Greetings and Congratulations.
I know that the first post in the game thread is up and you're all dying to get underway, but let's all check in here first and hammer out those last minute details.
Are Theodric and Cromwell related? Surely they know each other at least.
How do the Lebedas, Garesses, and Medvyeds get on? Are some of you less inclined toward others?
Gm you may have forgotten my submission (the orc who is not an orc) or is he missing something?
The only submissions being considered are posted under an alias with both crunch and a back story.
The Orc who is not an Orc was never posted under the proper alias.
Final tweakings are allowed after you are picked. In fact those chosen will have a little pow wow in the discussion thread before the game starts.
It never hurts to ask.
However, I am not going to answer your question the way you might like.
You may have your cleric worship whatever that cleric worships. The key is to make sure that the object of worship is clear and the reasons for worship are clearer.
You can if you like. I do not want anyone feeling that they cannot make an alchemist or a magus simply because I don't particularly like them.
I did not rule them out, and so I will treat them fairly and objectively.
Sir Wolfric (Rick) Paxtion:
Sir Wolfric (Rick) Paxton
Human (Varisian) Paladin 1
LG Medium Humanoid (human)
Hero Points 1
Init +4; Senses Perception -1
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0
Speed 20 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
. . Greatsword +3 (2d6+3/19-20/x2) and
. . Morningstar +3 (1d8+2/x2)
Ranged Composite longbow (Str +2) +5 (1d8+2/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
Str 14, Dex 19, Con 12, Int 10, Wis 7, Cha 14
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot
Traits On the Payroll, Ustalavic Noble
Skills Acrobatics +1 (-3 jump), Climb -1, Diplomacy +7, Escape Artist +1, Fly +1, Knowledge (religion) +4, Perception -1, Ride +1, Sense Motive +2, Stealth -1, Swim -1
Languages Common, Varisian
SQ aura of good, hero points
Other Gear Kikko armor, Composite longbow (Str +2), Dagger, Greatsword, Morningstar, Ioun torch, Backpack, masterwork (7 @ 14 lbs), Bedroll, Bell net, Chalk, Pharasma, Sack (empty), Shaving kit, Silk rope, Soap, String or twine, Waterproof bag (empty), Wrist sheath, spring loaded (empty), 10 GP, 7 SP, 7 CP
Dagger - 0/1
Shaving kit - 0/50
Smite Evil (1/day) (Su) - 0/1
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
I will post all the fluff ASAP. Main bullets are:
Believes death is the ultimate law since no one can really break it.
I have a Fetchling Archivist (Bard Archetype) that would be really fun for this campaign. I'd also like to play a paladin though.
Do you have a preference lexibean?
Hmmm....We'll have to see about this.
@Roidrage: Hey! Arik hung up his crowbar and grew out his beard. He makes a decent living guarding a certain night club in Aradina now :) I also look forward to playing with you again!
@Everyone else: The next post is the character I will be playing with you all. Please let me know if I missed anything that a responsible cleric would have/do. Thanks!
Hello all! Your friendly neighborhood cleric reporting for duty! I will have an alias and such up in a little while. Would have had it sooner, but I was out of town this weekend.
I haven't had a chance to look at everyone's builds and such. Do we have all the necessary skill covered? Are there any places we are weak that we should keep in mind or out right fix?
Glad for the opportunity to play with y'all! Looking forward to starting this game!
Unnamed Dwarf Cleric of Trudd. Good and Strength domains. Focus on melee and debuf spells. Healing is not a big focus and will take place out of combat and will be supplemented by wands where possible.:
Male Dwarf Cleric 1
NG Medium Humanoid (dwarf)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +5
AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Battleaxe +2 (1d8+2/x3) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Javelin -2 (1d6+2/x2) and
. . Warhammer +2 (1d8+2/x3)
Special Attacks hatred
Spell-Like Abilities Strength Surge (7/day), Touch of Good (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Protection from Evil, Protection from Evil, Burning Disarm (DC 15)
0 (at will) Resistance, Detect Magic, Mending
Str 14, Dex 14, Con 15, Int 10, Wis 18, Cha 9
Base Atk +0; CMB +2; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Extra Channel
Skills Acrobatics -1 (-5 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -1, Diplomacy +3, Escape Artist -1, Fly -1, Knowledge (religion) +4, Perception +5 (+7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Stealth -1, Swim -1
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 9), domains (good, strength), greed, hardy, hero points, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Armored coat, torso piece, Scale, arm piece, Scale, leg piece, Heavy steel shield, Battleaxe, Dagger, Javelin (4), Warhammer, Backpack (10 @ 27 lbs), Bedroll, Belt pouch (3 @ 0.5 lbs), Belt pouch (3 @ 2 lbs), Chalk, Crowbar, Flint and steel, Hip flask, Trudd, Kilt, Mug/tankard, Rope, Sack (empty), Sack (empty), Soap, Soldier's uniform, Spell component pouch, String or twine (2), Waterproof bag (empty), Waterskin, Whetstone, 9 GP, 9 SP, 2 CP
Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su) - 0/4
Dagger - 0/1
Javelin - 0/4
Strength Surge (7/day) (Sp) - 0/7
Touch of Good (7/day) (Sp) - 0/7
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Strength Surge (7/day) (Sp) Grant +1 to a melee atack or strength check.
Touch of Good (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
It was a lawful punishment and is magically enforced. Regeneration is not possible.
I figured the character couldn't talk and that sign language would be important. The character is a noble and has easy access to paper and writing utensil.
How are people going to react to a tongueless noble? Are they bolder or less so?
Opinions welcome :)
Epic Meepo wrote:
Also this. This is what Mythic is. Do this please.
The captive looks to the wizard.
"We intercepted the missive sent to House Rudianos from Sir Drostan. Black Moon decided to let the letter through. He said it would more fun if you knew he was coming."
The man smiles at Jathus' words.
"Your offer is generous Lord Jathus, but gold is useless when you are dead. I fear Black Moon infinitely more than you, sir. For my part, I will not fight against you and will encourage the men to do the same. However, that is as far as an alliance can go. I am sorry."
Anga and Thaegrin:
Fires cast shadows unless you can get one big enough to throw off enough light.
Best bet is to be inside a big tent with a good fire or to make one massive fire and stay in the light, away from the edges. That's your best chance. How much of a chance? Hard to say...
You are all gathered in the Great Hall of Lehrehn. Lord Rodrik Rudianos sits before you on an elaborate ebony bench piled so high with pillows that the Lord is barely visible behind all the silk and satin.
"I have grave news." He slurps a third oyster. "Jathus, your brother Bearach is missing from the King's council. He arrived 3 days ago with an escort of 30 men. Many and more saw him. Today, he and his men are nowhere to be found."
The fat Lord shovels a fourth oyster down his gullet.
"You know that Drostan is in the field, dealing with the Fowls of Fairn Forrest, and" his voice takes on a sarcastic edge, "The Grand Confessor cannot be stirred from his sacrifices and droll prattlings. So! It falls to you to represent our house in the King's council. You will arrive late and so lose face. Nothing can be done about this."
Rodrik drains a pint of sweet, dark beer.
"Also, you must discover what has happened to my heir. For this I am sending Facion. He has proven to be reliable in the past. In this you cannot fail."
"I also send with you: Thaegrin of the Ferenwen, may his council serve you as well as he has served me and my fathers before me; Tholan, it is high time he learned to be useful. Keep him close, and by the fires do not let him board a ship!; Your manservant and long-time protector, Wraith; and a contingent of 15 guardsmen, 3 servants, and 1 cook."
"You leave tomorrow."
If you need to clarify, do so now. It is clear you are to leave. Also, you would all know that only Jathus and Thaegrin should speak in this audience, the others have not earned that right.
This is Nyx: Drow Noble Ranger. I am working out his backstory now. So far, he and his Shadow Cat, Nagmerrie, have been hunting the elves for as long as they can remember. Nyx rides Nagmerrie, but does not usually fight from his mount, prefering to flank foes with his cat.
Nyx is a switch hitter with emphasis in melee. He handles many of the Rogue skills too to fulfill that role.
NYX CR 7
Male Drow, Noble Ranger (Skirmisher) 7
NE Medium Humanoid (Elf)
Hero Points 1
Init +5; Senses Darkvision, Low-Light Vision; Perception +13
AC 21, touch 14, flat-footed 18. . (+7 armor, +3 Dex, +1 deflection)
hp 60 (7d10+14)
Fort +7, Ref +8, Will +3
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
Spd 30 ft.
Melee +1 Keen Falchion +11/+6 (2d4+14/15-20/x2) and
. . Masterwork Cold Iron Dagger +11/+6 (1d4+9/19-20/x2) and
. . Masterwork Silver Ranseur +11/+6 (2d4+12/20/x3) and
. . Unarmed Strike +10/+5 (1d3+9/20/x2)
Ranged +1 Darkwood Longbow, Composite (Str +5) +11/+6 (1d8+6/20/x3)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)
Str 18/20, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Boon Companion: Ranger (Skirmisher), Endurance, Improved Precise Shot, Power Attack -2/+4, Precise Shot, Quick Draw
Traits Armor Expert, Darklands Delver: Knowledge (Dungeoneering), Reactionary
Skills Climb +9, Disable Device +12, Disguise +2, Handle Animal +8, Heal +5, Intimidate +10, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +7, Knowledge (Local) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Linguistics +3, Perception +13, Ride +10, Sense Motive +3, Sleight of Hand +4, Spellcraft +12, Stealth +15, Survival +11, Swim +9
Languages Aklo, Drow Sign Language, Elven, Gnome, Undercommon
SQ Animal Companion Link (Ex), Antitoxin (vial), Enemies: Aberrations (+2 bonus) (Ex), Enemies: Humanoids (Elf) (+4 bonus) (Ex), Hero Points (1), Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Vengeance Strike (Ex), Hunter's Tricks (4/day) (Ex), Neck Guard, Poison Use (Ex), Share Spells with Companion (Ex), Skeleton Key, Terrains: Underground (+2 bonus) (Ex), Track +3, Wild Empathy +7 (Ex), Woodland Stride (Ex)
Combat Gear +1 Darkwood Longbow, Composite (Str +5), +1 Keen Falchion, +1 Mithral Breastplate, Arrow, Trip (10), Arrows, Blunt (20), Arrows, Flight (50), Masterwork Cold Iron Dagger, Masterwork Silver Ranseur; Other Gear Adventurer's Sash (empty), Alchemist's Fire Flask (3), Antitoxin (vial) (2), Backpack, Masterwork (empty), Bag, Waterproof (empty), Battle Mask, Bedroll, Bell, Belt of Giant Strength, +2, Bladeguard (3), Chalk, 1 piece, Crowbar, Disguise kit (10 uses), Flint and steel, Grappling hook, Hammock, Measuring Cord (10 ft.) (10), Neck Guard, Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.) (2), Sack (empty) (5), Shaving Kit, Shinobi shozoku, Skeleton Key, Soap, Bar (50 uses), String (50') (2), Thieves' tools, masterwork, Waterskin (2), Whetstone, Wrist sheath, spring loaded (empty)
Alchemist's Fire Flask - 0/3
Antitoxin (vial) - 0/2
Arrow, Trip - 0/10
Arrows, Blunt - 0/20
Arrows, Flight - 0/50
Bladeguard - 0/3
Dancing Lights (At will) (Sp) - 0/1
Disguise kit (10 uses) - 0/10
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Hunter's Tricks (4/day) (Ex) - 0/4
Masterwork Cold Iron Dagger - 0/1
Rations, trail (per day) - 0/7
Shaving Kit - 0/50
Suggestion (1/day) (Sp) - 0/1
Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
NAGMERRIE CR 10
Anga's Bluff (Though how does Anga know about the Kobold god without the proper knowledge check? Careful mixing in game and in character knowledge folks.) 1d20 + 6 ⇒ (3) + 6 = 9
"Dvorak perkara-perkara yang ghaib tidak berada di atas pokok.Skinning elfling di luar sana.Kami tahu anda berbohong!"
Dvorak the Unseen is not in the trees. Skinning elfling out there. We knows you is lying!
I see common PC enemies: Kobolds, evil fey, etc. being coerced or bribed into JOINING the kingdom rather than harrying it.
I see your point Cheapy, but if Restov does get involved like they are probably wont to do, it ends the campaign, because by that time, 5-6th level?, the PCs could not hope to beat Restov.
So I am running an evil Kingmaker campaign, so far the characters are lvl 2, but I can see some potential trouble coming.
These characters are willing to PLAY the good guys
How do I keep this game challenging and fun without stifling their creativity?
If you need more info, please ask and I will explain.