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Kalbrak Phaetre, Background Continued:
Kalbrak had spent many years away from his people and grown accustomed to peace without realizing it. While he had forgotten his family and the people he left behind they had not forgotten him or his perceived betrayal. Lead by one of the few former lovers he had, a demonic priestess at that, a war party of drow had been tracking Kalbrak all the way to the surface and his tower. Despite the element of surprise and assembled forces the drow did not consider the scope of Kalbrak's defenses. Nearly half their forces were lost simply getting to the tower and once there his Rikran drakes cut into their numbers along with the summoned creatures triggered by the approach of the enemy. None the less the demonic priestess, Krenuit, along with her personal guard made it into the tower to confront it's master. During the ensuing battle only Krenuit and Kalbrak remained, with Kalbrak weakened by the intense battle. Using his last resort he shifted between worlds to his prize and much more powerful then the norm Rikran drake. Triggering the wards and magical energies in his tower he fled on the drake. Leaving behind his first true home to destruction he not only brought but created himself, the tower's magic exploded taking all those with in and near by with it. Krenuit died that day but as he would later learn was transformed by her demonic patron into a more powerful demonic servant.
That day Kalbrak lost much but learned much as well. He could not remove himself from the world, could not remain idle as everything continued to move ever forward. He would seek out ever new things to learn, some to share others to remain secret. He would no longer ignore his people and those like himself that had no taste for demons or their ways.
Magic: Magic is essential to all, more so to Kalbrak who favors it in all forms.
Knowledge: As the cornerstone of understanding and enlightenment it is a valued resource in his eyes.
Discovery: The endless search to uncover that which is hidden or yet unknown.
Secrets: Some things can not be trusted to all or are ready to be known. Until then they will be hidden by wisdom.
Protection: Their will always be things worthy of protection. He favors those who selflessly protect.
To be continued yet again.
Kalbrak Phaetre, Background:
Kalbrak was born like all drow, below the surface of the world in darkened cities of endless night and flickering faerie fire. A noble of a house of middling power and commonly grand ambition. An exceptional child with the single flaw of being born male, regardless his rise was astounding.
Having shown a great talent in arcane magic he was apprenticed to a school of wizardry that specialized in conjuration magic. For the demon worshiping drow took their power from such beings and naturally sought to control them for it. His advancement was unheard of for someone so young. So the assassination attempts quickly followed the prodigy. Using wit and no small deal of hidden magical expertise, he not only survived but left pointed reminders of the fate both assassin and employer would face for the attempt. After an especially brutal assassin, that turned out to be a demon tainted invisible stalker, failed to kill young Kalbrak a high ranking master of the academy was found dead. His soul unreachable through any magic and his body slashed to ribbons. The academy choose to test Kalbrak for graduation which he passed with ease, leaving the school and petty attempts on his life behind.
His welcome to the house he had left over eighty years ago was cold. His mother and matron tested his magical abilities against their current house wizard, a nondescript but sagely drow of somewhat impressive power. Yet before Kalbrak he was no match, his spells broken before they could take form and repelled back at him. So was the position awarded to the young mage at the tender age of 113, barely into manhood. So it would remain for many years, he took to his duties only as needed yet never showing genuine interest. He had centuries of life even millenniums yet already he could rise no higher in station regardless of his power. He would be forced to bow his head to the weak and foolish with greater station. Such was not acceptable, his people stunted by the demons they worshiped and false order they placed on themselves. It disgusted him to his core, so he made his decision years after his appointment to house wizard and left his home and people.
He traveled the darklands for many years after his departure. Listening to the whispers in the dark and learning much from the other races below. During this time he stumbled upon a hidden enclave of drider, fearing him as a scout of a war party come to kill them they attacked him. Curious more then threatened or insulted he subdued them, following them back to their small settlement. Upon discovering their simple way of life focused upon survival rather then conquest or advancement of station he decided to stay for a time. Learning he was not interested in killing them they gave the mage a cautious welcome. Studying his magically transformed cousins and their way of life, Kalbrak focused upon the art of fleshwarping. A few years among the drider allowed him to gain their trust and study their condition. One day he proposed to rid the males of their deformed faces as thanks. At first unbelieving that it could be done only a single drider agreed. Yet upon restoration of his face the others soon followed. Using a combination of minor fleshwarping and divine magic he had gained from his solitude in the darklands he left the whole tribe restored. Sharing the secret with a lone male shaman to be passed on to his successor he left the drider. Feeling the need to move on to new places, even a new world perhaps.
Making his way to the surface for the first time, Kalbrak knew only pain at the overwhelming light. Quickly using his magic to recover and adjust, he quickly learned of the sweet night upon the surface. Still bright to his unshielded eyes but tolerable compared to the days. He learned of the vile reputation his people had as well, which he could not defend and would not. Taking to magically disguising his skin to appear pale as his surface kin he explored the new world with all it's wonders and dangers.
After spending the better part of a decade in the world above he choose to make a home for himself. Unlike the lands below one did not need to constantly defend and be wary of enemies swarming your position, at least not in certain areas of the world above. Using equal parts magic and craftsmen he built a simple tower upon purchased land. A home where he could return and study in safety and peace. Never the fool he placed protections upon the tower and very land itself. One breed of guardian was born of his magic, knowledge, and flashwarping expertise which he named Rikran drakes.
To be continued cause I need a break. xP
Here are two rough concepts. Currently leaning towards the second one. ;)
Wyrm Brine Dragon Cleric 17
Portfolio: The Sea, Dragons, Leadership, Balance, Fish
Honestly I think it would be an interesting character but it may be too much monster for a humanoid group or mostly one.
Drow Noble Conjurer 17/Cleric 17
Portfolio: Magic, Knowledge, Healing, Discovery, Secrets, Protection
This is a long time character concept I have never had the pleasure of pursuing. :)
Str: 4d6 ⇒ (3, 2, 4, 5) = 14
Going for spellcaster, please have high spellcasting stat. xZ
Edit-And the rules change right when I post. Here we go again.
4d6 ⇒ (5, 6, 4, 6) = 21
So I end up with 17, 14, 18, 10, 13, and 13 to play with statwise. Not bad at all. Will have a character up later today.
I missed the original thread but this sounds interesting.
As far as character ideas go. I tend to pick spellcasters, depends on the party make up. Off the top of my head, a goodly wizard of the forest, a witch looking to carve out a place for himself, or a scheming bard trying to acquire everything he thinks he deserves. Plenty of choices and ways to go. ;)
Pure awesomeness and win. I think I just had a moment that's how great it's looking. xP
I really like the world map view and how terrain may play a part. That's something you never see in games really, forcing enemies to use your death trap bridge as the only land route has a special place in my heart. ^.^
When I think traps I always think magic, sense in my exp they tend to be the most creative. All I can say is all symbol spells are traps, so at least those will be around if the spells make it in. Also I remember the most well used traps were layered. You trip one and the whole place reacts, short story is summoning traps can really make waves. ;)
I apologize for the bad pun.
Seeing as the system is classless, I would want their to be a number of skills related to traps and not just one or two that are catch all's. Magical traps and non magical traps should not be treated the same as they are not for example.
This keeps both the creators and their victims on their toes. Sense with all things that require a skill level, your opponent will have to deal with it. If you spread your time and skill over poisons, traps, magical traps, and locks. Then you have flexibility in your creations but a low level in said skills. While someone who focuses solely on locks for example may only be a one trick pony but his mastery is to the point where it takes someone specialized in lockpicking to have any real chance of getting pass their work.
This would mean that if someone wanted to protect something badly enough they would need to hire someone who specializes in each skill they need to make it truly deadly. Rather then relying on one person they would need multiple people, which keeps things balanced. I think so anyways. x3
Ah I guess my temple to Nethys will not have a giant statue with eye beams, just a plain old statue. Well as long as I can still have my golems guarding the place. Wait what I cant have that ether, now your just being mean. ;)
Really I would hope that their is an option to design as we progress. At the start a settlement is going to be a village. Villages are about function so they should look the same. But by the time a settlement becomes a true city it should at that point gain the ability to create things in a artistic way if they so choose. As a metropolis or massive city it should even have the ability to support a wide verity of artistic styles. So while we may not be Absalom we could have at least a handful of styles from Cheliax to Ustalva with in the same settlement. Just a thought.
Old Smoky Bill:
This is the drake I built as Rego's. He was trained as a mount and for battle so his feats and skills reflect that. Besides that everything else is pretty normal for his drake kind. Which I am making a small entry below about. ;P
P.S. This is him gearless, he will need at least a saddle and ideally some barding.
Bilis the Foreboding CR 7
Laten Drakes more commonly known as mage drakes did not appear until the madman Rego Cantio built his city of magic. Some say they come from the realm of Nethys himself while others speak of horrible experiments thought of by Rego to create suitable mounts for his armies. Regardless of the truth, which none in the know comment on. The mage drakes are without doubt blessed with arcane power and more intelligence then seen in any other of their kind. The fact that none appear outside of Rego's lands, without a member of their forces upon its back that is, only proves that they have a direct connection to them.
Here is what I got on Rego's city so far.
Zhakin is a city of magic. In fact those without magic are warned away, for those that do not listen only slavery and experimentation await. Only those with magic are welcomed or tolerated, from child to begger everyone in Zhakin knows at least a single spell. Those without any magic are seen as lesser creatures little different then the beast served up for supper. Those without magic have no rights in Zhakin and even children who are born with in her lands have an age limit to show some form of magic or be exiled on pain of death. All forms of advancement and status are based purely on magic ability except for a few choice areas of the hierarchy, as Nethys prizes knowledge as well and not foolishness.
As a result of their system, Zhakin is home to a number of diverse beings. All with magical abilities both natural or obtained.
Old Smoky Bill:
When you say scrolls do you mean magic item scrolls or scrolls with spells written in them. Cause their is a big cost gap between the two.
Going with the magic item scroll cost I squeezed 3-3rd lvl and 2-2nd lvl spells out of it to add to my spellbook. Only 5 spells added, seems a little lean.
Old Smoky Bill:
Pureblood Azlanti is on page 12 of Inner Sea World Guide.
Roughriders can basically ride anything, as they gain more power they can change to stronger mounts without hassle unlike other classes. That's one of its main points. Like I said I want Rego to ride a drake and I have Book of Drakes but I wanted to run it by you first.
Still shakey on race choice and no items but here is what I got so far. ;)
Old Smoky Bill:
Any rules for the mount like CR, feats, skills, items, etc?
Also how does the spellbook work for wizards, I know they start and gain spells but normally to have a good one you need to buy a number of spells. Does that count against the money we get and if so which one?
Lastly if you posted I must have missed it but how is hp handled? I maxed 1st level then used the half +1 rule for the rest. Correct me if wrong.
Male Elf Roughrider Fighter/Void Wizard 8
NE Medium Humanoid (elf)
Init +5; Senses Low-light vision; Perception +3
AC 15, touch 15, flat-footed 10
hp 52 (8 HD)
Fort +8, Ref +9, Will +9 (+2 vs enchantments)
Speed 30 ft.
Atk Options: combat expertise, vital strike
7/day- Reveal Weakness (-4)
8/rounds- Aura of Prescience
Abilities: Str 9, Dex 20, Con 10, Int 20, Wis 12, Cha 12
Base Atk +8; CMB +7; CMD 22
Feats: Scribe Scroll, Combat Expertise (-2/+2), Mounted Combat, Weapon Finesse, Two Weapon Fighting, Double Slice, Ride-by Attack, Arcane Armor Training, Combat Casting, Fast Study, Improved Two Weapon Fighting, Vital Strike, Uncanny Concentration, Arcane Armor Mastery
Knowledge (Arcana) +16
Knowledge (Dungeoneering) +16
Knowledge (Local) +16
Knowledge (Nature) +16
Knowledge (Planes) +16
Knowledge (Religion) +16
Spellcraft +16 (+2 vs magic items)
Languages Common, Elven, Draconic, Celestial, Sylven, Orc, Undercommon, Aklo, Abyssal, Infernal, Aquan, Auran, Ignan, Terran
SQ: Arcane Focus, Arcane Bond, Cantrips, Void Awareness (+3 vs spells), Steadfast Mount (+2), Armored Charger, Mounted Mettle (+1), Leap from the Saddle,
Combat Gear: -
Possessions: Combat gear plus -
Wizard Spells (CL 8th, +20 to concentration, +10 to overcome SR):
Old Smoky Bill:
I take it dispite what you said True Azlanti is out racewise as well as the race builder from ARG. If that is the case I am having a bit of a blank problem when it comes to race. Elf, Sylph, and Tiefling are the only one with decent scores for my build but not sure how any would fit story wise.
So wanted to know if race effects anything or at least your opinion of those races. Sense it is a homebrew world so I kinda don't know the rules. Thanks for any response in advance. ;)
I don't suppose I could change my guy's race to true azlanti, that would add a +2 to all ability scores. Otherwise its the same, I will assume no. xP
Let me know if you need anything more on my part or want to know more. I have plans for Zoruk, grand ones indeed should he stumble into this adventure. ;)
Dotting for interest.
I am thinking a NE Roughrider Fighter/Void Wizard class wise. Race wise I am hazy. As to his mount I was considering a drake (Book of Drakes), cause dragons are too much even for him. ;)
Rego Cantio was once a simple sage and bookworm. A frontier mage as they were known, the only trouble he ever faced was of a monstrous nature. Which to his credit he played a part in solving along with the townsfolk. Yet fate granted him a blessing and curse, for like all fools he was brought low by the love of a woman of no small beauty. It was not long after their meeting that the two were wed, blessed by Nethys, for she was a mage as well. A single year was all that was granted for it was found out that his beloved was a witch. He cared not at all as he knew their was nothing inherently unholy or foul of such people. The locals were not so understanding and their peace quickly came to an end, as in mere weeks turned the friendly village into a spiteful den of hate. So it was that their home was burned around them as they slept. Both managed to escape into the hands of the waiting mob. Who in turn burned Rego's wife and hanged him. But fate or Nethys as Rego believes graced him with just enough life and power to save himself. But he had lost more then his love, his mind was warped by more then anger and sadness. After laying his wife to rest he left the village. A few years passed in the sleepy village, until a hooded man arrived in the towns center. He placed a totem of some sort and vanished in the blink of an eye. No matter what the locals tried the totem would remain uneffected by anything. A day later the village was in utter ruin, only the totem remained untouched among the bones and blasted buildings. For those versed in Draconic it read "Work of Lord Rego the Dark and his Riders, For Business cast a Message spell, for Vengence cast a Flare spell, Have a Nice Day". Rego had spent his time gaining personal power, knowledge, exotic creatures, and building a following thru mercenary work. As a result he was well known among those with the gold to pay for his services and the underworld, his reputation as unstable and dangerous not far behind. Still the mad mage rider tends to complete his jobs without killing his employers, so long as they keep in mind that he can.
Kinda going for the mad mage vibe but not over the top like a loon, more of a quiet and odd madness at times with the triditional randomness thrown in. Like a functioning lunatic. Well let me know what you think and any suggestions are more then welcome.
If I remember right PF has a few spells that let a person teleport back to a safe area as an act of will. Hopefully they have that in PFO and it will be one of the things I aim for. Hard to loot me when I disappear before you can kill me. ;)
Really unless they do away with a number of spells and magical items, only the unprepared or low level will be an easy mark. Those PVPers and bandits will have to spend a good deal of time and effort into building their characters to truely be successful at killing people. Even then they will only get what you are willing to lose sense its non threaded gear. So really I am not going to hold it against a PC that can one shot me or finds a way to overcome my defenses. Mostly because it shows they put thought and work into their PC, just as much as me and my group. Travel in groups, pack light, and thread what you cant be without.
Skeletons having an effect on the soul is not really debatable. It says it in their discreption when you look them up. Mindless undead like skeletons are powered by magic. Raise dead does not work because it needs the dead body as a component, which as undead is flooded with negitive energy and magic of its own, this is the reason why death effects stop it from working as well.
Assuming your system is in place. Using your reasoning then I just have to be N, then everytime I make use of evil spells I make use of good spells to the same degree. I do not detect as evil, I can still animate dead. Unless I feel the need to pick evil or good, a personal preference, nothing prevents me from using the undead and remaining non evil. That is a flawed system to say the least and if spells effect alignment then spellcasters will be able to shift with ease considering how many spells they will burn thru as they grow in power, more so in a game that takes a great deal of time. Giving them a fast and easy method to bypass alignment restrictions compared to other classes. That more then anything is why I am against such a system.
This is also assuming PFO will make use of the same system as PF. Which they stated they just may not, that is the reason for crowdforging in the first place. To help them see what will not work in a MMO.
I dont see how having an opposing view is trolling. I am sorry you feel that way. It has only ever been a discussion to me.
Ghost can be any alignment, so much for all undead being evil. Mindless undead are a result of negitive energy which animates them thru magic. No soul binding involved, so dont know where that came from. As for the whole demon summoning example, if they have the ability to summon said demons and such. They have the same ability to summon angels, did they get turned down?
There is gray in pathfinder, it has been the bread and butter of many a AP. Good and evil cities are minorities in PF for a reason, which is the very thing PFO is trying to bring into the MMO stage. Choices and unique paths based on the actions of the players.
I would much rather try to find a system that works for people who want to play "white" or non evil necromancers. I dont want to see necromancer clone abilities in order to still be considered non evil but play the way you want. Already been done and was disappointing, at least to me.
After all necromancy is a spell school that is accessed by all spellcasters regardless of alignement, its not a class in itself nor is it limited as such.
I think we have the right of it, that the deities be represented by GM's. Sorry GM's part of your job description is now deity portfolio "x" :) and instead of the favor going to a single player, it should go to a settlement or hex that embodies that deity. So if a settlement or hex has a temple to that deity (which i think should be a requirement), then that settlement can be provided with a unique set of events or quests or w/e to garner favor with said deity. As for the boon of the deity, the whole hex would gain a bonus or the settlement that reflected the deity's portfolio. This type of aspect would set one neutral settlement from the next neutral settlement, as they could venerate different deities. And those who have no interest in it, could either not construct the temple or could choose not to perform the events.
I dont like the idea of a whole hex having to worship one god or pick one over the other. I mean what if the kingdom or guild I am in does not worship my god, do I leave or just convert to their worship in order to get the boon. It seems to divide players more then anything. A system where the player gets what they work for seems better to me.
Not to mention this will trigger crusades and holy wars. As well as hurt anyone who worships an evil god sense its a huge flag over their hex pretty much saying I am evil.
Then their are cities that will be made up of a bunch of religions. Do they have to compete for control or be forced to never have a boon because they choose to favor no god over the others.