Not trying to speak for the DM here, but you do realize you need to drop the lowest from each of those rolls right. You don't keep the total of the four, but roll four and keep the highest three.
After reviewing my options, and reading through the Northlands supplement, I couldn't settle on a background I was happy with for an inquisitor of Sif.
My new submission is Argen Bjeornskin, a human male from the Northlands. Argen wears a simple homespun robe, walks with a staff, and carries his belongings in a small sack. He claims to be an explorer and seeker of lost wisdom, but those who know can see the unmistakable signs of a warrior about the man.
Argen is a monk of the empty hand originally from Bjeonheim, capital of the Kingdom of the Bear.
Full background and character details tomorrow.
Not trying to speak for the DM here, but you do realize you need to drop the lowest from each of those rolls right. You don't keep the total of the four, but roll four and keep the highest three.
No problem. :) I noticed my mistake earlier and tried to post a correction, but it apparently got lost.
Actual results would be 15, 15, 14, 12, 12, 11; dropped 11, 9. 24-point buy, so not too bad.
Here are the bare bones of Thars Wiltheim Dragonkin Savage Skald. Still need to do background (I'm reading the campaign guide now), Equipment, and some minor adjustments.
Male Dragonkin Bard (Savage Skald) 1
CG Medium Monstrous Humanoid
Init +0; Senses darkvision; Perception +4
AC 15, touch 10, flat-footed 15 (+3 armor, +1 shield, +1 natural)
hp 8 (1d8)
Fort +0, Ref +2, Will +2
Resist fire 2
Speed 20 ft.
Melee Light Shield Bash -1 (1d3+3/x2) and
. . Hanbo +3 (1d6+3/x2) and
. . Shortspear +3 (1d6+3/x2) and
. . Shortsword +3 (1d6+3/19-20/x2)
Ranged Sling +0 (1d4+3/x2)
Special Attacks bardic performance (standard action) (14 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +1
Bard (Savage Skald) Spells Known (CL 1):
1 (2/day) Charm Person (DC 15), Cure Light Wounds
0 (at will) Summon Instrument, Know Direction, Mage Hand, Message
Str 16, Dex 11, Con 11, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +3; CMD 13
Feats Extra Performance, Prodigy (Perform [comedy], Perform [oratory])
Traits Desperate Focus
Skills Acrobatics -2 (-6 jump), Climb +1, Diplomacy +10, Escape Artist -2, Fly -2, Intimidate +6, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +7, Knowledge (planes) +3, Knowledge (religion) +3, Perception +4, Perform (comedy) +10, Perform (oratory) +6, Perform (sing) +8, Ride -2, Sense Motive +4, Sleight of Hand +2, Stealth -2, Swim +1
Languages Common, Draconic, Dwarven, Minatan
SQ bardic knowledge, bardic performance: insiring blow (+4 hp)
Other Gear Studded leather armor, Light wooden shield, Hanbo, Shortspear, Shortsword, Sling, 110 GP
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Insiring Blow (+4 hp) (Su) Begin a performance as an immediate action after a critical hit, gain CHA temp HP and grant allies within 30' +1 on next attack roll
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Prodigy (Perform [comedy], Perform [oratory]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
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I think so, though I am still deciding between the crow and the scorpion. Both fit, but in different ways.
Okay, here's the background for Dasim Dakat, ranger and scout from the Rothenian Plain. I'll have a full character sheet up over the weekend.
Dasim Dakat is a child of the wild and free Rothenian Plain. Of Kariv and and Khazzaki blood,Dasim was practically born in the saddle. His mother, a Dakat and distant cousin of Arina Dakat,gave him his first pony at the age of five. His father, a strong, handsome and jovial mixed Khazzaki was the best rider and scouts in Dasim's clan and generally considered one of the best among the entire horde. At the age of 12, Dasim rode with his father and the rest of the khan's men where he served as scout and messanger for six raiding seasons. During this time he learned much from his father and the raiders, including how to gamble, drink, and womanize.
Yet despite this early education in the raucous and boudy ways of men, Dasim's quiet and more gentle inner nature kept him out of trouble for the most part. Often times he would spend his time tending his horse and riding the plain. Practicing with sword and bow rather than
It was also during this time that Dasim first encountered the undead. Riding with his comrades they came across several burning Kariv wagons. The caravan had been wiped out. While riding up to investigate Dasim's group was attacked by several undead creatures mostly the zombies commanded by a necromancer of great power. Many of his comrades were killed or wounded in the combat that eventually saw the creatures destroyed and the necromancer driven away. During
Dasim's dedication eventually paid off further when he captured first prize in the traditional horse races held by clan Dakat during the great games at this year's Summer Festival. Dasim and his new
After the festival Arina invited Dasim and several other young Dakat clansmen to drink and dine with her. At that meeting, those invited were offered a potential task and duty. Clan Dakat was growing in strength, but to continue that upward climb, the horse clan needed to
Seeing the opportunity for not only helping his clan and glory, but also to travel further west and discover new places and people, Dasim jumped at the chance.
Packing his few belongings he said goodbye to friends and family. But not everyone was finished with the young rider. The night before he was to leave he recieved a visit from one of his comrades connected to the Khan's court in Misto Kolis. Bataar was with Dasim during that fated encounter with the necromancer and believed to be among Khan Zenody's close associates. It seemed the Khan had learned of Dasim's task and also wished to take advantage of the young man's eyes, ears, and discreation. Bataar told the young rider that his khan would be
Honored by the request Dasim agreed to serve both his people and set out for the west. Figuring the best place to get started and learn more would be the free city of Zobeck where trade, rumors, and all manor of people could be found.
This Edjet Warrior is an Archtype from Dragon Empires Primer...What do you think?
(Fighter [Dragonkin] Archetype)
The edjet are the warrior class of the Mharoti Empire. They are
known for their ferocity and fearlessness in combat, as well as
their steadfastness and draconic abilities.
Draconic Resistance (Ex): Starting at 2nd level, an edjet warrior
gains a +1 increase to her energy resistance. It must be the same
as her original resistance type. This bonus increases by +1 for
every four levels beyond 2nd. This replaces the bravery ability.
Edjet Fighting (Ex): At 3rd level, when an edjet warrior wields a
shield, she can use any polearm or spear of her size or smaller as
a one-handed weapon. This ability replaces armor training 1.
Sweeping Blow (Ex): At 5th level, an edjet warrior can, once
per day, use her polearm to sweep the legs of up to three facing
opponents within reach. As a standard action, the warrior
can make a single attack at her full base attack bonus against
an opponent a foe within reach. If she hits, she deals damage
normally and can make a trip attack as a free action. If the trip
attack proceeds, she may proceed to the next facing opponent
she is fighting and repeat the process (similar to Cleave) until an
Steve Cranford (order #4125850) 188.8.131.52
Player’s Guide to the Dragon Empire
attack or trip roll fails, or she reaches the maximum number of
opponents within reach. For every five levels beyond fifth, she
may use sweeping blow against one additional facing opponent
within reach. When the edjet warrior uses her sweeping blow
ability, she gains a +2 bonus to her CMB for all trip attacks, but
takes a –2 penalty to her Armor Class until her next turn. This
ability replaces weapon training 1.
Draconic Hardiness (Ex): At 7th level, an edjet warrior needs
only 5 minutes of rest or a healing spell to recover from the
fatigued condition. At 11th level, she needs only ten minutes
or a healing spell to recover from the exhausted condition. This
ability replaces weapon training 2 and 4.
Draconic Hardiness (Ex): At 11th level, an edjet warrior gains
DR 5/—. This resistance increases to DR 10/— at 16th level. This
ability replaces armor training 2 and 3.
Warrior’s Willpower (Ex): At 15th level, when an edjet warrior
succeeds on a Fortitude or Will save against a spell or spell-like
ability that would normally have a partial effect even with a
successful save, she is instead completely unaffected by it. This
ability replaces armor training 4.
Draconic Bulwark (Ex): At 16th level, an edjet warrior gains
evasion (as a rogue) when using a shield. As a move action,
an edjet warrior can provide evasion to all adjacent allies until
the beginning of her next turn. At 20th level, the warrior gains
improved evasion and can provide this ability to all adjacent
allies as a move action. She can also provide improved evasion to
one adjacent ally as a swift action
Here is my submission for Argen Bjeonskin.
The man now known as Argen Bjeornskin was once known by another name…
He was born Ivar Hrolfsson, the second child of a renown warrior. Ivar excelled at everything he attempted – mainly learning how to fight. But it was not without effort; Ivar would spend hours of his own time practicing his lessons, always striving for a perfect swing, or faster movement. He defeated many of the other children during his youth, even those who were a few years older. Ivar was confident with the dagger, sword, axe, and bow. As he grew, those of his age began to look to him for guidance and leadership.
Ivar fought with his clan, and eventually assumed a position of authority. His successes, mainly against the mighty warriors of the Wolf Kingdom, won him fame and wealth. He won his wife’s hand, and married a noble princess of a rival clan, bringing the two disparate families together. Several years passed and the Gods blessed him with twin sons, a rarity in the Northlands, and yet another sign of his growing legacy.
Unfortunately, the greatness and storied success of Ivar’s early years was not to be the full account of his life.
While Ivar was away from his home leading his troops in battle, a powerful werewolf and his pack descended upon his home. The werewolf had heard of Ivar’s life and power, and wished to destroy the man and everything he had gained. Sadly, the werewolf and his pack only found Ivar’s wife and sons when they broke into his house. Ivar returned home to find the heads of his wife and sons in the middle of the floor.
The mourning period lasted three weeks, and Ivar disappeared the next morning. Though none blamed him for the murders, he was convinced that he was somehow to blame for the death of his family, and Ivar fell into a horrible depression. He refused all visitors and took his leave from the warrior fellowship of his clan. After days of contemplation, Ivar realized that though the Gods granted him certain gifts, he had squandered them, lusting after material wealth, or the adulation of his comrades. Though he had won many victories, none were decisive enough to create peace in the lands – his battles only led to more death and destruction. Ivar had not used his abilities to protect his family or strengthen his clan, and as a result, his life was over.
He contemplated suicide for a short time, before deciding that too would be avoiding the Gods’ will. Under the cover of night, Ivar Hrolfsson left his home and never looked back. He paid for passage out of Bjeornheim, and took the name of Argen Bjeornskin. He made his way to a small monastery and joined as an initiate.
Years passed since Argen joined the monastic order before the abbot informed him that it was time to venture back out into the world in an effort to gain wisdom outside the walls of the monastery. Despite his reluctance, Argen agreed and ventured south, heading toward the city of Zobeck.
Human Monk (Monk of the Empty Hand) 1
LN Medium Humanoid (human)
Init +5; Senses Perception +6
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge)
hp 10 (1d8+1)
Fort +3, Ref +5, Will +4
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +3 (1d2+2/x2)
Special Attacks flurry of blows -1/-1
Str 15, Dex 16, Con 12, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +2; CMD 18
Feats Catch Off-Guard, Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12)
Traits Poverty-Stricken, Reactionary
Skills Climb +6, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +7, Survival +3, Swim +6
Languages Common, Dwarven
SQ stunning fist (stun), unarmed strike (1d6)
Other Gear Shuriken (5), sack, bedroll, lantern, oil x5, rations x5, candle x5, flint and steel, waterskin x2, 25 gp
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
I have no problems with the mechanics. As usual, I am going to base my decision on your background story. Although, I don't have Dragon Empires just yet, so you'll have to provide additional info if required until I buy it.
From the current subscriptions, is there some sort of role or concept that seems to be missing, or such kind of coordination makes no sense and we should just go for a random choice that fits our fancy?
I have been wanting to play a healer/support character for quite some time now - it seems it would be a good fit?
Hi DM Nightflier,
I'd like to submit Myrris R'Harr for consideration... a Catfolk Cleric of Calistria.
I designed her for a different campaign so I'll make the stat adjustments, and starting reading up on Midgard now.
A Catfolk Cleric isn't optimized, but I just loved the flavor, and I love her cleric domains: deception and luck (over going oracle).
She may take a level or two in rogue. She'll focus on buffing herself and party, with a backup in stealth and dex fighting. Full background (if still applicable) is on profile.
4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (2, 5, 3, 1) = 11 10
One 18 in there gives me a 23 point buy, so I'll keep it.
Edit: Stats updated. I'll update background for Midgard tomorrow.
Hmm. You did seem to miss my entry, submitted Friday, Dec. 7. Tzadkial, Bringer of Justice, warrior priest and servant of Gorum hopes to be selected to wander this new world where he will look for the good fight; one worthy of his god.
I'll have the stats up a bit later, but for now I present the background for Jevrok, Minotaur Ranger, for consideration....
Jevrok was born and orphaned in the Minotaur Quarter of Triolos. As he was growing on the streets, he was a bit of what humans would call a ’runt’. As a result, he was always being bullied and pushed around. He may have wound up dead and rotting in the streets if he hadn't been conscripted to a ’merchant' vessel as a laborer.Not expected to survive, Jevrok actually seemed to thrive on the sea air and the shipboard life, rapidly becoming an indispensable set of muscles on board. He also took the time to learn from the ship's quartermaster (a true northlander) all he could about the oceans, the weather and anything else nature related. Part of the lessons he learned were about northern Runes and he even managed to understand the mysteries of two of them that came in very useful for surviving in the wilderness. Soon, after proving his skill, he began acting more as a guide and scout when the crew was ashore.
The majority of Jevrok's experience in battles took place in conflicts with the Mharoti.
4d6 ⇒ (6, 4, 1, 4) = 15 14
Hopefully not too late for this party! Stats rolled Probably a Bard But I need to read up on Midgard a scoach
I looked over the preview of Midgard. Thanks for the intro to kobold press. Great APs that I never even knew were there!
But it doesn't look like Catfolk have a place in Midgard. So it looks more likely that Calistria sent Myrris to Midgard with an agenda she's not sharing. As goddess of travel and trickery that would be right up her alley.
Fortunately Myrris has an insatiable curiosity, so travelling to a new world is a thrilling adventure.
(and I'm glad you're not looking for optimization. cuz with the -2 to wisdom, catfolk do not make optimal clerics. But the domains of travel and luck are perfect for this character, so I had to give it a go...)
Details for Vachordi note that the info in the profile is still slightly different, and he is geared for level 1 only
HP 18/18; AC 14/12/12; Fort +1; Ref +5; Will +3; Initiative +2; Perception +5, +4 vs Bardic, Sonic or Language Dependent
Melee: Spiked Gauntlet +2 1d4+1
Ranged: Shortbow +4(5 w/in 30) 1d6 (+1 w/in 30)
Inspire Courage adds +1 hit and Dam
Human Alternate Traits:
Heart of the Wilderness-Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
Bluff+8; Climb+1; Diplomacy +8; Disguise+3; Intimidate+8; Handle Animal+4; Heal+2; Knowledge (nature)+8; Knowledge (geography)+7; Perception+5; Perform (sing)+8; Perform (dance)+8; Sense Motive+5; Survival+7; Swim+1; Stealth+2; Spellcraft+8
Bones for reading the weather, Leather armor, shortbow, 30 arrows, Spiked Gauntlet. MW Backpack; Spell Component Pouch; Whetstone; Waterskin; Belt Pouch; Winter Blanket; Bedroll; Silk Rope; Surgeon's Tools; Flint and Steel; Shaving Kit; Soap; 4 Torches
Vachordi is a tall thin man, with a broad face, and shaved head. His head bears a variety of tribal symbols as a large tattoo. His hair and eyes are dark. He carries a bow in his hand, with a large pack and quiver stuffed with arrows at his hip. He is dressed in leather armor and clothing made from skins and furs, that he has hunted.
Desperately seeking to throw off the impatience of his youth and become a true Wise Man, Vachordi seeks, above all else to listen, and observe everything and everyone before he speaks. He spends most of his time listening to his companions and comparing their words and thoughts to those he hears from the wind.
He speaks in measured tones, using the lessons taught him by the wind and earth to explain himself. He is a healer and friend to all, until they have proven otherwise. He is free with his advice but never offers it until asked.
Vachordi was born into a small, nomadic tribe. The eldest son of the chief he was groomed for leadership for the first 18 years of his life. Early on he took to the bow and become one of the most promising hunters of the tribe. While out on a hunting foray he took a detour to follow some goblin tracks, he was caught in a storm. Lightning struck near him launching him through the air and leaving him on the verge of death.
For three days and nights he slept on the brink of death, visions of the lightning, rain, wind and thunder screaming through his mind.
At last he awoke, head throbbing he staggered back to camp, and into the tent of the Wise Man. He told him what had happened. It was then that he learned that he was not destined to lead, but rather to be the next Wise Man.
For the next 6 years he laid aside his bow to learn to heal and read the weather. To sing the tribe's songs, and dance their dances. Now an apprentice no more he picks up his bow once more to travel the world and gain the one thing that cannot be taught him. Wisdom.
North: Cold and fierce. From it Vachordi gains he courage and relentlessness. The North wind has taught him that in combat one must be fierce but passionless.
South: Stormy and erratic. From it Vachordi gains his creativity and initiative/ The South wind has taught him that sometimes the unpredictable course is the best.
East: Calm, bringer of rain. From it Vachordi gains his intellect and ability to solve problems. The East wind has taught him that sometimes you must bring pain to bring healing.
West: Warm and pleasant. From it Vachordi gains his capacity for friendship and love. The West wind has taught him that he cannot exist on his own, that he will find his purpose through others.
Point Blank Shot; Precise Shot; Poverty Stricken
I wish to submit my character idea. I came up with the idea prior to the rolls, so here is hoping they work.
4d6 ⇒ (3, 2, 2, 6) = 1311
Rolls aren't terrible. I can make them work. Crunch forth-coming.
Hásteinn of Orentil
For eighty-seven years Hásteinn had been a slave, serving one master or another as a linguist and a walking encyclopedia. The uniqueness of his race and his training made him valuable, and while he had one or two cruel masters, for the most part his masters treated him more like a prized possession then a beast of burden or a whipping boy. He learned early on that if he excelled and flattered he would be rewarded and so he accepted his servitude, after all it was all he truly knew and he had never encountered one of his racial kin.
For the last fifty one years of his slavery he served one man, the caravan merchant Orentil Himil. Orentil treated Hásteinn almost like a son. Orentil had two sons of his own, but he was distant from both of them. Orentil’s eldest son, Orftri. defied him and became a mercenary, favoring winning coin by his arm and a sword, then by trading exotic goods and making deals. Orentil Hamil’s younger son, Faerthord Hamil, did not reject his father’s way of life, merely his father. Viewing his father as too old fashioned and too long lived, Faethord established his own trade caravan and the two companies became rivals – breaking Orentil’s heart. Yet for years Orentil continued on, until at the age of 76 he died. The week before he expired, Orentil Himil granted Hásteinn his freedom and a small collection of arcane scrolls and books that he had never fully been able to grasp. He suspected that Hásteinn’s racial gifts and innate intelligence would be able to unlock the mysteries of the arcane where he had failed.
Wracked with despair and uncertainty, Hásteinn bid his master goodbye and left the life of servitude for a future that was confusing and strange. He had never had to make his own decisions before and while he knew enough to get by and prevent starvation, he was at a loss of what to do with his life. Unwilling to disrespect his master’s last blessing of freedom, he rejected the notion of finding another to serve. Instead, he did what seemed most natural – he set his mind to unraveling the mysteries of the arcane that had eluded Orentil. For over ten years Hásteinn studied the dark mysteries of magic, intrigued most by the connection between life and death. He knew he did not age as other men did and understood that clearly some epoch long ago his race had unlocked the secret of immortality. Setting his life on a new path, he pledged that he too would unlock this mystery and save good men from the ravages of time and disease.
A tall elven man with sharp, aquine features and dark eyes. His hair is the color of deep oak wood and though long, he has it tied back into a single trailing braid. His eyes are the color of a deep northern fjord, brimming with mystery and intelligence. He dresses simply and seems well versed in the customs of the land. Not at all haughty or distant in his demeanor.
Age: At least 97 years old, probably older.
Class: Wizard (Necromancy) Level: 1
HP – 7
Languages: Common, Elven, Draconic, Dwarven, *, *,*
School of Focus: Necromacy Schoolsof Opposition: Transmutation, Abjuration
Spells known: Charm Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Chill Touch, Sleep, Comprehend languages, Vanish
You mentioned a bonus feat - do we select that ourselves or are you assigning it? Also - what is our starting equipment? Lastly, I left some languages unselected. What are the languages of the area? What should we choose from?
Just dotting again...
I'v got the character completely made up, of course not knowing the midgard setting I'm basing my Dwarf's personality off of the stereotypical dwarves in most worlds (with little added flavor of my own of course, thus what the Core book and APG say for racial relations. All I have is the Midgard setting preview so that is what I go by, can't wait to see who is selected I wish you all luck