, 16, 14}

Question: When you say we need astral walking, does that mean we have to have astral projection as a spell? Or does that mean we gain it as an ability? The lesser version is a 5th level arcane spell, so it'd be pretty hard to get it as a level 5 character.


Dotting for interest, gotta run for now though


An other homebrew game wolf ? ;)

For all those applying and that will get in: you are in for a very interesting ane compelling story.
As a word of warning i would advice you to adventure at your own risk... ;)

RPG Superstar Season 9 Top 32

Getting stats. Will be doing the Archmage mystic path.

Stat roll: 5d6 ⇒ (1, 4, 1, 4, 6) = 16=14
Stat roll: 5d6 ⇒ (5, 2, 1, 4, 4) = 16=13 drops
Stat roll: 5d6 ⇒ (3, 5, 3, 3, 6) = 20=14
Stat roll: 5d6 ⇒ (2, 1, 6, 1, 6) = 16=14
Stat roll: 5d6 ⇒ (6, 5, 6, 3, 1) = 21=14
Stat roll: 5d6 ⇒ (5, 3, 3, 5, 2) = 18=13 drops
Stat roll: 5d6 ⇒ (5, 5, 2, 4, 3) = 19=14

Ehh, quite doable stats for almost anything ^^'.

RPG Superstar Season 9 Top 32

err, One of those is a 17. got 14 happy there for a moment. Just barely missed the chance to edit the post.


Oh yes, I do believe I am interested. Dotting! Thinking of re-purposing a Cleric of Abadar I'd created for an abandoned campaign.

This cleric is originally of Lawful Neutral alignment. Would that fly if, as a cleric of Abadar, he is extremely devoted to promoting the advance of civilization? (thus creating a kingdom is right up his alley). Can make him LG, but was thinking of taking a look at the selective channeling/dual channeling feats (which I only vaguely remember currently) and am not sure I can do that as a Good character.


5d6 drop the two lowest for each set, and then take the best 6

stats:

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

meh. 19 point buy.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

This sounds very interesting. I've never done PbP or Mythic, but you can count on me to be active and to learn quickly. I have experience with the kingdom building rules if you plan on using them (btw. magic item shops are overpowered).

As far as character, I'm thinking of doing a Tiefling Oradin, a Paladin of Sarenrae with a dip into Oracle of Life so he can actively take on the wounds of his companions while healing himself back up with Lay on Hands. He would be a demon-spawn tiefling because his parents attempted to sell his soul to Rovagug and he's a Sarenite paladin because he believes strongly in the power of redemption as it is his only hope of getting his soul back. His oracle powers come from Sarenrae starting to take notice of his good deeds and impowering him while also testing his willingness to sacrifice for the good of others.

GM Wolf wrote:

The following are items that you must have and explain in your background:

•Astral form (ghost walking), gained through initiation rites or earlier in your life.

Well, he would have gone through initiation rites of some kind in order to become a Paladin. Otherwise, I could pick up Extra Revelation for the Energy Body revelation, although that is more of a positive energy body than an astral one.

GM Wolf wrote:
•Connection to some form of Power.

I assume that having the favor of his goddess can work for this.

GM Wolf wrote:
•Ready to make a kingdom for a good reason.

If it allows him to redeem evil creatures and kill ones that refuse to be redeemed, then he would gladly aid in building a kingdom.

GM Wolf wrote:
•Think of avatar air bender, fire bender, water bender (pick an element that you have some abilities tied to)

Positive Energy would be cool. If that doesn't count, fire is a good fit thematically because of his connections to both Rovagug and Sarenrae.

GM Wolf wrote:
•Mythic Path

I plan to look a bit more into this, but I'll tentatively put him down as a guardian.

Stat Roll: 5d6 ⇒ (1, 4, 4, 4, 2) = 15 = 12
Stat Roll: 5d6 ⇒ (4, 6, 5, 6, 6) = 27 = 18
Stat Roll: 5d6 ⇒ (5, 4, 6, 5, 2) = 22 = 16
Stat Roll: 5d6 ⇒ (5, 1, 3, 6, 3) = 18 = 14
Stat Roll: 5d6 ⇒ (6, 6, 6, 2, 5) = 25 = 18
Stat Roll: 5d6 ⇒ (4, 3, 1, 4, 5) = 17 = 13
Stat Roll: 5d6 ⇒ (1, 6, 3, 5, 2) = 17 = 14

{18, 16, 14, 18, 13, 14}


Possibly. Monday through Friday are my usual posting days.....


@Xentik yes that is correct and very nice rolls

The ability to project yourself astrally, basically making yourself a ghost, will be given to you if you have not learned it someplace earlier. I am hoping my applicants will be creative with the element or abilities you have and will grow into more, the ability to astral walk/project will be given to you upon entering the order, unless you come up with a creative reason you have it before.

This will be a very high power game where you are on the path to become legends of adventurers, there is a high chance of death.

Each player will have, firstly, 5 levels or less if they choose to have HD.

secondly, The ability to ghost walk (one of three ways actually):

1. Astral projection {typical for spell casters}
2. Travel between shadows (dimension door like) {typical for rogues and skill types}
3. Shadow jaunt (close jumping) {typical for melee individuals}
Other options are possible let me know what you are thinking. It may work to adjust this to your type of abilities.

This ability is given, you do not need to attain it by normal means.


Thirdly, A barrage of abilities:

such as fire - torch, pyrotechnics, burning hand, fire shield, fire burst
Ice: ray of frost, endure elements, ice claws, ice skin/armor, frost breath
Several other generic options that I have thought of but in no means should be all that you could choose from: fire, water, earth, air, ice, lightning, thunder, acid, positive, negative, undeath, any of the domains, the options are limitless.
Though in truth you should likely have 5 abilities, one for each level, though the less abilities you have the more you may use them. Weak but embodies your 'domain', some sort of movement or retreat, offensive vs. one target, buff or defensive ability, crowd attack.


Starting at the bottom and working up:
@L33fish - that is a good start please read the post I just made it should answer some of your questions. Well hopefully you can broaden the background story some and get some more personality into that tiefling cleric.

@Mercy I will allow LN cleric, can you get me a link or a blurb of info on the god. It would be interesting to see a party with three clerics all of different religions. Mmmmm the debates.

@Donald now comes the important stuff, the background.

@Arsil, yes another homebrew, this will be the overpowered campaign. Warmages of Doom! ;) Are you interested?

Lots of dotting, which is fine! The more you talk about your character here likely the better. I need to see the mechanics anyways. If you can tie yourself to one or more other players that may help you even more and help develop the time of adventuring. You are 5th level what have you done?


5d6 ⇒ (6, 6, 2, 3, 3) = 20 = 15
5d6 ⇒ (6, 4, 6, 1, 3) = 20 = 16
5d6 ⇒ (5, 5, 4, 6, 3) = 23 = 16
5d6 ⇒ (6, 4, 2, 4, 6) = 22 = 16
5d6 ⇒ (1, 2, 5, 5, 6) = 19 = 16
5d6 ⇒ (2, 2, 5, 2, 1) = 12 = 9
5d6 ⇒ (5, 1, 3, 6, 4) = 19 = 15

Guess that works. I would call this a high power balanced character. Now for what to play. Gonna take some thoughts. The tough question is what class is best with a high stat of 16, and a low stat of 15. Hmmm.


(This is Mercy)

Stat Roll: 5d6 ⇒ (5, 6, 2, 4, 2) = 19 = 15
Stat Roll: 5d6 ⇒ (5, 1, 4, 4, 3) = 17 = 13
Stat Roll: 5d6 ⇒ (4, 1, 5, 1, 4) = 15 = 13
Stat Roll: 5d6 ⇒ (4, 2, 4, 3, 6) = 19 = 14
Stat Roll: 5d6 ⇒ (3, 2, 3, 6, 6) = 20 = 15
Stat Roll: 5d6 ⇒ (3, 5, 2, 1, 6) = 17 = 14
Stat Roll: 5d6 ⇒ (1, 6, 5, 3, 6) = 21 = 17

17, 15, 15, 14, 14, 13

Do we then add the racial adjustments on top of this?

Here's a link to info on the god Abadar

I'll be back with more soon.


5d6 ⇒ (6, 3, 4, 5, 3) = 21 15
5d6 ⇒ (3, 4, 5, 6, 2) = 20 15
5d6 ⇒ (6, 6, 6, 1, 5) = 24 18
5d6 ⇒ (1, 6, 1, 6, 6) = 20 18
5d6 ⇒ (3, 5, 5, 3, 6) = 22 16
5d6 ⇒ (1, 6, 4, 3, 5) = 19 15
5d6 ⇒ (4, 6, 5, 1, 6) = 22 17

Would I be able to trade those powers for something less supernatural?


Seems ok for rolls, bit low compared to others, I see some PCs have two stats at 20. But ok.

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

Thinking Air Element, with a part genii bloodline Sylph

Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

{13/15/08/16/14/17}

Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.


Dot for high powered interest. Thinking of a shadowy fetchling. Will post after work on my pc.


not really sure atm Wolf :)


Capt Wombat here.

This is my working Alt DM Wolfy :0)

very basic backstory: Her family moved around, Traders running the big wagon trains that criss cross the lands. On the wagons everyone knew she was part of the air, others where stranger so few said any thing, her family excepted her as she was. She loved the life and found that the life fitted her well. Then her parents doing well to the paint they had the coin to by and Inn. Her brother happy to help them, her sister wed the town owners son. The family seemed happy but her soul needed more, The magic craft was in her blood, calling her to head out into the world. With a strong feeling of right and wrong she did just that. She is looking for something, deep inside she knows she will do great things, but she had not found what that is yet.

She very airy, light and small, almost made of air, her Ghost form is part of that, a shifting into the ethereal.

Class Sorcerer / Mythic - Archmage

For blood line

GM Wolf would you consider:

the 3ed party skyborne bloodline I know you said no 3ed party but this Bloodline would really help me define the PC im looking to make, most of all.

Wind Jaunt (Su):
At 1st level, you can summon a burst of wind that will lift and carry you a very short distance. As part of the movement you take during a move action, you can fly 15 feet. This counts as 5 feet of ground movement as part of your normal move rate. At the end of this movement if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus.

I don't what her to fly but kind of use winds, and with

Whispering Wind:
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

It all kinds of fits the idea of a wispy PC as much air as flesh.


5d6 ⇒ (6, 2, 1, 6, 5) = 20=17
5d6 ⇒ (4, 6, 6, 1, 4) = 21=16
5d6 ⇒ (5, 4, 2, 5, 4) = 20=14
5d6 ⇒ (6, 2, 2, 3, 5) = 18=14
5d6 ⇒ (4, 2, 5, 1, 2) = 14=11 (drop)
5d6 ⇒ (2, 6, 5, 5, 2) = 20=16
5d6 ⇒ (4, 4, 6, 6, 6) = 26=18

18, 17, 16, 16, 14, 14 - Ok, that is a nice spread. I am thinking a Human Magus, leaning toward Bladehound archetype.

very basic backstory: orphan lad grew up a thief (will take care of skills with traits), got in with bandits who looted fallen mage tower / arcane ruins. Others got killed, eventually alone, found sword. Took sword. Fled. Started having dreams, started being able to read scrolls. Abandoned life of crime, started to pursue magic, which came quite easily. Kept having vivid dreams, then hearing voices. Once showed skills, sword revealed itself to him. Spirit of a fallen angel seeking redemption. Will be source or astral walk and other powers.


Forgot the 7th roll 5d6 ⇒ (1, 6, 4, 4, 6) = 21 16
Dropping the 10 roll

Making rolled

{13/14/14/15/15/16}

With Race adds -2con +2Dex +2cha

{14/17/11/15/14/18}

HP 6+6+ 3d6 ⇒ (1, 5, 6) = 12 24hp


5d6 ⇒ (1, 3, 2, 1, 2) = 9 (will drop)
5d6 ⇒ (5, 6, 6, 4, 3) = 24 = 17
5d6 ⇒ (6, 3, 3, 4, 2) = 18 = 13
5d6 ⇒ (2, 3, 6, 2, 3) = 16 = 12
5d6 ⇒ (1, 5, 3, 4, 3) = 16 = 12
5d6 ⇒ (6, 1, 6, 3, 6) = 22 = 18
5d6 ⇒ (4, 3, 5, 2, 2) = 16 = 12

18, 17, 13, 12, 12, 12

STR 12
DEX 13+2
CON 12
INT 17+1
WIS 12-2
CHA 18+2

Wanting to create a Fetchling Sorcerer Illusionist. I need more time to complete my idea but here is the gist. The hook for him will be a stolen artifact from the the shadow planes that he is sent to recover. He is the one sent because he has spent time on the material place and can thus blend in better. He has been a spy of sorts and has become linked with the 'Crimson Knights' or whoever they might recruit from near the beginning of the game. Not bad spying as he merely is an information funnel on what's up in the material plane and identifying possible threats to the shadow plane (like what happens when the 'artifact' gets stolen).
Hopefully as we play he is successful in reclaiming this artifact. He then becomes the protector of the item (fashioned as a special mythic item via the Legendary Item universal ability that opens it's powers up to him over time as he gains more mythic tiers) and an emissary between the two planes if he can create allies between his people and others here on the material plane (such as the Knights).

If there is going to be bunches of abilities I want to be shadow themed rather than fire/water/earth/air and so on. Strangling enemies with shadows, walking on 'shadow clouds' instead of normal clouds, etc. So I was smart and just read your above posts again. I might look to the darkness/night domains for ideas on that. We get 1 ability related to this each level? I'm confused about this.

Wondering what you meant by each having 5 levels or less if we have HD? How does this work?

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber
GM Wolf wrote:
@L33fish - that is a good start please read the post I just made it should answer some of your questions. Well hopefully you can broaden the background story some and get some more personality into that tiefling cleric.

A more detailed background and a more fleshed-out personality? You got it. (BTW, he's a paladin, not a cleric.)

Background:
Flame Demonspawn knew that he was different from the other children at the temple from a young age. It may have been the looks that the priests gave him every day, ranging from evaluating to venomous. It may have been the strange names he was called, or the fact that he was always confined to the temple grounds. Then again, it might have been the forked tail and the fact that he was both unusually hot to the touch and had no reflection. As you might have guessed, Flame Demonspawn was a Tiefling.

Flame was raised in the temple of Sarenrae in the Osirioni capital of Sothis. There he was taught from a young age the tenets of his religion and trained in the use of the scimitar. As he matured, Flame became one of the most promising young swordsmen at the temple.

Soon it was time for Flame's swordsmanship to be put to the test. The knights at the temple had captured some cultists of Rovagug. The cultists were all offered the chance to repent for their crimes of human sacrifice and other evils. Most chose to repent and be sent to the local prison. However, a few were defiant. Flame was called upon to grant the swift execution of one such criminal. Flame beheaded the evil man in one stroke with his scimitar and was officially a knight of the church.

With his knighthood came a disturbing revelation. Flame had been born to human worshipers of Rovagug who had somehow promised his soul to the lower planes before his birth. The day he was born, the knights of the temple had raided the cultists' secret shrine and killed Flame's parents. Flame had been taken in by the temple, but watched closely and with much distrust because of his origins. Even more disturbing, the man who Flame had just executed had been his older brother.

Flame prayed to Sarenrae for the chance to return his soul from the clutches of the Abyss. The next night he dreamed that he was watching himself in battle against a hoard of demons with an insignia on his shield which he had never seen before. He dreamed of building a great city in the middle of the demon hoards and of raising a huge temple of Sarenrae in the middle of the city.

The next day, he told the head priest of his dreams. The head priest told him to go out into the world and search for the insignia from his dream. I'm not really sure where to go from here and could use some help at this point.

Personality:
Perfectionist: Flame does not accept failures on his part and strives to be the best he can be. He also looks down on those who do not set as high standards for themselves.
Quick to Anger: Flame's demonic blood makes him get angry easily, but he tries to channel that anger against injustices he sees in the world around him.
Quiet and Cautious: Being raised in a temple surrounded by people who expected him to turn evil at the drop of a hat, Flame has learned to keep most things to himself and to carefully think before he says anything.
Mild Introvert: Being different from everybody else at a young age taught Flame to find comfort in alone time.

Campaign Trait:
Holy Conduit: Whenever you receive magical healing, you receive a +1 trait bonus to the healing per die rolled.

How do you plan on handling outsider languages such as Abyssal and Celestial?

I'll have the character sheet mostly complete later today.


Change of class, I worked out a way for her to get in tune with the spirit world.

She's an Summoner‎ >Synthesist where her Eidolon Skin has the form of a ethereal air Ghost. Unlike other Synthesist where the Eidolon Skin is mindless, Hers is not, she is in fact haunted by hers. :0)


Wolf don't make me go to wechat!!


Ok, I am looking at a Ifrit Swashbuckler(ACG). Will start to think about a background tonight. Likely to be an over the top extrovert. With a high Int for extra skill points, she is likely to have ranks in perform and similar social skills as well as high bluff/diplomacy/intimidate.

Not 100% fixated on the race yet, might just go with human, but will figure that out when I get to working on the background.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

Here's what I've got so far in terms of crunch:
http://www.myth-weavers.com/sheetview.php?sheetid=960617


@MERCY/Arythain, yes then you add the racial modifiers. Though there is one small catch if your overall modifier is less than 2.5 you may add from one ability score and add what you subtracted to another ability score.

So if you had 15, 14, 14, 13, 16, 12.
The modifiers would be +2, +2, +2, +1, +3, +1.
Add them together and divide by 6: 11/6 = 1.8

This person could take 3 from the 12 and add it to the 15, making the 15 into an 18 and the 12 into a 9. Max to increase is 18. This is before racial modifier.

_________________________

Ptolmaeus Arvenus wrote:


Would I be able to trade those powers for something less supernatural?

Entirely possible, lets talk!

_________________________
@GM .Capt_Wombat/Keeya Swift - Good, good. I would possibly allow that, though you could just use those abilities as your bonus ones and pick another bloodline, either way your choice.

_________________________
@True Repentance - You may have an ability for each level/HD you possess. If you choose to have less powers they can be more powerful or be used more often. Think about having a talent to produce shadow and the main way you use it is to produce darkness for cover. Most of your abilities could then be along that line or spread them out to attack and to make protections. The person who just focused on creating darkness for the purposes of concealing would be stronger in that ability, thus being able to keep the 'spell' active longer, use it more frequently, and make bigger and bigger effects with it. Or you can be more diverse with using shadows in different ways. There is no limit to the ways you can be diverse or selective, another thing that determines your abilities strengths. This will be an on going conversation of what you want to have for abilities and how to keep it even amongst each player. So as you develop your characters make sure to ask many questions as the more I get engrossed with your character the likely I will like it more and more. Also other players will be weighing in on how powerful an ability is and how it can be level with the progression.

True Repentance:
If he is a spy for the shadow plane, I will need to know which group he works for in the shadow plane. There will also be many surprises for him and I know you wont like it in the end. Spys dont last long when uncovered, or they last too long for their own good. Think about how powerful your leadership will need to be to imprint a 5th level spell on a candidate.

_________________________
@Crusade L33Fish - How many types of demons are there? How many types of angels or Lawful Good outsiders are there? Many have the spell comprehend languages and it does not bother them. I would think that the difference between Gnome and Common (Human languages) would be the same ratio as Common to Abyssal/Celestial. In truth there is likely a common basic for Abyssal and Celestial, thus you could take Abyssal Universal (Novice) or Celestial (Novice) to cover understanding most of the Chaotic Outsiders in those realms. On the other hand Lawful Outsiders have settled this issue long ago, there is a common Infernal and a common Angelic.

Oh now we need to start a listing of the languages.:
I strongly suggest that you give suggestions to the languages and other things I have said before. All languages are to be given in the following format:
Language Name - Racial (If any) - Alphabet - Creator(Player) - {Anything special}
Angelic - Lawful Good Outsider - Celestial - GM Wolf
Infernal - Lawful Evil Outsider - Infernal - GM Wolf
basic Abyssal - Chaotic Evil Outsider - GM Wolf - {Highest fluency is Novice}
basic Celestial - Chaotic Good Outsider - GM Wolf - {Highest fluency is Novice}
Common (Temperament Regional: Desert, Rainforest, Mountains, Kingdom, Queendom, Empire) - Humans - Hierarch - GM Wolf - {Highest fluency is Novice}
The Pride - Halfling - Hierarch - GM Wolf
basic Elven - Elf - Elven - GM Wolf - {Highest fluency is Novice}
Dwarven - Dwarf, hobgoblins - Dwarf
Draddle (Temperament Regional) - Goblins, hobgoblins, bugbears - Dwarven - GM Wolf - {Highest fluency is Novice}
crude - Monstrous Humanoid Races - Giant or Dwarven - GM Wolf - {Highest fluency is Basic}
Giant - Giant - Giant - GM Wolf
Laugh - Gnoll - none only spoken - GM Wolf
Draconic - Dragons, kobolds, troglodytes, lizardfolk - Runic - GM Wolf
If you have a 3.5 Players Handbook it might be useful, hint hint. Just copy the list so far and add to it! If you have a suggestion for the original creator please either PM them or add it like the following.

Giant(Ollitium) - Giant - Giant(Ancient Dwarven) - GM Wolf (GM Wolf)

@Keeya Swift - wechat!! - ??????? What!?!

Lets see bonus points... languages, lists, posting each day...

I can't sit at the computer too long, it took me 6 sittings to get this all typed out. ;)


@Keeya Swift - wechat!! - ??????? What!?!

Sorry GM wrong GM hehe,

OK my idea is this Keeya Swift has a wind Eidolon in the shape of winged serpent, in this way she has flight and a form that can act on the winds she loves so much. Her astral form then is the winged serpent.

Syth Eidolon form


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

Probably the most amazing dice rolls I've ever had.........gah. I'll try to get up my back story and stuff a bit later. Go go epic peasant.

kick myself:
10d6 ⇒ (5, 1, 1, 4, 1, 6, 4, 5, 2, 2) = 31


Crunch and fluff developing. Are we starting with our mythic path or have we not attained that status yet?

Rolling cleric health for levels 3, 4, 5:

Health Roll: 3d8 ⇒ (1, 8, 2) = 11

Blarg. Oh well, just about average in the end.


Basic Sylvan - fey creatures, plant creatures, unicorns {Highest fluency is Novice, Unless Native language}

Elemental languages

Basic Ignan ("Tongue of Fire") - Fire-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language}

Basic Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language}

Basic Aquan ("Tongue of the Sea") - Aquatic and water-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language}

Basic Terran ("Tongue of Earth") - Earth-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language}

NOTE: Teats and traits may improve fluency in a language beyond Novice.

Keeye Has 4 languages GM:

1st: Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures level- Novice Fluent Native language
2ed: Basic Celestial - Chaotic Good Outsider - {Highest fluency is Novice}
3ed: Basic Sylvan - fey creatures, plant creatures, unicorns {Highest fluency is Novice}
4th: Basic Ignan ("Tongue of Fire") - Fire-based creatures {Highest fluency is Novice}


Keeya Swift wrote:


NOTE: Teats and traits may improve fluency in a language beyond Novice.

Which languages Teats do improve, and how?

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

Probably going to go for Hierophant mythic path for the epic heals, maybe go dual path, although probably not.

My character's languages:
Osirioni (national language of Osirion) - Creatures living in Osirion - Osirioni - James Jacobs (Inner Sea World Guide)
basic Abyssal - Chaotic Evil Outsider - GM Wolf - {Highest fluency is Novice}
basic Elven - Elf - Elven - GM Wolf - {Highest fluency is Novice}

Health Rolls: 2d10 + 1d8 + 20 + 15 ⇒ (10, 10) + (7) + 20 + 15 = 62 Wow that's a lot of HP to be donating to my allies.


Anyone have any idea what to do with those stats? I guess I could roll a bad basic fighter. Wanted to rock a bard, but don't have stats for it. I hate random rolls, I'm great at rolling poorly when it counts.

kick myself again:
10d6 ⇒ (5, 1, 1, 1, 4, 1, 2, 1, 2, 5) = 23


Donovan was originally created with the Cosmopolitan feat, and I'd like to keep it. What level would the languages picked up from this trait start at?


Ok I guess i'll change the spy aspect and be more of a diplomat sort of agent creating connections between his world and the material. Don't want to be screwed over down the track even if an informant would be fun.


GM Wolf wrote:
Ptolmaeus Arvenus wrote:


Would I be able to trade those powers for something less supernatural?
Entirely possible, lets talk!

I was planning on building a Lore Warden who would go into Student of War next level. I was also planning on using the Kirin Style feats to add some flavor and damage.

The Astral Projection seems to be needed for the plot but perhaps something akin to a limited Ki pool or Inspiration? The simplest fix would be a few extra feats. He's going to be heavily focused on knowledges and his build will have him using a lot of swift actions already.


@Hymn - you may reroll, though you are stuck with the second set and can only roll 6 times instead of 7.

@Arythain - What do you think, should you be already on the Mythic path? In truth it would depend on your background story. I may give some to be on that path already, others I might revoke that status. Does that make sense?

Reroll the 1 for 3rd level health. Oh yes, reroll all 1's for health.

With Cosmopolitan, you can gain two more fluent languages. Actually I will allow it to be five fluent languages considering the amount of laguages we will be having.

Languages:

I strongly suggest that you give suggestions to the languages and other things I have said before. All languages are to be given in the following format:
Language Name - Racial (If any) - Alphabet - Creator(Player) - {Anything special}

Angelic - Lawful Good Outsider - Celestial - GM Wolf

Infernal - Lawful Evil Outsider - Infernal - GM Wolf

Basic Abyssal - Chaotic Evil Outsider - GM Wolf - {Highest fluency is Novice}

Basic Celestial - Chaotic Good Outsider - GM Wolf - {Highest fluency is Novice}

Common (Temperament Regional: Desert, Rainforest, Mountains, Kingdom, Queendom, Empire) - Humans - Hierarch - GM Wolf - {Highest fluency is Novice}

Examples of Common:
Osirioni (national language of Osirion) - Creatures living in Osirion - Osirioni - James Jacobs (Inner Sea World Guide)

The Pride - Halfling - Hierarch - GM Wolf

Basic Elven - Elf - Elven - GM Wolf - {Highest fluency is Novice}

Dwarven - Dwarf, hobgoblins - Dwarf

Draddle (Temperament Regional) - Goblins, hobgoblins, bugbears - Dwarven - GM Wolf - {Highest fluency is Novice}

crude - Monstrous Humanoid Races - Giant or Dwarven - GM Wolf - {Highest fluency is Basic}

Giant - Giant - Giant - GM Wolf

Laugh - Gnoll - none only spoken - GM Wolf

Draconic - Dragons, kobolds, troglodytes, lizardfolk - Runic - GM Wolf

Basic Sylvan - fey creatures, plant creatures, unicorns - {GM SPUGS}

Sylvan Racial (Unicorn, Redcap, etc.) - fey creatures - GM Wolf

Elemental languages
Basic Ignan ("Tongue of Fire") - Fire-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language, only verbal}

Basic Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language, only verbal}

Basic Aquan ("Tongue of the Sea") - Aquatic and water-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language, only verbal}

Basic Terran ("Tongue of Earth") - Earth-based creatures - {GM SPUGS} - {Highest fluency is Novice, Unless Native language, only verbal}

NOTE: Feats and traits may improve fluency in a language beyond Novice.

If you have a suggestion for the original creator please either PM them or add it like the following.
Giant(Ollitium) - Giant - Giant(Ancient Dwarven) - GM Wolf (GM Wolf)


Much thanks, GM Wolf! Also a much better reroll. I'll have character up tonight.
5d6 ⇒ (1, 5, 1, 1, 5) = 13=11
5d6 ⇒ (6, 3, 5, 5, 4) = 23=16
5d6 ⇒ (1, 1, 4, 6, 3) = 15=13
5d6 ⇒ (1, 6, 1, 4, 5) = 17=15
5d6 ⇒ (6, 1, 6, 6, 2) = 21=18
5d6 ⇒ (5, 2, 4, 6, 3) = 20=15


Just about done Crunch, putting is background stuff now.


Finally decided what I'd like to do.

GM Wolf: Are you OK with an Aasimar with Scion of Humanity taking the Human Feat Racial Heritage?

I was thinking of taking Racial Heritage: Kobold and Scaled Disciple to build a Paladin/Oracle(Lore)/Dragon Disciple. I'd like to go Aasimar (Emberkin) for the Fire flavor, but I could also go Human if necessary.

Also as far as fire abilities go, would it be possible to get the Boreal Bloodline abilities (especially Snow Shroud and Blizzard) reflavored for Fire instead of Cold? I think the abilities are quite flavorful from an element standpoint.

HP: 20 + 3d8 ⇒ 20 + (5, 7, 7) = 39


Original trait -> Natural Born Sailor:

You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.

You came to a tavern in port in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Edited to be Campaign Trait -> Natural Born Air-Sailor:

Natural Born Air-Sailor
You were born aboard an Air-ship high in the sky or down by the Sky-docks in a Hill city on an auspicious day. Old clouds and Sky-Harks nod knowingly and say that the gods of the Sky's, Sky Elements, and winds, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home in the sky than on land, and your keen eyes can easily pick out a Sky-craft on the distant horizon.
Your destiny calls you

Benefit You gain a +1 trait bonus on Perception [this becomes a class skill for you]. and Profession (Sky-Sailor) checks. In addition, once per week you can reroll a Profession (Sky-Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You can also roll Profession (Sky-Sailor) to gain knowledge about the air ways and air-craft that fly them.

GM I would use Mythic event to Pull the PCs into the game.
We all had an Event, it changed up, each player can say what, but with in the Mythic start event, we where pointed to a destiny. That destiny is to forge an new land. We where told we would not be alone, that others would be there to help. Each of us has a mark, Again the Player says what on there PC. So that we will know each other. Should we get close we "Feel" each other.

In this way we have a reason to be together and acting for an outcome.

Could be a dream, could be a visit by a being of power. Could be our souls heading into the Astral.

That way we can start with the 1st Mythic Tier.

just an idea


Rolling for stats! :D

Stat 1: 5d6 ⇒ (2, 2, 2, 2, 3) = 11 7 - scrap
Stat 2: 5d6 ⇒ (1, 5, 6, 3, 3) = 18 14
Stat 3: 5d6 ⇒ (4, 2, 5, 6, 5) = 22 16
Stat 4: 5d6 ⇒ (5, 6, 1, 1, 1) = 14 12
Stat 5: 5d6 ⇒ (1, 5, 3, 6, 2) = 17 14
Stat 6: 5d6 ⇒ (4, 6, 5, 4, 5) = 24 16
Stat 7: 5d6 ⇒ (2, 1, 1, 3, 5) = 12 10

Character up in a few hours!


Going for a Half-Elf Bladebound Magus - wordcasting variant, if that's OK with you. ^_^

HP Rolls: 8 + 8 + 3d8 ⇒ 8 + 8 + (4, 3, 1) = 24

EDIT: Question - If I took up a racial trait as Drow-blooded and raised (at least partially), what languages should I begin with? Local area + Drow, or Local area + Drow + Elven (less fluent)?


All done, She's cool

I would like her special talent to be

Wind Step (Su):

A Air creature can move in Gaseous Form up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4+1 rounds. This Gaseous Form can only be used for a moment action. You can not attack or do any other action with it.

Description
Looks like this Sylph Form

Keeya-Ayraa Eidolon Form


Character will be a Janni Bard(Dervish Dance)
Quick Hp Roll: 8 + 8 + 4d8 + 15 ⇒ 8 + 8 + (1, 4, 8, 7) + 15 = 51

1 to 50 of 131 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Crimson Knights of the Black Blade: The new Order All Messageboards

Want to post a reply? Sign in.