The Age of Deep Waters: a Dark Souls / KD themed recruitment


Recruitment

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Whiskey's submission, for your viewing pleasure.

The River Gelid:

The river Gelid flows into the swamp, bodies ever bobbing like flotsam in the red-tinted ripples. Above, what might be men on tall stilts
move listlessly back and forth, reaching down on occasion to pluck one of their own from the waters. The rest, they leave to feed the trees.

No one knows where the river goes once it leaves the swamp. And, becase the down-river carries no bodies, no one has ever asked.

Pengaal was an artist, once. With folded hands and berry-paste he marked the twisted branches of the Mangrove, telling of the past that was. For the dead of the swamp, there is no future. But, for Pegaal, there was a present and in painting it he transgressed. In painting the dead
he made them immortal twice-over, damned them twice over, condemned them to be worthy of his art.

He was cast out, told to leave the swamp-dwellers with their ever-shrinking past. Now, he searches for the end of the river.

Description:
Short and squatting, the man crouched near the fire is dressed in a ragged beggar's motley. His young face is like old leather, his hands and lips are stained with dozens of colors. He avoids talking about past and thinks endlessly of the future. To him, the preservation of the present is worth any price in blood.


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Sir Siegschwert of Eissenhorn wrote:
GM JC Spooks wrote:
Really quick, just wanted to say, covenants are not compulsory or required. If you don't see a covenant you like, your character doesn't have to follow one.
rungok wrote:
Okay. I will look out for the Old Hunters Covenant in-play. :P (unless, of course, it doesn't exist.)
Now that rungok has mentioned it, this is an idea that has been running through my mind... if we were to find that between PCs are moral and ideals shared, could we form our own covenant?

Well, based on how Solaire was basically the only Sunbro in game one, and because of his Jolly Cooperation there was suddenly a full covenant in 2 and 3, I don't see why we couldn't.

Phaneron is likely to be a niche case, since the hunters were arguably the weaker of the different player character types. They weren't even true undead; They were just living a nightmare they couldn't escape just by dying.


rungok wrote:
They weren't even true undead; They were just living a nightmare they couldn't escape just by dying.

*gasps* Spoilers!

xD


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Okay so this will be my gift instead of the Soul of a Maiden:

Threaded Cane:
"One of the trick weapons of the workshop, commonly used by hunters on their duties. Sufficiently deadly as a rigid bladed cane, but also serves as a whip when its blade is split into many. Concealing the weapon inside the cane and flogging the beasts with the whip is partly an act of ceremony, an attempt to demonstrate to oneself that the bloodlust of the hunt will never encroach upon the soul."
Cane Form:
This cane sword functions as a Dueling Sword (1d8, 19-20x2) including the ability to use dexterity if proficiency is taken.
Whip Form:
This whip form functions as a Scorpion Whip (1d4, 19-20x2, 15ft reach) and inflicts 1d4 bleed damage on a critical hit.


No no, not a gift. Just buy it like a normal piece of equipment.


oh, even better.


I'm thinking a Secret Broker Occultist with Slayer as the DG unless sphere casting turns out to be a bit too much for me.

If I can't get a feel for Sphere Casting in a reasonable timespan (Casters were never my forte to begin with) I may go for a Psychometrist Vigilante instead, characterizing the dual identity as less of a secret identity sort of thing and more of a gestalt personality formed from the influences of his equipment.


Oof. I can't help myself, I like the premise too much. I have to do it. Hopefully I can come up with an interesting character that doesn't cast spells.

Edit: Are there really only three covenants for this? I feel like there should be more than that.


Newbonomicon wrote:
Oof. I can't help myself, I like the premise too much. I have to do it. Hopefully I can come up with an interesting character that doesn't cast spells.

Initiators from Dreamscarred Press?


GM JC Spooks wrote:
Newbonomicon wrote:
Oof. I can't help myself, I like the premise too much. I have to do it. Hopefully I can come up with an interesting character that doesn't cast spells.
Initiators from Dreamscarred Press?

Ah... you may have misunderstood my reasoning for not wanting to play a caster in this.


Another thing I forgot to mention: Everyone should be beginning play with three traits (one campaign trait and two others; following the normal guidelines for trait selections).


She's finally complete <3

High Caster Yuria, the Deep Speaker and Black Water Guardian <3

Thanks for answering all the questions Spooks. Once I got the hang of it, this spheres stuff is pretty cool.


GM JC Spooks wrote:
Another thing I forgot to mention: Everyone should be beginning play with three traits (one campaign trait and two others; following the normal guidelines for trait selections).

Added Resilient.


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Newbonomicon wrote:
Edit: Are there really only three covenants for this? I feel like there should be more than that.

Considering that covenants aren't mandatory and that I have more planned for in-game, I figured the big three would be fine at character creation.


Whew, finally got enough time to get crunching at the character creation...

I'm more familiar with the traditional Vancian spellcasting, so I didn't want to dip my feet into Spheres or Psionics. I took a look at Path of War classes, and got momentarily interested in warder and warlord, but when I was looking at alias avatar pictures, I saw this gem of a profile picture. This avatar inspired me: I knew I had to make a crossbow user.

The story of Berhold, Count of Vicht:
"Sir! We have the enemy general's head. The enemy is asking for negotiations," reported the Victian lieutenant to his liege. The Vichtberg Castle had been assaulted early in the morning by an enemy army. It was now almost noon: so quickly had the siege ended. But it was not unusual for the enemy to underestimate the significance of the Count's personal elite marksman unit.

"Negotiations?!" the Count gasped in amusement, and then bursted into a brief laughter. "Bwahaha! That is the same as saying they surrender! Their morale is down: kill all who don't lay down their weapons, and capture the rest! Hum-hum, looks like we'll be sending a few more hundred war slaves as a gift to His Majesty..." The Count's army had just a week earlier won a large-scale battle against an invading army, and, as usual, he saw it as an opportunity to stay on good terms with the royalty. This was how he had stayed in power for so abnormally long, and why there were so many war slaves working in the capital city.

"Oh, and lieutenant? If there're any women in the enemy camps... the usual treatment." Count Berhold motioned his fat hand to signal discretion. The lieutenant made honor and walked away, disgusted by and afraid of the man. The count licked his lips as he loaded his crossbow. The Countess of Vicht was fully aware of the things her husband did in the dungeons with the captured slaves, and chose to stay quiet.

Count Berhold is a 6th-level Bolt Ace. Stats come in the alias profile as I put the rest together.


Making my character tonight or tomorrow.


'Bout five days left for submissions, give or take.


Wooooooot!


I really thought I'd be able to get into this, but, well... I don't like third party content. I've actually put quite a bit of thought into how I could build a character for this that didn't use anything third party, but everything about this game feels like it's trying to steer me towards third party stuff.

Honestly, I do still love this idea, I just have no idea what to do. Could anyone recommend me a build concept that I might not find objectionable? Preferably something that would be a good fit, based on the other characters who've been submitted? I'm willing to learn some third party stuff, just... nothing too silly?


I'm sorry, I like third party content and I think incorporating it adds a great deal to the game that would otherwise be missing. I offer a lot of options to folks in making their characters

I haven't seen anyone submit a character using mounted combat.


That doesn't really help me. I was thinking more along the lines of, say, "hey, check out this class from Random Dude Games", and I might go from there. I can't exactly learn ALL the third party content in the short time frame left in this recruitment.


GM JC Spooks wrote:
'Bout five days left for submissions, give or take.

That's good to hear--I just saw this thread and the game looks cool, but I'll need some time to make a good character. I'll get started tomorrow!


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Newbonomicon wrote:
That doesn't really help me. I was thinking more along the lines of, say, "hey, check out this class from Random Dude Games", and I might go from there. I can't exactly learn ALL the third party content in the short time frame left in this recruitment.

Most people will be using content from either Path of War by Dreamscarred Press or Spheres of Power.

No one has made a psychic character yet. An Aegis, Dread, or Soulknife from Psionics Unleashed could be fun.


Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?


I have learnt that Bolt Ace's 6th level is complete garbage. Berhold'll go Bolt Ace 5 / Something X.

Would any of the Path of War classes be a good match for a crossbow-user? And I'll still need to think of my demi-gestalt, maybe Occultist?

Grand Lodge

Count Berhold wrote:

I have learnt that Bolt Ace's 6th level is complete garbage. Berhold'll go Bolt Ace 5 / Something X.

Would any of the Path of War classes be a good match for a crossbow-user? And I'll still need to think of my demi-gestalt, maybe Occultist?

Warder's archetype Hawkguard gives you defensive abilities and ranged maneuvers, but it keys off INT.

Maybe Stalker, which keys off WIS and also has access to ranged maneuvers.


mbauers wrote:

Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?

A Sphere Specialization is a class feature, like a Sorcerer's Bloodline. To my knowledge only the Wizard and Incanter classes have access to it.


GM JC Spooks wrote:
mbauers wrote:

Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?

A Sphere Specialization is a class feature, like a Sorcerer's Bloodline. To my knowledge only the Wizard and Incanter classes have access to it.

Ok, that makes sense. Thanks!

Another question: the Arcane Bloodline (Bloodrager) applies spell effects to you when you enter a bloodrage.

Would that work as normal for this game, or is that bloodline banned?


mbauers wrote:
GM JC Spooks wrote:
mbauers wrote:

Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?

A Sphere Specialization is a class feature, like a Sorcerer's Bloodline. To my knowledge only the Wizard and Incanter classes have access to it.

Ok, that makes sense. Thanks!

Another question: the Arcane Bloodline (Bloodrager) applies spell effects to you when you enter a bloodrage.

Would that work as normal for this game, or is that bloodline banned?

They work as normal


Could I use another race's Favored Class Bonus for Occultist? I'd like to get my hands on as much Mental Focus as I can.


Master Han Del of the Web wrote:
Could I use another race's Favored Class Bonus for Occultist? I'd like to get my hands on as much Mental Focus as I can.

Yes, but you'll need to take the racial heritage feat to do so.


Ok, another question related to sphere powers. If I use the soul arrow or pyromancy blast abilities, are those affected by arcane miss chance from armor or shields? I am a mageknight who is proficient in both. I saw a reference to a drawback about casting in armor, but I don't have those. So can I use those abilities freely, even when wielding a shield/wearing armor?


Correct, there is no Arcane Spell Failure from armor.


Count Berhold wrote:
Would any of the Path of War classes be a good match for a crossbow-user? And I'll still need to think of my demi-gestalt, maybe Occultist?

Not PoW, but the Marksman is build around ranged combat. Otherwise the Stalker is probably your best bet.


GM JC Spooks wrote:
Has anyone figured out the secret boon in the Player's Handbook yet?

Do you mean the gift? I didn't see anything else, but I may have missed it.

My character is done! I have the background ready but I need to type it up concisely, so I'll post that tonight. I just wanted to post my crunch because there are a lot of rules I'm not accustomed to, so I wanted to make sure there's no mistakes.

Stats:

Tracking
1/1 Slayer of Demons sphere usage
9/9 Spellpool
7/7 Rounds of Bloodrage

Arythea
Female Human Mageknight 6 (Demi-Gestalt Bloodrager)
Medium Humanoid (Human) Covenant: Devotion 6 , Order of the Blooded Maiden
Init +2 (+2 Dex); Senses Perception +9, Darkvision 60 ft.
DEFENSE
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 52 (10 + 6 + 6 + 6 + 6 + 6 + 6 Con + 6 FC)
Fort +7 (5 base, +1 Con, +1 resistance)
Ref +5 (2 base, + 2 Dex, +1 resistance)
Will +5 (5 base, -1 Fth, +1 resistance)
Defensive Abilities Resist Magic: +2 to all saves vs magic, spells, spell-like abilities, and sphere effects, Fast Healing 1, Resilience of Soul: can reroll failed saves by spending 1 spell point
OFFENSE
Spd 30 ft
Melee +1 Keen Bardiche +11/+6 (+6 BAB, +4 str, +1 enhancement) (1d10+7/17-20/x2)
Melee +1 Keen Bardiche /w PA +11/+4(+6 BAB, +4 str, +1 enhancement) (1d10+13/17-20/x2)
Melee +1 Keen Bardiche /w PA and bloodrage +13/+6 (+6 BAB, +6 str, +1 enhancement) (1d10+16/17-20/x2)
Melee Cold Iron Dagger +10/+5 (+6 BAB, +4 str) (1d4+4/19-20/x2)
Ranged Pyromancy Blast +8 ranged touch (+6 BAB, +2 dex) (2d8/x2)(30 ft range)(also DC 14 FS or be staggered)
Ranged Soul Arrow +8 ranged touch (+6 BAB, +2 dex) (1d4/x2)(130 ft range)
Ranged Cold Iron Dagger +8 (+6 BAB, +2 dex) (1d4+4/19-20/x2)
Offensive Abilities Penetrating Blow: spend 1 spell point for all attacks to resolve as touch attacks, Flame Weapon: attach pyromancy blast to a weapon, -1 to attacks when wearing buckler

Space 5 ft.; Reach 5 ft.
STATISTICS (warrior array)
Str 18 (+4) (15 base, +2 racial, +1 Level 4)
Dex 15 (+2)
Con 13 (+1)
Int 16 (+3) (14 base + 2 racial)
Fth 8 (-1) (10 base, -2 racial)
Cha 8 (-1)
Base Atk +6 (+6/+1 Mageknight)
CMB +10 (+6 BAB, +4 Str)
CMD 22 (10 +6 BAB, +2 Dex, +4 Str)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 two-handed)
Furious Focus [Level 3], weapons used in two hands don’t get a penalty to attack when using Power Attack (first attack each turn)
Shield Focus [Mageknight 4], +1 AC to shield bonus
Extra Mystic Combat [Level 5], Mystic Adaption (Adaptation?)

Traits
Bruising Intellect: Intimidate is a class skill and Arythea can use Int mod instead of Cha.
Seeker: +1 trait bonus to Perception and it is a class skill
Slayer of Demons: +2 to Spellcraft checks. Once per day Arythea can use a sphere talent that she does not possess using her CL.

Skills
Acrobatics +8 (3 ranks, +3 class, +2 Dex, -1 AC) (+1 additional when jumping)
Climb +8 (1 rank, +3 class, +4 Str)
Intimidate +12 (6 ranks, +3 class, +3 Int)
Knowledge (Arcana) + 9 (3 ranks, +3 class, +3 Int)
Knowledge (Nature) + 8 (2 ranks, +3 class, +3 Int)
Knowledge (Nobility) +12 (6 ranks, +3 class, +3 Int)
Knowledge (Planes) + 9 (3 ranks, +3 class, +3 Int)
Knowledge (Religion) + 8 (2 ranks, +3 class, +3 Int)
Lore (Order of the Blooded Maiden) +12 (6 ranks, +3 class, +3 Int)
Perception +9 (6 ranks, +3 class, -1 Fth, +1 trait)
Spellcraft +10 (2 ranks, +3 class, + 3 Int, +2 trait)
Survival +3 (1 rank, +3 class, -1 Fth)
Swim +7 (1 rank, +3 class, +4 Str, -1 AC)
Total Points: 42 ([2 Mageknight + 3 Int + 2 Background] x6 level)
AC penalty is -1 (0 for climbing and jumping)
Languages Common, Draconic, Ignan, Sylvan(1 base, +3 Int)

Equipment
Traveler's Outfit, 1 gp, 5 lbs.
Cloak of Resistance +1, 1,000 gp, 1 lb.
+1 Mithral Agile Breastplate, 5,400 gp, 12.5 lbs.
+1 Keen Bardiche, 8,313 gp, 14 lbs.
+1 Buckler, 1,155 gp, 5 lbs.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Twilight Lantern (Pyromancy Catalyst), 60 gp, 3 lbs.
Fitful Clock (Sorcery Catalyst)
MW Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, -- lbs.
4 days trail rations, 2 gp, 4 lbs.
2 Tindertwigs, 2 gp
50 ft of hemp rope, 1 gp, 10 lbs
Belt pouch, 1 gp, 0.5 lbs.

6 gp in belt pouch
Weight Carried: 56 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

SPECIAL ABILITIES
Darkvision 60 ft (2 RP)
Fast Healing 1 Heal 1 HP per round (6 RP)
Proficiencies Arythea is proficient in all martial and simple weapons, light armor, medium armor, and shields (except tower shields)
Casting Arythea is considered a low-caster, using her Int modifier as her casting stat.
Spell Pool 9 Arythea has a spell pool of level + Int mod that replenishes each day.
Magic Talents Arythea gains a magic talent at Level 1, 2, and every two levels thereafter.
Resist Magic (Ex) +2 Arythea gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects at level 1. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.
Mystic Combat (Su) At 2nd level and every 4 levels thereafter, Arythea gains a Mystic Combat.
Stalwart (Ex) When Arythea makes a successful Fortitude or Will Save that has a reduced effect on a successful save, she avoids the effect entirely (unless she is helpless).
Combat Feats Arythea gains a combat feat at 4th level and every four levels thereafter.
Fitful clock Arythea can cast Deathwatch at will from her fitful clock.
Arcane Bloodline (Bloodrager) Arythea will gain her bloodline abilities starting at Level 7
Bloodrage (7 rounds per day) Arythea can bloodrage (+4 morale to Str, Con, +2 WS, -2 AC) for a number of rounds equal to her Character Level + Con Modifier

Magic Talents
Sorcery
Soul Arrow: Medium Range, 1d4 points of damage per two levels, can spend 1 spell point to add +20 circumstance to attack roll.
Cast Light: Standard action, can increase light level through concentration and by spending spell points.
Hush: Standard action, spend a spell point to negate all sound a target makes for one minute per caster level

Pyromancy
Pyromancy Blast (2d8): Close ranged touch attack deals 1d8 + 1d8/2 levels (or 1d8/level if spend a spell point). When using Pyromancy Blast, Arythea can apply 1 blast type and 1 blast shape talent.
Black Flame (Blast Type) DC 14: Targets who take damage from Arythea’s blast must make a Fortitude save (DC 10 + ½ CL + Int mod) or be staggered for 1 round.
Flame Weapon (Blast Shape): When making a pyromancy blast, Arythea may attach the blast to a touched weapon. If she is wielding this weapon, she may immediately make an attack roll as a free action. The first target struck by the affected weapon is also struck by the pyromancy blast. If no target is struck within 1 round, the pyromancy blast dissipates harmlessly. She may spend 1 spell point to increase the touched weapons reach by 5 ft. Unlike normal reach weapons, the flame weapon can also attack nearby creatures.

Mystic Combat
Mystic Adaption: Arythea may spend a spell point as a swift action to gain the benefits of one combat feat of her choice for a number of rounds equal to her Int modifier. She must meet all of this feat’s prerequisites. At 7th level, she may gain the benefits of two combat feats when she uses this ability. At 14th level, she gains the benefits of three combat feats of her choice. Multiple uses of this ability do not stack, only the most recent use applies. If a combat feat has a limited number of daily uses (such as Stunning Fist), any uses of that combat feat while using this ability counts towards that feat’s daily limit.

Penetrating Blow: Arythea may spend a spell point as a swift action to cause all of her attacks to be resolved as touch attacks until the end of her turn.

Resilience of Soul: As an immediate action, Arythea may spend a spell point to reroll a saving throw she just failed. She must take the second result, even if it is worse.

Advancement
Level 7: Unhindering Shield?

Gear Priorities


And here's my background:

Arythea’s Background:

The kneeling general took his battered helmet off and raised his aged, scarred face to peer into the bloodmage’s eyes. Though his forces were being routed he smiled: You have no idea what you’ve done. I’ve been where you’re going. You think you’ve saved this world, but all you’ve done is damned yourself. He spit to emphasize his point, and kept his head raised high. Go on, finish it.

Arythea spun her blade before his sentence was finished, allowing Volkare’s arterial spray to land on her face and arms. She could feel the power transfer to her as the lifeblood flew from her weapon. She looked around at the chaos of battle, confident that she’d made the right decision to rid the people of the oppressive, recently-returned leader and his army of orcs and draconum. She took off at a run to join her army, and her vision went black.

When she awoke, the mageknight was in a strange, desolate land, being cared for by disciples of Reistarch, the blood goddess. What place is this, where the God Amara, he who smote the very world with the Breaking, is worshipped as a woman? If any are fit to be a Blood Goddess, it is I, she thought, as they fed her and spoke to her of their ways. Resolved, Arythea rose through the ranks of the Order of the Blooded Maiden, from both her prowess in battle and her ‘divine right’ proven by her Twilight’s Mark, seeking to gain enough power to ascend to godhood herself and, perhaps, find her way back home.


Guh, the curse of playing an Occultist, I never have as much focus as I really want. I really love the class but I always feel the need to squeeze out every drop of mental focus so I can play with all the implements.

I'll finish my build tomorrow and type up a solid background.


mbauers wrote:
GM JC Spooks wrote:
Has anyone figured out the secret boon in the Player's Handbook yet?

Do you mean the gift? I didn't see anything else, but I may have missed it.

My character is done! I have the background ready but I need to type it up concisely, so I'll post that tonight. I just wanted to post my crunch because there are a lot of rules I'm not accustomed to, so I wanted to make sure there's no mistakes.

** spoiler omitted **...

You may want to look at the Mad Magic feat so you can retain your ability to cast while raging.


GM JC Spooks wrote:


You may want to look at the Mad Magic feat so you can retain your ability to cast while raging.

Cool, good suggestion! For now I can pick it up as needed with my Mystic Adaption (I think it's maybe supposed to be "Mystic Adaptation") Mystic Combat ability that I have.


I'll be closing recruitment sunday evening and making my selections shortly thereafter.


*Pokes head in*

If anyone cares, the Enhancer's Handbook just came out, and it's got stuff like applying multiple enhancements at the same time, making enemies' stuff fragile, Drawback feats that let you take advantage of them in interesting new ways, and expanded rules for animated objects. It's already being sent to Patreon backers, and should be out soonish here on Paizo.com (and it already is out on Drivethrurpg.com) if you're interested in picking it up and editing your character before this game's submission deadline. XD


I'm going to withdraw interest from this. I'm feeling too much Writer's Block.


At long last, I've got my character close to ready! I finally managed to figure out a concept that actually gets me excited, and I think you'll like him. I'll write out a quick backstory for him as soon as I put the finishing touches on his myth-weavers sheet, which should be pretty soon.


Myth-weavers Sheet

The poor, wretched men of the Cavernous Depths are a strange lot, curiously able to live their whole lives underwater with no ill effects. Perhaps this is due to the thick, scaly skin they boast. When rumor came down from the surface of the upcoming Age of Deep Waters, a young man left his home in the caverns to seek out the people responsible. The first encounter he had along the way was with an unusual undead, who told him that to have any hope of reaching his destination, he would have to bear the dark sigil.

Having never seen a hollow, the boy did not expect what became of him upon accepting the dark sigil. His once proud scales began to wither, his face became disfigured, and what was worse, he could never return home, for the simplest touch of his skin to water caused it to chill.

The boy never found the ones responsible for the Age of Deep Waters. By the time he neared the land where he had heard they reside, the world had seen its end, and he realized his folly. These were not the deep waters he called home. Instead, he watched as the world sank into a new type of darkness, one it had never seen before.

With what little heart he could still muster, the boy despaired.

---

And here he is! I'm not really happy with the name, but the story feels solid, and I've always loved kineticists. If you have any questions about the build, feel free to ask, but I'll preempt some possible questions by explaining some things that I didn't actually put on the sheet.

First of all, the extra feat is because I've taken the human FCB for kineticists, which is 1/6 of an Extra Wild Talent feat.

Second, and probably more importantly, the listed stats are assuming that he begins the day by spending three points of burn. One on his defensive talent, one to activate Cold Snap, and one to fill his internal buffer.


...five hours later, I suddenly realize I forgot to pick a demi-gestalt, and now I can't decide which one.


Dotting for interest, may play a Mystic.


Recruitment will be closed this evening so hopefully you can put togethet something you like fast.


Hoping to slip into recruitment just in the nick of time.


I can't make it for recruitment, have fun everyone.


GM JC Spooks wrote:
Recruitment will be closed this evening so hopefully you can put togethet something you like fast.

Ah, crap. I just got off work so that ain't happening.

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