meeko |
I would like to point out your recruitment was only for one week, wich is not allot of time at all, Most go for at least 2 weeks if not a month.
So if you are still open to another I will gladly submit A paladin as I have been looking for a core only game for sometime now...
DoubleGold |
just think, more of these mind games will be in the game. Although they call it Wrath of the Righteous, I did not ban evil alignment, just pvp. The mayor just offered you 2,000 gold and he is showing you the gold right in front of you. Would you like to kill the mayor and take all of his gold? You could get like 10 K out of the deal. Or hey, there is a unique item in this spot that is priceless, but you won't be able to get to it in time unless you run away from the combat and let your allies deal with the trouble, as there is a door that is ready to close and seal shut forever. Go ahead, you know you want to, it is a priceless artifact that makes it so that the first time you go to or below 0 HP you actually go to 1 instead, or one that lets you walk through walls, you are only abandoning your allies in a combat that would be really hard without you and you can't go back until combat is over.
DoubleGold |
remember people to finish up your characters by tommorrow and send me your pm choices as to whether or not you want to be greedy or not. Don't worry, I won't out your decisions to everyone, unless you get picked, then your decision is outed. Just think, if you are greedy you can outshine everyone else if you want to. You can be the Ogre that saves everyone. "Don't worry guys I killed the deadly boss in one hit, thus saving us all from sleep, paralyzis, and taking mass HP damage."
The Dragon |
okay, Glenn is ready and mostly done.
Hmm. What's Defensive Training? Isn't that the Gnome/Dwarf etc. racial trait?
Also, why a quickdraw shield? Two-weapon fighting already allows you to draw two (light or one-handed) weapons in the time it normally takes to draw a single one. With the Shield Trained trait (a Gorum religion trait, but whatever, I'm sure DG would let you take it) You could have a heavy shield instead of the light one. The only thing that'd change is that you couldn't draw your shield to full-attack if you'd already only drawn the longsword.
Edit: Pala + Pala + Cleric, it looks like right now. Never seen a composition like that before.
cuatroespada |
wait are there only three submissions? if I wasn't so tired of playing full casters, I'd make a wizard...
and maybe. it should say Defensive Strategist. (keeps you from being flat-footed during surprise rounds.)
I didn't feel like asking about exceptions, so I didn't, though I feel like defensive strategist probably also originally required a specific deity. also, other than an entirely unnecessary .5 additional damage on average, what benefit does a heavy shield provide? (in theory it would leave me without a free hand to heal myself.)
The Dragon |
+1 AC, which could be good. Beyond that, doesn't really do anything. I don't think you need a free hand to heal yourself, but you probably do need it for spellcasting, and definetely for healing others.
Ah well, nbd.
Hmm. It almost makes me want to have us remake the submissions real quick, into an evangelist cleric of asmodeus + a hellknight fighter + signifier wizard. Or something.
DoubleGold |
I get some story up later tonight. I will follow the story and the AP as closely as possible, but this isn't pfs, anyone who expects storyline, maps and other stuff to be followed exactly to a T is going be disappointed. As a DM, I have the power to make rooms bigger than normal, like instead of a circle, I can make the room an octagon. instead of a 10 by 10 square I can make 13 by 13 and instead of 5 foot narrow hallways, I can make 10 foot narrow hallways.
Ira kroll |
Here's my submission (with the 3 point increase)...
Monk 1
6"1'
195 lbs
LG
29 years old
STR 18
DEX 14
CON 18
INT 14
WIS 14
CHA 13
HP 12
Speed 30
AC 17 Tch 13 FF 14
BAB +0
INIT +4
Fort +6 / Ref +4 / Will +4
CMB +4 (+6 Grapple)
CMD 17 (19 Grapple)
Unarmed attack +4 (1d6+4)
Successful grapple (1d6+4)
Masterwork Cold Iron Temple Sword +5 (1d8+4) 19-20/x2
Sling +2 (1d4+4)
Masterwork Studded Leather Armor with Armor Spikes
Darkwood Buckler
Languages: Common, Daemon, Infernal
Traits: Bully, Reactionary, Stolen Fury
Acrobatics (1 rank) +6
Appraise +2
Bluff +1
Climb (1 rank) +8
Diplomacy +1
Disguise +1
Escape Artist +2
Fly +2
Heal +2
Intimidate (1 rank) +10
Perception (1 rank) +6
Ride +2
Sense Motive (1 rank) +6
Stealth (1 rank) +6
Survival +2
Swim (1 rank) +8
Dodge
Improved Grapple (Monk bonus feat)
Improved Unarmed Strike (Monk ability)
Intimidating Prowess
Stunning fist (1/day DC 12)
Backpack
* Crowbar
* Dice
* Flint and Steel
* Grappling Hook, common
* Piton (10)
* Rations (5)
* Silk Rope (2)
* Smoked Goggles
* Twine
* Waterproof bag
Belt Pouch
* Sling Bullets (20)
* Earplugs
* Alchemist's Fire (2)
* Manacles (Medium)
* Mirror
* Signal Whistle
* Cash on hand: 27.0 gp
Ioun Torch
Hemp rope cut into five ten-foot lengths (for tying up opponents)
Waterskin (filled)
Samael's family lived just east of Kenabres, farming corn and grain for the city.
When Samael was 16, and already big for his age, his family farm was attacked by demons and their human collaborators. Before his very eyes, each of his family was sacrificed to the demon "gods". Somehow, the ritual gave him a burst of strength. He broke his bonds, and ran away.
Not much later, a broken child, he was taken in at a monastery. There, he learned to channel his anger and to not be overcome by remorse. Then, taking to the road, he has adopted a unique style. One where he grabs the opponents of Law, impaling them on the armor spikes on his armor, or, if he does not want to hurt them, tying them up for the authorities to take care of them.
Mefika |
Okie dokie, here is the character I've created, please let me know if there is anything that I may have missed or selected improperly according to the char creation guidelines that DoubleGold put forth in the OP. If you're happy to select my character I'll go ahead and put it together in an alias for the campaign.
Elf Wizard (Conjurer) 1
LN Medium humanoid (elf)
Init +10; Senses Low-light vision; Perception +11
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +1 (1d8+1/19-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +8)
.8/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +8)
1st—
0 (at will)—Detect Magic, Mending, Prestidigitation
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 13, Dex 18, Con 14, Int 20, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Alertness (Familiar), Scribe Scroll, Spell Focus (Conjuration)
Traits Reactionary, Seeker, Riftwarden Orphan
Skills Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +11, Sense Motive +4, Spellcraft +9 (+11 to identify magic item properties)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Draconic, Abyssal, Dwarven, Celestial, Infernal
SQ Arcane bond (arcane familiar, scorpion, greensting), Elven magic, Summoner's Charm (1 round)
Other Gear cold iron longsword, mwk composite longbow (+1 Str), 470 gp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects & +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance & +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Acid Dart (1d6 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
mw Composite (+1) Longbow
- arrows (20)
- cold iron arrows (20)
Travellers Outfit
Wizards Kit
- backpack
- bedroll
- belt pouch
- waterskin
- flint and steel
- inkpen
- ink
- mess kit
- spell component pouch
- trail rations (5)
Ioun Torch
Scrolls
- Comprehend Languages CL1 (4)
- Identify CL1 (4)
- Mage Armor CL1 (4)
- Protection from Evil (2)
- Summon Monster I CL1 (2)
Wealth
PP - 15
GP - 18
SP - 20
CP -
Some time during the initial years of his mages apprenticeship, a mark formed on Telenar's forearm that soon coincided with tragic news - the latest expedition that his parents had joined had been utterly destroyed with no survivors found.
In the years since then, through painstaking research Telenar found that the mark that had appeared on his arm belonged to a secret society, one which his master after realising how far he ahd come on his own disclosed that his parent had belonged to - the Riftwardens. Telenar has now graduated from his apprenticeship and is determined to make his own mark in the war against the Worldwound and discover the truth of what happened to his parents.
Also if you don't mind DM, I put a little re-fluffing spin on the Riftwarden Orphan trait to better match an Elven character.
You have researched this rune, and have learned that the mark sometimes appears on the associates or children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, your parents dissappeared in the Worldwound over twenty years ago . Your master has conf irmed that both of your parents were Riftwardens, and has further conf irmed that when your parents went missing they were on a secret mission for the Riftwardens.
You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you.
You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage.