Lil"Eschie The Emerald Spire


Recruitment

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Hello all,

I'm want to GM the Emerald Spire adventures. I'll recruit two team of 6 characters: one good/neutral, one evil (because it's hard to find games to play evil characters)

Races: Core races, Aasimar, Catfolk, Fetchlings, Tengus, Tiefling, Undine, Sylph, Ifrits, Oreads

Classes: Core, Adv Player guide, Adv Class Guide, Gunslinger, Magus (Cavalier would get an hard time in the Spire, as the mount will be mostly unusable)

Spells used: Core, APG, ACG, UM, UC

20 points build (use this example:
Str 14 (5) Dex 12 (2)Con 13 (3) Int 12 (2) Wis 14 (5) Cha 13 (3)
Racial bonus Con+2)

Max Hp at lvl 1
Average starting money

Traits and Drawbacks:
2 traits
1 drawback possible to get a third trait

you can use a Trait from this guide Emerald Spire Player guide

Recruitment will be open till the end of the month


Interested, let me think something up!


This does sound interesting. How do you feel about archetypes from Inner Sea Magic? If you're not too keen on them, I'll see what other character ideas I can come up with.


Dotting for interest


@Qunessaa : I don't own the book, so I'd prefer not. There is enough possibilities with all these books, I think.

Grand Lodge

Dot

If I have time I'll certainly propose a PC.


I'm assuming traits also limited to the core books, and the player's guide you posted? As well as feats, talents, discoveries etc.

Also, I'm putting together a Half-Orc Alchemist or Dwarf Investigator. Haven't quite decided which yet.


What type of time frame are you looking for between post? Daily, weekly, monthly?

Would you consider a Standard Catfolk Rogue, highly stealthy?

Also character submission through mythweaver Ok?


Wow! Always been interested in adventuring the emerald spire. Count me in too!

Question though: can we use racial heritages for aasimar and tiefling?


Gorok, Half-Orc Alchemist

Stats:
Str 10, Dex 15 (7), Con 13 (3), Int 15 (7), Wis 13 (3), Cha 10
Racial +2 Int

Alternate Racial Traits: Scavenger, Sacred Tattoo
Traits: waiting to hear from dm
Feats: Point-Blank Shot
Class Feats: Throw Anything, Brew Potion
Skills: Appraise +7, Craft (Alchemy) +8, Disable Device +6, Knowledge (Arcana) +7, Knowledge (Engineering) +4, Perception +5, Use Magic Device +4

He's going to be pretty much a straight up bomber, with infusions for buffs.


Dot!


Born among the city, Strider was left to struggle in the times of life as he scavenged through the city for personal items, with no known knowledge of his parents. He grew up without the help of others, and learned on his own. Although this made him, very unsociable with most people and picked up several tools of the trade. Loving to perch on houses and watch for crowds of people to make his snatches of food and other assorted items. Often the best approach is to avoid it all together.

Strider Kalerian

Race: Catfolk
Class: Rogue - Archetypes(Cat Burglar)(Chameleon)
Stats:Str: 11 (1), Dex: 19 (13), Con: 13 (3), Int: 14 (2), Wis 10 (2), Cha: 9 (-1)
Racial Bonus: Dex +2, Int +2, Wis -2

HP: 10 AC: 16, FF 12, T 14 CMD: 14 Init: +6
Move: 30ft and Climb 20ft
Shortbow Attack: +4, Shortbow Damage: 1d6
Dagger Attack: +0, Dagger Damage: 1d4

Traits: Ordinary (+4 stealth in crowds), Reactionary (+2 Init)
Feats: Skill Focus(Stealth)
Skills: Acrobatics +8, Bluff +3, Climb +12, Disable Device +8, Escape Artist +8, Perception +6, Sleight of Hand +8, Stealth +13, Survival +3, UMD +3
AbilitiesSneak attack 1d6, Misdirection, Cat's Luck, Low Light Vision

Character Link

Stealth breakdown - +4 Dex, +1 rank, + 3 class skill, +2 racial, +3 skill focus


Dot for tentative interest :D

Liberty's Edge

Ah! Always wanted to take a shot at Emerald Spire.

Thinking perhaps a Cave Druid. Dwarf or Oread.


Looking at making an Undine Shaman (Witch Doctor), probably going with Former Slave...would Swamp Rebel Trait Be allowed?


I'm interested.

I'm looking at playing a Warpriest of Abadar, with the Golden attendant trait. Could you expand a bit on the function of the Temple of the Golden key in Fort Inevitable: I assume that Law and Judgement are provided by the order of the Pike (the Hellknights), and the Temple has been shouldered out of that one, but I presume that they still provide the functions of a Bank. Is that correct, or do they play any function in overseeing Justice? Am I free to make up their functions as I see fit?


Here we go: I still have to work on the background and some more on his description but here are the stats. Please note the Azlanti Historian bonuses are not factored here due to PCGen not having that trait in it. Sorry about that.

Spoiler:

Davlamin Glimmergaunt
Male Half-Elf (Varisian) sorcerer 1
NG Medium humanoid (elf, human)
Init +2, Senses low-light vision; Perception +6
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee claw +0/+0 (1d4)

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-mage armor(DC 14), magic missile
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 12, Int 14, Wis 11, Cha 17,
Base Atk +0; CMB +0; CMD 12
Feats Elven Spirit, Eschew Materials, Skill Focus (Knowledge (Arcana))
Skills Knowledge (Arcana) +9, Knowledge (History) +3, Perception +6, Spellcraft +6,
Traits Magical Knack (Sorcerer),
Languages Azlanti, Common, Draconic, Elven, Varisian
SQ adaptability, bloodline arcana, bonus bloodline power use, cantrips, claws, draconic bloodline (copper), elf blood, elven immunities, elven magic, keen senses, low-light vision, multitalented,
Combat Gear
Other Gear claw, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Bloodline Arcana Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.

Bonus Bloodline Power Use Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws 6 rounds per day.

Draconic Bloodline (Copper) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eschew Materials

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Azlanti Historian The fallen empire of ancient Azlant fires your curiosity and drives you to adventure. Tired of only learning of the empire through dusty tomes you have followed rumors of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery. Perhaps you might even earn a mention of your own in a future historical tome.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


Crunch:

Meurasod Spellslayer

Race: Dwarf
Class: Bloodrager (Primalist/Untouchable)
Bloodline: Arcane
Stats: Str 16 (10), Dex 12 (2), Con 14 (5), Int 13 (3), Wis 10 (0), Cha 10 (0)
Racial Bonuses: +2 Con, +2 Wis, -2 Cha

HP: 13
Move: 20 ft.
Alternate Racial Traits: Craftsman, Rock Stepper
Traits: ]/b] Glory of Old (Regional), Bestial Wrath (Religion), Reactionary (Combat)
[b] Drawback:
Pride
Feats: Steel Soul

Fluff:

Meurasod hates goblins, and seems them as vile vermin to be exterminated. The only thing he hates more than goblins, is arcane magic, and most people that use it. His family has been killed over the years by various wizards and sorcerers. He doesn't go out of his way to slaughter magic users, but will target them in combat.


Its interesting that a lot of people are interested in spell casters. Anyway I was wondering how to do the spoilers with different labels like Crunch and fluff, @Meurasod Spellslayer.

Dark Archive

Shadowrun312 wrote:
Its interesting that a lot of people are interested in spell casters. Anyway I was wondering how to do the spoilers with different labels like Crunch and fluff, @Meurasod Spellslayer.

@Shadowrun312 - Spoilers are done with [ spoiler= Crunch ] without the spaces. Of course, to close out the spoiler, you need to add [ /spoiler ] without the spaces at the end of all of the text you want hidden.

@DM Lil" Eschie - I am interested in a Sylph Swashbuckler (Inspired Blade). I didn't see it in your original post, but will you allow the alternate racial traits from Advanced Race Guide for races not covered in the Advanced Player's Guide?


@DM Lil" Eschie- I am also curious about if alternate racial traits are allowed as there are some far better suiting ones out there for Undines that aren't going sorcerer route.


Dotting for interest. I am thinking of a skill monkey here. I am ok with either the good or evil team.

Edit: if we have a lot of skill monkeys, I can switch to a melee type instead.

Grand Lodge

In the "evil" team, will there be a rule against PvP?

It sounds like a great experience: classic dungeon crawl with evil PCs -- but I would bow out if there's a possibility of PvP or any form of competing against other Players (such as for treasure: "So the Rogue gets more treasure than the Barbarian ?!...").


*raises hand*

I know you mentioned Cavaliers would be ill-advised due to issues with mounts and close quarters, but what about the handful of archetypes that ditch the mount? :)


@Dave: Traits from the Emerald Spire guide, the Ultimate Campaign, Gods&Magic and Advanced Race books can be used. If there is another Trait that would fit with your background, please give me the reference of the book.

@Shadowrun: daily post as much as possible, maybe less on week end (through I'm more active on week end usually). Catfolks are ok. I don't use mythweaver, sorry.

@Vincent: Swamp rebel would be allowed, but perhaps not very useful.

@Gavmania: Could you give me the reference of the Trait? The Temple of Abadar serves as a bank and all the law and law enforcement is between the hands of the Hellknights. Abadarians may give judicial advice to merchants or used as mediators in inter-merchants conflicts, but thats all.

@Drayen/Vincent: alternate Racial traits from the Race guide are allowed. I like my players to be imaginative.

@WE Ray: small scale PvP might be allowed, but will not be encouraged. The Bad Guys will have to cooperate, even if some trickery is only to be expected. I don't want my players to kill each other: where will be my own perverse pleasure?

@Lady L: unmounted Cavaliers archetypes might be used, of course.

Liberty's Edge

An inquisitor of Cayden interested in freeing the slaves in the hellknigths town can be acceptable?

I am going to start GMing the adventure for my group this summer, you think it will be a problem'


Definitely interested!

I'm thinking of a gunslinger...


@Diego: it can be acceptable, and probably short lived.^^ I am playing this adventure myself, and I wanted to GM it too.

@Ythiel: waiting for your character.

Grand Lodge

....Looking forward to building a PC proposal for the evil group, but again -- it'll be probably a good week before I get time to really do much except lurk.


Dotting for interest...

@DM Lil Eschie - am curious on the exclusion of Changelings as a permitted race... River Kingdoms having a decent hag presence etc.


@DM Lil' Eschie: That sounds good, I'm really interested. Since mythweaver is not accepted, do I need to detail more in my character sheet in my post? I would be happy to if I need to.

@Drayen Just wanted to mention a thanks for that. Now I can edit some stuff and hide it so it doesn't take up 100 pages lol.


Looking specifically at these two:
Firebug
Strong Arm, Supple Wrist

They are both combat traits so I can only take one of them anyway...
The other one at I want is in Ultimate Campaign - Meticulous Concoction.
I am considering taking a drawback for a third trait as well...


I should have the background and description done tonight and ready to post tomorrow night. I'm using my iPhone to post this as I have no internet at my house. I'll also go back and factor in the azlanti historian bonuses in as well. Might take some redoing but shouldn't be that hard I guess. I'll probably change his draconic bloodline to bronze to better explain his curiosity and love of knowledge. Seems I'm up against a lot of great candidates for this adventure! Good luck everyone!


Yeah I am going to be over the road so I will be using my phone to do most of the post, Trucker here. Right now I am at home for another week then heading out. But I will be able to keep up with the game on the phone its a android.


I'm definitely interested.

Thinking a gnome cleric/Signifier.
Asmodeus, of course.


Recruitment will ends on the last days of May, you have time enough.

For Shadowrun and others: here what's I use as a character sheet

Quote:


Name
Sex
Race
Class Level
God Alignement
Init ; Senses .; Perception
Favored Class:
FC bonus:

-------------------- 
Defense 
-------------------- 
AC , touch , flat-footed (+ armor, + Dex) 
hp  ( / ) 
Fort +
Ref +
Will +
Defensive Abilities 
-------------------- 
Offense 
-------------------- 
Speed 
Melee 

Ranged 

Special Attacks 

-------------------- 
Statistics 
-------------------- 
Str  Dex  Con  Int  Wis  Cha 
Base Atk +0; CMB +0; CMD   

Feats  

Traits 

Skills (base+ Int+ FC+ Race= )

Languages Common,

SQ 
-------------------- 
Equipment & Money 
-------------------- 
Starting Money:

Combat Gear:
Defense:
Offense:

Other gear:

Spare money:
PP:
GP
SP:
CP:

Other valuables:

Carried weight

Encumbrance:

-------------------- 
Magic 
-------------------- 

Looks & Personality

Background 


You mentioned the classes available, but Inner Sea Something has the Hellknight Signifier prestige class.
Would I be able to use it?


Do you allow alternate aasimar and teifling traits? If so how would you like us to select them, pick or roll?


OK I am thinking of a Fetchling Magus with the Eldritch Scion archtype. The bloodline selected depends on whether you would allow this Shadow bloodline which is from a 3PP.

If you do not allow it then I would stick with the Aberrant bloodline.

This would probably be more suited for the Evil team, but I could have him be Neutral if need be.


DM - any musings on my Changeling query?

Cheers


@Bigrit: I found the Hellfire Signifier Prestige class in "Path of Prestige", so yes, you will be able to take this prestige class later.

@Choant:it's in "Blood of Fiends/Angels"? You just use Ability: 1d100 ⇒ 22

@Eric: no 3PP please. There's enough to play with all Pathfinder "legal" books.

@Eric/Black Dow: Fetchling and Changeling races could be allowed.

I want characters with a (short) backstory, a few words about what they look like, where they are from. Some characters can be natives from Fort Inevitable.


The Firebug trait is from Quests& Campaigns


Character Sheet:

Name: Strider Kalerian
Sex: Male
Race: Catfolk
Class: Rogue - Archetypes(Cat Burglar)(Chameleon) Level: 1
Alignment: CG
Init: +6 Senses: Low Light Perception: +6
Favored Class: Rogue
FC bonus: +1 hp per level
--------------------
Defense
--------------------
AC 16 , touch: 14 , flat-footed: 12 (+ armor, + Dex)
hp (10 / 10 )
Fort + 1
Ref + 6
Will + 0
Defensive Abilities: Cat's Luck, Misdirection
--------------------
Offense
--------------------
Speed 30ft, Climb 20ft

Melee
Dagger Attack: +0, Dagger Damage: 1d4

Ranged
Shortbow Attack: +4, Shortbow Damage: 1d6

Special Attacks: Sneak Attack 1d6
--------------------
Statistics
--------------------
Stats:Str: 11 (1), Dex: 19 (13), Con: 13 (3), Int: 14 (2), Wis 10 (2), Cha: 9 (-1)
Racial Bonus: Dex +2, Int +2, Wis -2

Base Atk +0; CMB +0; CMD +14
Feats: Skill Focus(Stealth)
Traits: Ordinary (+4 stealth in crowds), Reactionary (+2 Init)
Skills: Acrobatics +8, Bluff +3, Climb +12, Disable Device +8, Escape Artist +8, Perception +6, Sleight of Hand +8, Stealth +13, Survival +3, UMD +3

Languages Common, Catfolk
SQ
--------------------
Equipment & Money
--------------------
Starting Money: 140 gp
Combat Gear: Dagger(2gp), Shortbow(30gp), Arrow, lodestone x1 Attached on leg(10gp)
Defense: Leather(10gp)
Offense: Quiver and Arrows x20(4gp)
Other gear: candles x25(25cp), Kit, Rogues(backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin), 1 potion of Prestidigitation.

Spare money:
PP:
GP 8
SP:
CP: 75

Other valuables: n/a
Carried weight: 35 lbs
Encumbrance: Light (38 lbs), Medium( 76 lbs), Heavy (115 lbs)
--------------------
Magic
--------------------
Looks & Personality Standing 6'2 and weighing in at 197 lbs, this young male catfolk is covered in black fur from head to toe. Gold eyes stair back at you beneath the cloak of his hood raised by his ears that stand at attention. Nearly everything thing about him leads you to ask questions, but his identity is clear he is of the wild, but clearly adapt at the city life.

Background Born among the city, Strider was left to struggle in the times of life as he scavenged through the city for personal items, with no known knowledge of his parents. He grew up without the help of others, and learned on his own. Although this made him, very unsociable with most people and picked up several tools of the trade. Loving to perch on houses and watch for crowds of people to make his snatches of food and other assorted items. Often the best approach is to avoid it all together.


Crunch:
Corban Scale

Race: Human
Class: Warpriest
Blessings: Law, Nobility
Stats: Str 14 (5), Dex 16 (5), Con 14 (5), Int 12 (2), Wis 14 (5), Cha 8 (-2)
Racial Bonuses: +2 Dex

HP: 9
Traits: Fate's Favored (Faith), Golden Attendant (Campaign)
Feats: Point Blank Shot, Precise Shot (Human Bonus Feat), Weapon Focus: Longbow (Class Bonus Feat)

Fluff:
Corban Scale was a foundling, given to the Church of Abadar in Fort Inevitable. Like all their foundlings, it meant he had a reasonable upbringing; education, training; all the things he might need in his adult life. He was also worked hard and was expected to support the church.

Unlike some of his fellow foundlings, Corban did not mind the work, and when it was discovered that he had a good understanding of the Holy texts, he was considered for priesthood. However, it was also discovered that he had an aptitude for weapons, and that changed his path into a Warpriest.

The Church oversees a number of investments and advances loans to several mercantile interests. As part of their ongoing support, they must undertake journeys that are often dangerous, and a priest who is able to look after himself is useful. In addition, sometimes the recovery of assets is necessary; if the lendee objects recovery may need to take place under the threat of force.

Furthermore, the wider interests of the Church often bring them into conflict with bandits or monstrous encounters. While the order of the Pike are usually able to deal with local problems, those further afield may need a stronger response and the church will field it's own force alongside any others necessary to get the job done.

In short, there is plenty of scope for Warpriests within the church, though right now Corban is often summoned by Junior acolytes and Lay priests, and involved in petty politics.

For himself, he has bought into the vision of civilization espoused by the Holy scriptures of Abadar and longs to see the Echo Woods region transformed into a beacon of civilization. he recognises this as an uphill struggle, and one that probably won't be achieved in his lifetime, but he feels that it is a worthy goal to dedicate his life to, and that small steps in the right direction are always achievable. Therefore, he is always eager to help eradicate bandits or monstrous hazards that plague society, along with any others who are willing to do so (no matter their motive).


DM Lil" Eschie wrote:
@Eric/Black Dow: Fetchling and Changeling races could be allowed.

Cheers for the clarification - will be pitching a Changeling Fighter (Mutagen Fighter) whose likely a Blue Basilisk Recruit or former Bandit.

Mutagen will be her tapping into her Annis Hag mother's brute strength and abilities.

Will have a profile up early next week sometime :)


The trait is more for background and the ability to use stealth reasonably. I've been having a bit of writers block at the moment but I'll do my best to get a backstory put together sooner rather then later.


How do you feel about racial heritage?
It's in the adv player's guide, and if it is allowed, to what humanoids does it give access for you?

Edit: Alternate classes allowed?


Does my character meet most of the requirements of the character sheet?

I know that I'm missing some stuff. Oh by the way: my character is Davlamin Glimmergaunt ! Sorry for not pointing that out.


crunch:

Rahiv
Male
Undine
Shaman (Witch Doctor) 1
Desna
Init +3; Darkvision 60ft; Perception+6
Favored Class: Shaman
FC bonus:+1 hit point
--------------------
Defense
--------------------
AC , touch , flat-footed (+ armor, + Dex)
hp 9 (1d8+1)
Fort +1
Ref +3
Will +6
Defensive Abilities
--------------------
Offense
--------------------
Speed 30ft (plus swimming)
Melee unarmed strike -1 1d3-1
Ranged +3 1d8
Special Attacks Acid Breath 1d8 5ft Reflect DC 11 1/day
--------------------
Statistics
--------------------
Str 8 Dex 16 Con 10 Int 10 Wis 18 Cha 14
Base Atk +0; CMB -1; CMD 12/9fl
Feats Selective Channeling
Traits Former Slave, Swamp Rebel
Skills Diplomacy +6 (1 rank, 3 FC, 2 Cha), Know (Nature) (1 rank, 3 FC, 0Int), Stealth +9 (1 rank, 3FC, 3 Dex, -1ACP, 3 Familiar), Survival (1 rank, 3 FC, 4 Wis)
Languages Common, Aquan
SQ +4 to disguise as human (Flesh Chameleon Racial), Fast healing 2 per level per day (Hydrated Vitality Racial), Acid Breath (Racial)
--------------------
Equipment & Money
--------------------
Starting Money:105gp
Combat Gear: Longbow, Studded Leather
Defense: Studded Leather
Offense: Longbow
Other gear: none
Spare money:
PP:
GP: 10
SP:
CP:
Other valuables:
Carried weight 25lbs
Encumbrance: 26/53/80
--------------------
Magic
--------------------
Spirit: Life
Hexes:
Spells: Lvl 0: Create Water, Detect Magic, Detect Undead, Purify Food and Drink
Lvl 1 2+1/day: Cure Light Wounds, Entangle

Looks & Personality:

Rahiv was tall for an Undine, a lanky but athletic six foot tall. He was weak but that was normal for most. His skin was a very light greenish hue something easily masked with a bit of make up. His hair was the color of swamp algea but had barely started coming back in from his newfound freedom. He was a bit hardened and wary of anyone wearing heavy armor, expecting to become a slave once again. Chelaxian natives were what scared him the most, their hearts were hardened and were eager to take advantage. So he tended to play it wary at first but he couldn't forget his roots and still was one to heal others he found in trouble.

Background:

Rahiv grew up in the River Kingdoms, the Undine there were nomadic at best. They moved everytime the swamps would form and when they began to wain they would search for a new one based on the weather. The Shaman of the tribe was the one who read the weather and healed the tribe. It was a position of power and respect throughout the tribe and even if they ran into another tribe they were never harmed and always treated only second to their own.

Rahiv was chosen at an early age to shadow his own shaman along with a few other youths to possibly be chosen to be the tribes next shaman. It meant lessons every day, learning to read the weather, knowing where was safe, and what was safe to eat and drink in the area. It was during one of the lessons where they were sent out into the surrounding area to find all the safe plants for medicine and food in the area and bring back a sampling that Rahiv was caught by a Hellknight in "their" territory. It was a mistake that Rahiv would spend the rest of his life regretting.

Meep...I hope that is short enough >.<


Crunch:

Name Zurka
Sex Male
Race: Fetchling (outsider with the native subtype.)
Class Magus (Eldritch Scion with Aberrant Bloodline) Level 1
God (?) Alignment N (?)
Init +3; Senses Darkvision 90', Low-light vision, Light sensitivity.; Perception -1
Favored Class: Magus
FC bonus: Add +1/4 point to the magus’ eldritch pool.

-------------------- 
Defense 
-------------------- 
AC , touch , flat-footed (+ armor, + Dex) 
hp 9  (9/9) 
Fort +3 (+2 base, +1 CON)
Ref +3 (+0 base, +3 DEX)
Will +1 (+2 base, -1 WIS)
Defensive Abilities 
*Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
*Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
-------------------- 
Offense 
-------------------- 
Speed  30'
Melee 

Ranged 

Special Attacks 
Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

-------------------- 
Statistics 
-------------------- 
Str 12 (+1) Dex 16 (+3) Con 13 (+1)  Int 15 (+2) Wis 8 (-1) Cha 15 (+2) 
Base Atk +0; CMB +1; CMD 14 

Feats  
Gloom Sight

Traits 

Skills (2 base +2 Int +0 FC +0 Race= 4)
+5 Intimidate (1 +3 class +2 CHA)
+5 Knowledge (Arcana) (1 +3 class +2 INT)
+5 Knowledge (Dungeoneering) (1 +3 class +2 INT)
+5 Spellcraft (1 +3 class +2 INT)
*Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Languages Common, Draconic

SQ:
*Subtle Manipulator (Sp): Rather than taking on the forms of others, some fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such fetchlings can use Memory lapse once per day as a spell-like ability. For this ability, a fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.
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Equipment & Money 
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Starting Money:

Combat Gear:
Defense:
Offense:

Other gear:

Spare money:
PP:
GP
SP:
CP:

Other valuables:

Carried weight

Encumbrance:

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Magic 
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Eldritch Pool (Su) 3/3 total: An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.

This ability alters spell combat.

Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.

Spells Known:
0-Level Magus Spells (4 total, DC 12) — disrupt undead, flare, mage hand, ray of frost.

1st-Level Magus Spells (3 total, 2 per day, DC 13) — chill touch, shield, shocking grasp.

Looks & Personality:

He looks like a tall, lithe human with dark blue, almost black eyes mixed with long, straggly white hair tied back in a loose ponytail. His skin is a washed out grey, though there are strange bands of a darker shade of grey in swirly patterns on his chest and arms. Due to his light sensitivity, he has taken to tying a scarf around his eyes when in daylight.

Background:
 
Zurka was born into one of the many clans serving one of the several more notable umbral dragon lords in the Shadow Plane. His early childhood was marred by his strange markings on his skin that resisted any attempts to disguise them, even with magic means.

As he was remarkably talented, he was selected to partake in the magus training as part of a strike force being assembled by his dragon lord to strike against his enemies. His training did not go well as the markings proved to be traces of the Old Ones touch. Fearing his instability, yet unwilling to let his talents go to waste, he was sent to the Material plane to explore the mysterious ruins known as the Emerald Spire.

While he was told to discover any lost or forgotten lore, the actual reason was so he would be killed by whatever lurks there.

Zurka is mostly done here. I just need to select traits and purchase equipment for him, and perhaps flesh out/tweak his BG some more.

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