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Here's the Oracle of Heavens I worked up. The basics of the background are there, but needs some work since I do not have time right now to edit it. Krojun:
Krojun
Male Human (Shoanti) Oracle 1 CG Medium Humanoid (human) Init +5; Senses Perception +5 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d8+4) Fort +0, Ref +0, Will +3 Weakness oracle's curses (haunted) -------------------- Offense -------------------- Speed 20 ft. Melee Heavy Shield Bash -2 (1d4+2/x2) and . . Heavy mace +2 (1d8+2/x2) Oracle Spells Known (CL 1): 1 (4/day) Cure Light Wounds, Bless, Obscuring Mist 0 (at will) Create Water, Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Stabilize -------------------- Statistics -------------------- Str 14, Dex 10, Con 10, Int 10, Wis 12, Cha 19 Base Atk +0; CMB +2; CMD 12 Feats Improved Initiative, Toughness +3 Traits Harrow Born (Varisian) Deck was left to Krojun by Niska Mvashti, Hoya’s mother. Skills Acrobatics -6 (-10 jump), Climb -4, Diplomacy +8, Escape Artist -6, Fly -6, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +5, Ride -6, Sense Motive +5, Stealth -6, Swim -4 Languages Common, Shoanti SQ mysteries (heavens), revelations (awesome display -4) Other Gear Scale mail, Heavy steel shield, Heavy mace, Belt pouch (1 @ 0.5 lbs), Belt pouch (2 @ 0 lbs), Blanket, Desna, Ink, black, Inkpen, Parchment (2), Scroll case (2 @ 0 lbs), Soap, 9 GP, 9 SP, 9 CP -------------------- Special Abilities -------------------- Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as 4 HD lower than their actual HD. Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away. -------------------- Although Krojun is Shoanti, he is far removed from the typical tribesman. When he was 12, Krojun's family was wiped out by Cheliaxian soldiers. They had traveled to the Chelaxian claimed lands that formerly belonged to their clan seeking a long lost burial ground in which their ancestors were buried. They had just found the standing stones marking the burial site when the Cheliaxian attacked them without provocation. Krojun managed to run from the Chelaxians and returned to the burial grounds after the soldiers had left. When he arrived back at the burial grounds, Krojun felt like he was not alone. At first he felt a surge of terror as an unseen force threw him to the ground. A vengeful spirit of one of his ancestors manifested and attacked him. It was angered that his resting place had been tainted by his descendant’s spilled blood and further angered that one of them had ran from the fight. The spirit would have killed him, had another spirit not also manifested itself. Krojun’s own father, a shaman in his tribe, drove the angry spirit back to the other side, and then disappeared without further acknowledging his son. Krojun was found by Koya Mvashti. His face was streaked from tears and he ranted about the spirits that surrounded him. Koya sensed that the boy had been touched by otherworldly powers, but she also sensed that Desna had plans to use him to further her goals. She took pity on the young boy and adopted him as her son. Krojun loves Koya and appreciates all that she has done for him. At the same time he remembers all the teachings of his people, and he is ashamed at how far he has wandered from them. He has never gone through his rite of passage, earned his first tattoo, or been given his full name. Krojun knows that he would have been shaman among his people, and looks to learn to fill that kind of role when traveling in caravans with Koya. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
One of my favorite low to mid level combos is a version of Create Pit and summoning an earth elemental. Even a small earth elemental with Augment Summoning has +9 to it's CMB to bullrush (don't forget the +1 for earth mastery) and then there is no saving throw for falling into the pit. The earth elemental falls into the pit too? Well, it's only a summons and it can do some damage before being "killed" down there. At higher levels you have to watch for flying opponents, but then summoning offers tons of options for flying opponents :-).
In my opinion, you missed the boat by not taking Augment Summoning sooner. It is a great buff for the Summon Monster II monsters at lower levels. At low levels I love the small earth elemental with a +4 to Str and Con. It is still an ok buff to all of your summons past that. It does lead to Superior Summoning though, so it could be worth your time anyway. The Summon Monster III monsters are great (Hello, Dretch...I need a Stinking Cloud! Nevermind, I'll take a Lepoard with Pounce and Grab.), benefit more from the Augment Summoning feat, and there are many situations where you could use 1d3+1 slightly less powerful monsters more than one more powerful one (Hello Dretches...I need TWO to FOUR Stinking Clouds! Nevermind, I'll take TWO to FOUR Lepoards with Pounce and Grab.).
Harakani-
The problem is that the distances you give for an example would be crazy insane for an actual person. A parkour practitioner wouldn't try to land that kind of jump. He or she may try a 10 ft jump 5 ft higher and try to catch the ledge, if they we were crazy. I you've ever jumped just a few feet over an expanse, then you know it is a terrifying experience (and I'm not afraid of heights). So I'd either adjust my expectations for distances, cheat and basically halve the DC so a non-monk could make the jumps, or I would give the characters convenient access to potions or a wand of Jump (maybe even made at caster level 5 for the +20).
Hey, I'm sorry I am not contributing to this conversation a lot. I asked my gf to marry me last night (she said yes!) and today we are celebrating with friends and doing St Patricks day. Please play Karethas as you see fit for the next 24. If we rest and attack he will Memorize Mage armor, Vanish for Amir to get into flanking, Enlarge person for Kzrira if she wants it, And I guess another Vanish for a way to save someone of they get low on hp. Wish I ha Magic Missle or magic weapon for this situation.
I have been trying to use this character concept for quite a while. Here are the basics and I will write up something more extensive in the next day or so. A Alchemist/Vivesectionalist who is unclaimed scion of a greater house. The spymaster of the house discovered his existence and decided to train him as an apprentice. The character's alignment is neutral, but i see him as someone for whom the ends justifies the means. A person who wants a good and just society, but a spymaster and killer by trade and necessity. I don't plan on getting into the more nasty of the Vivasectionist abilities, such as Torturous Transformation. His public face is as a physician and he has attended university ostentatiously to study medicine, but really to cement his assumed identity. The social standing of his trade is just enough to allow him entry into higher society, but not too much notoriety.
Well Master Blacksun, your research sounds fascinating. My primary area of study is history, particularly the era of the Whispering Tyrant. I am fascinated by his rise to power and the means by which he was overthrown. I also dabble in the arcane arts, particularly the art of divination. The Professor suggested that I focus on more practical uses of magic if I wanted to do any field research. He said that a means of protecting myself would be prudent considering the focus of my study." Sheldon's eyes light up and he eagerly leans forward as the old woman suggests they draw a card. "I have heard of Harrow readings. Is this similar? " He then draws the card and flips it face up onto the table.
I can't do a stat block until this evening, but I can give you a general character concept. A Tiefling Alchemist, native to Westcrown. His mother was a member of House Thrune who was an diabolist. Her dealings with demons led to his birth and he was subsequently ostracized for his impure heritage. His adoption by a kindly alchemist led to a strong streak of morality, but could not erase his bitterness at the status quo and the existing noble houses. To the group he would contribute his knowledge of the arcane and the planes, and an analytical mind. In combat he would be a ranged damage dealer and debuffer. I expect him develop from a less anarchistic outlook to one which focuses on a more fair government. I don't expect to change from the Alchemist class. If a Hellknight were about to lay a beatdown on him, then I think he would pull a bomb and quietly explain its effects (greatly exaggerated) on both of them if he dropped it at their feet. I am a regular poster in pbp's and do not have a problem posting several times a day in most cases. Thanks for you consideration! Deep Crow!
I will be running a minor Saldaean noble who had grown up training to fight shadowspawn in the Borderlands. Had the strange occurrences around him during his adolescence which were slowly causing him to be ostracized by those near to him. He was recruited to the Black Tower by Mazrim Taim on one of his early recruiting trips and has trained for a time with Taim. Armsman 1/Wilder 4, a Asha'man Soldier, so working towards the Asha'man prestige class. I will probably not be able to work on his stat block until Sunday. I will post the character then.
Sorry again for my delay at posting, but I just didn't have any character concepts thought out in advance and needed some time to review the rules and think about it. 4d6 ⇒ (1, 5, 5, 4) = 15=14
Charender wrote:
A few years back I was running Iron Kingdoms (Steampunk/3.5 mashup). I had a wizard as a villain who had kidnapped an NPC and was fleeing through some sewers. He drops a metallic ball that is a Minor Image projector which covers a doorway with the illusion of a wall. The characters eventually figure it out and find the ball behind the illusion. One of them picks it up and sees writing on the ball. He reads it, "Oops". Explosive runes! Hehe, that's when the players figured out that the wizard was a formidable opponent for his intelligence and preparation more than his spells.
I am, I've just been rereading some of the stuff in the book to decide on a character concept. I'm probably going to go with an Armsman 1/wilder 4, but I still need to work out the background. I think he will be one of the early recruits once Rand give's Taim permission to go out looking for male channelers.
Well, it seems that I may be a little late to actually get in, but I have been hoping to get into a Legacy of Fire game for a while. Description::
In any case, may I present Karethas ibn Fardin, Summoner and until recently an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility. Stats and such::
Male Human (Keleshite) Wizard (1) CG, M, Conjuration specialist, Opposition schools: Necromancy and Abjuration Traits: Fast Talker Genie Caller (if allowed, from the World Guide, and is on the SRD) He will have an 8 wisdom, less as a dump stat and more to represent his rash nature and questionable judgement.
I am not home right now so I can't post a full write up. I will post it this evening.
Haldaval wrote: I've yet to see any cavaliers picked... and I thought this campaign would be sweet for them, oh well, next time perhaps. They are particularly well suited for the Kingmaker AP. I recently started the AP with a cavalier, but the players guide mentions how it is good for them because there are few/no deep dungeons where you have to leave your mount behind. Thanks for the consideration DM Hamied, good luck on a great campaign.
Here's Symuel Deverin, conjurer. I will focus more on utility, buffing and control rather than direct damage. The sheet would be cleaned up if I am selected. The character background is at the end. Character sheet:
SYMUEL DEVERIN CR 1/2 Male Human (Chelaxian) Wizard 1 CG Medium Humanoid (Human) Init +3; Senses Perception +0 -------------------- DEFENSE -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 10 (1d6+4) Fort +1, Ref +1, Will +2 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +0 (1d4/19-20/x2) and Unarmed Strike +0 (1d3/20/x2) Ranged Crossbow, Light -1 (1d8/19-20/x2) Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch): 1 Mage Armor (DC 16), Grease (DC 16), (2/day)Burning Disarm (DC 15) 0 (at will) Ghost Sound (DC 14), Detect Magic, Read Magic (DC 14) -------------------- STATISTICS -------------------- Str 10, Dex 13, Con 12, Int 18, Wis 10, Cha 15 Base Atk +0; CMB +0; CMD 11 Feats: Scribe Scroll, Spell Focus: Conjuration, Toughness +3 Traits: Reactionary, Best Friend: Sandru Skills: Bluff +8, Diplomacy +3, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: The Planes +8, Linguistics +8, Ride +2, Spellcraft +8 Languages Aquan, Auran, Celestial, Common, Ignan, Terran SQ Abjuration, Acid Dart (7/day) (Su), Bonded Object: Ring (1/day) (Sp), Conjuration, Enchantment, Summoner's Charm (+1r) (Su) Combat Gear: Crossbow, Light, Dagger; Other Gear: Backpack, Masterwork (5 @ 6 lbs), Bag, Waterproof
Sym and Sandru were sad that he had to leave for school, but theypromised one another that they would remain friends regardless. Shortly after Sym left for school, Sandru began to work as a caravan guard. Whenever on of Sandru's caravans visited Magnimar, he made a
Sym is studious, but friendly and agreeable. He is quick witted and can have a sharp tongue, especially if he feels someone is being intimidating or forceful.
I'm very interested in a Kingmaker game, and I just came up with a character concept. I am currently trying to get into Patcher's Kingmaker game, but there is a lot of competition. So I would like to submit another character here, in hopes that I get into one or another of the campaigns. Hope you don't have a problem with this Patcher, or I will withdraw my application from this thread. concept:
Benedict will be a LN half-elf Alchemist with the Vivisectionist Archetype (I hope you will approve this Archetype from UM). He grew up a scion of House Surtova, the result of the illicit relationship between an elven diplomat and a young noblewoman. Although he was given to a wet-nurse and allowed to mature until his 12th birthday, he was kicked out of the house and forced to live on the streets afterwards. A few years later the spymaster of House Surtova, Adorian Surtova, discovered Benedict's existence and had him observed. He decided Benedict had promise and took him on as his apprentice. Adorian decided that Benedict needed a legitimate background to be allowed among the higher society of Brevoy, and therefore paid to have Benedict educated at a local university. There Benedict excelled in the alchemy and medical sciences, although unknown to the faculty his education was being augmented in more sinister arts by Adorian. Recently, Benedict graduated from the university. He was named physician to House Surtova, although Adorian has greater plans for him. He is currently on the way to the wedding with the Surtova party at the bidding of Adorian to gather what intelligence that he can and perhaps for a more specific mission if you and I can agree on one. This character will be very roguish, although he will have secondary healer abilities to maintain his cover. I will probably have to take at least 1 level in rogue, just for the skills like acrobatics, diplomacy, etc, though he is also going to use extracts to cover some of his skill weaknesses. He is made for eventually being a Spymaster for a kingdom, but could easily fit as a Diplomat or Magister if necessary. I will have the character stated out a little later, although it will take sometime to get my actual character profile into the shape I like.
DM Patcher || Crimson Throne wrote: I was planning on starting Jade Regent in the end of July - as well as a Kingmaker or Serpent's Skull game (depending on several factors). I might start a RotRL game too, since it seems to be very sought after on the forums. I would definitely be in for Jade Regent, Kingmaker, or RotRL. I'm already in a Serpent's Skull game, so I would prefer not to do that one.
Ok, I think having one more PBP game will give me just the right balance of enough, but not too much. I really like Darksun and have read a lot of the material, but i have never had the opportunity to play in a game. I will come up with a concept and character build this afternoon and post something this evening.
Wow-a wopping +3 4d6 ⇒ (4, 6, 2, 6) = 1816
+9, much better.
Thanks for selecting my character! I'm out of town this weekend at a wedding, but I will be checking the boards and posting as I can on my phone. I can't wait to get started! I had one question about using the campaign traits. I wont have the players guide in front of me until Sunday though, so I will ask it then.
GM_Todd wrote:
I'm hoping to play a fighter in another game, so I don't want to play two at once. I have lots of love for Paladins and would enjoy playing a Paladin returning from the Mendevian Crusades.
I'd Like to throw my hat in the ring. I have many years of experience playing a variety of RPG's live. This would be my first PBP, but I am good at characterization and writing. I would also be available to post at least once a day if not more. Spoilered to keep it shorter: NOSH An attractive, slender half-elf in poor clothing with eternally spiky black hair. He wears an over-sized chain shirt over his own shirt and holds a comparatively huge crossbow. Over his shoulder it seems like the shadows shift and boil. Stat Block:
Male Half-Elf Summoner 1 CG Medium Humanoid (Elf, Human) Init +2; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 11 (1d8+2) Fort +3, Ref +2, Will +3 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 20 ft. Melee Unarmed Strike -1 (1d3-1/20/x2) Ranged Crossbow, Heavy +2 (1d10/19-20/x2) Dagger Melee -1, Ranged +2 (1d4-1/20/x2) Spell-Like Abilities Summon Monster I (7/day)
background:
Nosh's first memories are of growing up in a whore house in some unknown city, these are his happiest memories. The whores were kind to him, and to this day Nosh believes the most beautiful one was his mother, maybe. He was sold to a former mercenary named Morgan who bought an alehouse in Quent and used Nosh as a stablehand and busboy. Morgan was a drunken, cruel man who regularly beat young Nash for a variety of real and imagined inadequacies. Although Nosh was popular with the patrons and staff alike, Morgan's anger towards him became more and more irrational. One night , while lying in his cot recovering from a beating , Nosh heard a whispering from the corner of his room. A barely decernable shape formed from the darkness and offered its services. Nailax would free Nosh from Morgan, protect him, and teach him to use magic. In exchange, Nosh would feed Nailax, although what the creature ate was never made clear. Nailax returned night after night, making the same offer to Nosh. Eventually, after a particularly nasty beating, Nosh agreed to the pact. By the next night Morgan was dead, Nosh was wanted, and the Jenivere had an unpaid passenger.
Nailix:
NAILAX CR 1 Male Biped (Claws) LE Medium Outsider Init +1; Senses Darkvision (60 feet); Perception +4 -------------------- DEFENSE -------------------- AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 14 (+4) Fort +3, Ref +1, Will +2 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Claws) +5 x2 (1d4+4/20/x2) and Unarmed Strike +5 (1d3+4/20/x2) -------------------- STATISTICS -------------------- Str 18, Dex 12, Con 13, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +5; CMD 16 Feats Toughness +3 Skills Acrobatics +2, Perception +4, Sense Motive +4, Stealth +13 Languages Common --------------------
1. Why are you aboard the ship?
2. At which port did you board or are you a stowaway?
3. What will your character contribute to the group?
4. What are your plans for your character mechanically?
5. What are your plans for your character from a story-perspective?
Spoiler:
Nash will grow in his abilities and maturity under the tutelage of Nailix, but Nash is fundamentally a good person, more so because Nailix feeds off of and eventually dissipates any negative emotions he may feel. Long term there would be a confrontation between Nash and Nailix. I want it to be clear that, even though he is evil, Nailix will not regularly be doing actions overtly disruptive to the party or game. Nailix is also lawful and truly wants Nash and his associates to continue to grow and prosper...and to feed him. Nailix will passively encourage Nash to "adventure" or take on dangerous missions to keep Nash feeling fear, anger, and violence. RP intro: It is better during the day. At least during the day SOME light filtered down between the cracks in the planks and under the doors to the hold. Nash craved the light and tried as hard as possible to sleep through the night, but the noise and motion of the ship made it difficult. Also Nailix liked to teach his "lessons" at night, as a voice directing him from the darkness. Nosh could already summon a snake to eat the rats in the hold. Nailix said that, if he really wanted to, Nash would eventually be able to summon creatures large enough to crush a house. I don't know about how that would be useful, I just wish I could get him to teach me to summon a lantern.
Issan Masud wrote:
Ack! You are correct sir! There should not be two APs allowed with "Carrion" in any part of them...I formally protest to the PTB in Paizo.
I've been lurking around the boards for a while, hoping to get into a Carrion Crown game because I like the desert/Arabian Nights feel. I've got a concept for a young human wizard/conjurer who until recently was an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility. I figure Karethas got his hands on a scroll of Planar Binding and it went incredibly wrong, leading to a portion of one of the College's buildings being destroyed. I'm pretty open to how we define the relationship to Lorrimer, but the character's academic prospects are now non-existent and he realizes that a more dangerous line of work will probably be the only way to forward his station. I have the character pretty much built, the only non-standard thing is a trait called Genie Caller, which is in the SRD. Let's him cast one summoning spell as if two caster levels higher once a day. His other trait is Fast Talker because he has in the past gotten by using his charm.
Well it seems that I may be a little late to actually get in, but I have been lurking around for a while hoping to get into a Legacy of Fire game for a while.
Description:
In any case, may I present Karethas ibn Fardin, Summoner and until recently an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility. Stats and such:
Male Human (Keleshite) Wizard (1)
2d6 + 6 ⇒ (5, 4) + 6 = 152d6 + 6 ⇒ (2, 1) + 6 = 92d6 + 6 ⇒ (1, 6) + 6 = 132d6 + 6 ⇒ (5, 2) + 6 = 132d6 + 6 ⇒ (5, 5) + 6 = 162d6 + 6 ⇒ (6, 1) + 6 = 13 Stats would be
I may put the 9 in wisdom (I like it reflecting the lack of judgement)
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