Tal Bernard Mainz |
Not on the character sheet but will update it soon.
TarkXT |
Tark, I would like to submit Tak'Vellos, Elven Saurian Shaman Druid and devotee of the Law of the Jungle.
** spoiler omitted **** spoiler omitted **
Tak chose the Hierophant Mythic Path, with cold damage being his Mythic Flaw, due to his near saurian nature. If you have any questions, I'd love to answer them!
Filed away for later. One down and three more I'd like to get at least.
Just a note dont worry about the mythic weakness. I'll have one for all of you when we start. It'll be appropriately thematic.Kranoc White-Pelt |
Good evening Tark, I am submitting for your Mythic play-test Kranoc White-Pelt, Ulfen Cleric of Gorum and war-singer of the frozen hand tribe. Mechanically Kranoc is designed to act as a support and improved the overall effectiveness of the group as a whole. With this in mind I went with the Marshal mythic class as I felt it dove-tailed quiet nicely with what I was going for. Please take a look and let me know what you think.
Raider, former Aspis agent and mercenary for hire, Kranoc White-Pelt has roamed the four corners of Avistan since he was just a boy. As a child Kranoc sailed upon the Ironbound Islands with his fathers raiding fleet. His first memory's were of the crest of the waves, the smell of the salt air and the screams of men as their ships were put to the flame. As a youth Kranoc hunted alone upon the Crown of the World, seeking out the white ursine to prove his manhood to his tribe. For eight winter night beneath the weaving banner of the northern lights he stalked his prey, in turn earning the moniker "White-Pelt". Having earned his place in his tribe, but still standing in the shadow of his father, Kranoc set out to seek his own fortune. For the next ten years Kranoc roamed Avistan, working for the Aspis Corporation as an enforcer. As the years passed and the battles and raids began to blur together Kranoc began to feel a pull northward that slowly grew stronger as the months went by. Six months ago Kranoc knew it was time to leave. Between the sweltering heat of the jungle and the never ending swarms of blow-flys, Kranoc had found the one battle he could not win. Packing what few things he had, he quit the corporation that night and arranged passage on the next junk ship leaving Valashmai. In the weeks since leaving Tian Xia Kranoc has slowly made his way back to the Land of the Linnorm Kings, and to the ancient seat of his people within the Ironbound Islands. His journey has come full circle.
Tall, with pale skin and eyes the color of hoarfrost, Kranoc wears a ragged white ursine pelt draped over his back, fashioned into a heavy winter cloak. His hair and beard are the color of straw, and his beard had been braided to a point. Inlayed into Kranoc's armor is the symbol of Gorum, and strapped over his back is a massive guisarme that radiates an aura of cold.
Kranoc has the patience of a glacier, cold and calculating. Behind his eyes you can see him slowly evaluating and considering everything. As a devout follower of the Lord in Iron, Kranoc does not suffer fools lightly, and any suggestion of cowardness or weakness on his part can only end in blood. In battle Kranoc's icy exterior falls away as wades into combat sweeping his guisarme Iceblight into his foes, while rallying his allies to his cause.
Kranoc White-Pelt
Human (Ulfen) Fighter 1 / Cleric (Evangelist) 7 / Mythic 2 (Marshal)
CN Medium Humanoid (human)
Init +26; Senses Perception +15
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+12 armor, +1 Dex, +1 natural, +1 deflection)
hp 76 (1d10+7d8+16+7+8)
Fort +11, Ref +5, Will +12
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Frost Guisarme +14/+9 (2d4+11+1d6 cold/20/x3)
Special Attacks sermonic performance (move action) (17 rounds/day), sermonic performance: counterspell, sermonic performance: fascinate (dc 14), sermonic performance: inspire courage +2
Cleric (Evangelist) Spells Prepared (CL 8):
4 (1/day) Divine Power, Blessing of Fervor (DC 17)
3 (3/day) Magic Vestment, Summon Monster III, Dispel Magic, Resist Energy, Communal
2 (4/day) Cure Moderate Wounds (2), Silence (DC 15), Shield Other, Protection from Evil, Communal
1 (5/day) Obscuring Mist, Shield of Faith, Magic Weapon, Bless, Bless, Liberating Command
0 (at will) Read Magic, Detect Magic, Guidance, Stabilize
--------------------
Statistics
--------------------
Str 22 (14 + 2 (Racial) + 2 (lv4/lv8) + 2 (Belt of giant strength) + 2 (Mythic)), Dex 13, Con 14, Int 12, Wis 16 (14 + 2 (Headband of mental prowess), Cha 12 (10 + 2 (Headband of mental prowess))
Base Atk +6; CMB +11; CMD 23
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wonderous Item, Improved Initiative, Iron Will, Power Attack -2/+4
Traits Valashmai Veteran, Veteran of Battle
Skills Acrobatics -4 (-8 jump), Climb +0, Diplomacy +11, Escape Artist -4, Fly -4, Heal +9, Profession (Blacksmith) +7, Perception +15, Ride -4, Sense Motive +11, Spellcraft +11, Stealth -4, Swim +0
Languages Common, Skald, Orc
SQ aura, cleric channel positive energy 3d6 (4/day) (dc 14) (Variant Channeling: Bravery), domains (tactics), public speaker (-8 dc to hear), seize the initiative (6/day), spontaneous casting
Other Gear +3 Full plate (6150 gold), +2 Frost Guisarme (9350 gold), Amulet of natural armor +1 (1000 gold), Belt of giant strength +2 (2000 gold), Cloak of resistance +2 (2000 gold), Headband of mental prowess +2Wis/Cha (5000 gold), Ring of protection +1 (1000 gold), Boots of the Winterlands (1250 gold), 4230 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Evangelist) Domain (Tactics) Associated Domain: War
Cleric Channel Positive Energy 3d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Variant Channeling: Bravery: Heal—Creatures affected by fear may attempt another saving throw and receive a channel bonus on the roll. A creature unaffected by fear gains a channel bonus to its Armor Class until the end of your next turn and on its attack roll if it makes a charge attack before your next turn. Harm—This works like a standard channel (not halved).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Public Speaker (-8 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus his Charisma modifier (+1)
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Sermonic Performance (move action) (17 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance.
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
--------------------
Mythic Abilities
--------------------
Mythic Strength: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier.
Mythic Power (6/day) (Su): You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 as an immediate action.
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Marshal Order: Rally (Su): You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse.
Path ability: Majestic Countenance (Su): Whenever you encounter a creature whose attitude is at least indifferent, treat its attitude as one step higher. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy skill check.
Universal path ability: Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.
Mythic Spells (Mythic) (Feat): Select a number of spells equal to your mythic tier. They must have mythic enhancements and be on your list of spells known or in your spellbook. You can now use your mythic power when casting these spells. Whenever you gain a mythic tier, select a new spell to add to this list.
Mythic Spell: Bless: This spell’s +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. In addition, each target of this spell can roll any one d20 roll twice and take the better result once during the duration of this spell. The target must decide to use this ability before the first roll is made.
Mythic Spell: Cure Moderate Wounds: This spell heals 4d8 points of damage + 2 points per caster level (maximum +20). In addition, the spell cures up to 2 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured
ReckNBall |
I've got Halfing outrider (archery focus) with an eidilon mount. Mostly a curious concept nothing epic. Not optimized, but sounded like fun. I expect he would die quickly even at range. Figured he would go the mythic defender route but not necessarily. Can you guarantee he would die a glorious death? ;-)
Petronicus Crispin |
He lives... and levels.. and is still human (sorry)
HP: 1d6 ⇒ 4
Dex +1
Will +1
BAB +1
Favored Class - +1 skill
Skills (9): +2 Diplomacy, +1 Knowledge (Arcana, Engineering, History, Nobility, Planes), Perception, and Spellcraft
Spells: +1 2nd level spell
Speaking of spells - assuming I can learn 2 new spells I will pick them for your approval...open to suggestions.
...and levels down
I'll list the effects of the negative level when I have more time.
TarkXT |
Damn your pathetic mass of water adn fat!
In other news I'm exhausted after going straight from work to my mothers. So I'm going to bed. Then I'm going to get up and update as many of ym games as possible before work. Nobles and Swashbucklers can take the time to interact a bit I know Rebels and HArpies are waiting on me.
Lilia Stinisen |
Tark, here is the outline for my draconic sorcerer/archmage. I haven't updated the gear or traits, but I assume we get 33,000 for gear and take two traits, correct?
TarkXT |
About a 15 foot cube. Mumbata and Owlbear have basically been in a straight fist fight. Most of the crew with duties that aren't vital to making sure the ship isn't damage are currently circled around pretty tightly elbowing, shoving or simply smashing together to get a better view. Needless to say quite a few sweaty bodies are pressed up against the women in an unpleasant and not particularly sexual fashion.
Mumbata of Bonuwat |
I think on a basic level Mumbata knew not trust them, he was press ganged afterall. But this is the first time that Plugg has directly impacted him.
Edit: He won a bet vs Plugg? Well this should be interesting...
Mumbata of Bonuwat |
Hi guys! Me and Sylvestra are currently in a Shattered Star campaign and we had two players drop (a Lore Warden and a Druid). If your interested we are looking for one or two more players to join the group of 4 we have. Our game thread is located at:
Feel free to take a look and drop a line if your interested in the discussion thread.
Poor Wandering One |
Hi guys! Me and Sylvestra are currently in a Shattered Star campaign and we had two players drop (a Lore Warden and a Druid). If your interested we are looking for one or two more players to join the group of 4 we have. Our game thread is located at:
Feel free to take a look and drop a line if your interested in the discussion thread.
This still open? Thinking a tactician fighter/skill monkey might fit.
Tal Bernard Mainz |
For the nobles campaign is it ok if Tal buys an everburning torch, a potion of shield of faith, potion o protection from evil, and a potion of magic weapon. Beyond that he is just saving his money unless the party wants a big collective purchase.
Tal Bernard Mainz |
On if you have a wrestle a Gorum sized turkey first Meraxilar.
Happy turkey day everyone.
Bejis Krupt |
Oh I don't know Bloodless, sure the people are rude, slavery is abundant, oh and lets not forget about the lack of religious and personal freedoms... and the devil worshiping of course. But really aside from all that its not bad.
And once again I'm seeing Life of Brian in my mind. "What have the Romans done for us?"
Bloodless |
The irony is that Bloodless STARTED as the eternal optimist, and it was the dark and dingy experiences with the group and the Resistance that made him turn dour... the early exchanges about all this were priceless :P
Bloodless |
Yeah LeVash was good, but as I say, Bloodless was starting to think LeVash would have to be 'neutralised' so he could get a clean kill on Calla - when LeVash threatened Bloodless for responding to Callas taunts, it looked like it was going to have to end with a bit of nastiness.
LeVash was probably in for a sticky end.
As I say though, ironic that Bloodless started out as the "Why can't we be friends?" guy.
Tal Bernard Mainz |
Do we need anything more for the Nobles before we can leave the mayor? Everyone is going there own way I believe and meeting up later as Tal's anyways. Just want to finish shopping and updating the character sheet.
Tal Bernard Mainz |
Thanks Tark. Profile updated with the four purchases: everburning torch, oil of magic weapon, protection from evil, and shield of faith.
Ready to move on unless the others show up at Tal's for some RP.