Sandbox Homebrew Setting Ninevrah: The Search for the Guardians of the Grail of the Pheonix


Recruitment

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>

This is a game that will be taking place approximately the same time as my 'In the City of the Drow' game. This will revolve around finding the three guardians of the Grail of the Pheonix, a relic in a homebrew religion I created and http://paizo.com/people/AdamWarnock2my7v [/url/ helped create. In addition to accepting new players I will be first giving priority to [url=Critzible] http://paizo.com/people/Critzible and any of the others that wanted to join my game but did not get a character made in time.

You will be playing 5th level characters, due to the premise of this game you will not be allowed to play CE or NE characters, and if you CN you can't just be a Murderhobo, afterall you are searching for the guardians of a Lawful Good Deity.

Stats: 3d8 up and down, meaning if you roll an 18 first that is your strength stat. You are allowed to roll for them all twice, but must pick one of the groupings.

Traits: 2 traits, one drawback may be taken for an additional one.

Wealth: Average Wealth By level

Classes: Any, but 3rd party have to be run by me first, and I will say outright that the Savage (monk/barbarian) hybrid class and the monster trainer will not be allowed.

races: Any, but it must make some sort of sense.

Health: max at first level then half+1 every level after that.

Gestalt: You may play a gestalt character, but you will be a level below everyone else and have the corresponding wealth. You may also triple gestalt, but you will be two levels below five and half the wealth of a third level character.

That should be all my rules, now I will post AdamWarnock's lore he helped create.

Grail of the Pheonix:
The Grail of the Phoenix is a holy relic of the Balserian faith that grants whoever drinks the waters that fill the cup will have all of their injuries and illnesses healed, their bodies restored to a youthful state (Young or Young Adult, 12-18 for humans), and be given centuries more of life. The Grail of the Phoenix has always been protected by three guardians that embody the virtues that Balserians admire, with the previous generation training the next. The guardians are always marked with platinum hair and eyes. On their backs is a rune that identifies the virtue they embody.
Audria, Faye, and Kaeli were to be the next guardians, but before they’re training was anywhere near complete, a group of cultists attacked the hidden temple where the Grail of the Phoenix is kept and slew two of the current guardians and mortally wounded the third before being driven off. The last guardian died of his wounds and left the three sisters to defend the temple on their own. Late one night, they were set upon by raiders who took the Grail of the Phoenix and Faye and Kaeli for some unknown purpose. Audria fought off her attackers, but was too exhausted to pursue the others and rescue her sisters. After waking up and taking stock of her situation, she goes to look for her sisters and the grail.

The ones that attacked her are also after her. Whatever purpose they have, they need all three of the guardians, and have attacked Audria a few more times while she’s been on the road. To try and avoid this, the last of the guardians has taken to hiding her hair and her eyes in the shadows of the hood of her cloak. The months have not been kind to her either, and her clothing and appearance are ragged.

Each of the sisters embodies a virtue that is important to the ideals of the Balserian faith, though they possess all three of them, the one they embody is particularly evident.

Audria - Strength, Determination, Nobility
Faye - Loyalty, Honesty, Valor
Kaeli - Hope, Purity, Empathy

Audria is a brawler, wading into melee and smashing at enemies with as much strength as she can muster. She uses a greatsword and heavy armor. She’s the most emotional of the three, exhibiting boundless joy and implacable rage. She has the most forceful personality of the three, and a tendency to not think things through.

Faye is a duelist, striking at the weakest points of her enemies to end fights quickly. She uses a longsword and shield to get in close and strike where her opponent is most vulnerable. She’s the most quiet and reserved of the three, speaking softly and being more subtle in her moods. She tends to overthink things a lot.

Kaeli is a dancer, weaving in and out of combat to confuse enemies and support her sisters. She uses a bow if not in melee, or a staff if she has to fight in close quarters. She’s the most cheerful of the three and helps to smooth out most of the conflicts between Audria and Faye. She’s the negotiator of the trio and often tries to avoid conflict.


Eh, might as well!

S3d8 ⇒ (3, 5, 7) = 15, 3d8 ⇒ (6, 7, 2) = 15
D3d8 ⇒ (5, 3, 4) = 12, 3d8 ⇒ (8, 2, 6) = 16
C3d8 ⇒ (1, 8, 6) = 15, 3d8 ⇒ (5, 8, 1) = 14
I3d8 ⇒ (6, 8, 5) = 19, 3d8 ⇒ (8, 8, 8) = 24
W3d8 ⇒ (6, 1, 3) = 10, 3d8 ⇒ (2, 7, 6) = 15
C3d8 ⇒ (4, 1, 7) = 12, 3d8 ⇒ (6, 4, 2) = 12

Soo... 15,12,15,19,10,12
oor 15,16,14,24,15,12

Huh. That's a craptonne of intelligence.


Dotting. I dotted the other game as well but couldn't make anything on time, so I'll be reading this one closely.


Dice Rolls:

Str: 3d8 ⇒ (7, 8, 7) = 22
Dex: 3d8 ⇒ (7, 3, 1) = 11
Con: 3d8 ⇒ (6, 3, 5) = 14
Int: 3d8 ⇒ (6, 4, 7) = 17
Wis: 3d8 ⇒ (5, 4, 6) = 15
Cha: 3d8 ⇒ (6, 5, 1) = 12

Str: 3d8 ⇒ (8, 5, 2) = 15
Dex: 3d8 ⇒ (6, 8, 5) = 19
Con: 3d8 ⇒ (7, 7, 5) = 19
Int: 3d8 ⇒ (2, 1, 1) = 4
Wis: 3d8 ⇒ (1, 7, 1) = 9
Cha: 3d8 ⇒ (3, 1, 6) = 10


AdamWarnock
Critzible


I'll just have to modify her backstory, and then Eleanor will be ready. When are we starting?


Ok, Marquis is done except to make final notes on his story and equipment once I know who else is with him.

I will take advantage of you rerolls just in case I roll better

Str: 3d8 ⇒ (2, 4, 3) = 9
Dex: 3d8 ⇒ (6, 8, 4) = 18
Con: 3d8 ⇒ (5, 2, 7) = 14
Int: 3d8 ⇒ (7, 8, 2) = 17
Wis: 3d8 ⇒ (7, 7, 5) = 19
Cha: 3d8 ⇒ (1, 6, 5) = 12

Nah, I'll keep what I had, warts and all.


@GM: what about background skills? About third parties, would you allow the eldritch godling from super genius games?


The Chess wrote:
@GM: what about background skills? About third parties, would you allow the eldritch godling from super genius games?

I allow both


3d8 ⇒ (7, 2, 4) = 13, 3d8 ⇒ (5, 1, 2) = 8
3d8 ⇒ (2, 3, 6) = 11, 3d8 ⇒ (3, 5, 1) = 9
3d8 ⇒ (3, 4, 4) = 11, 3d8 ⇒ (7, 8, 8) = 23
3d8 ⇒ (6, 2, 1) = 9, 3d8 ⇒ (8, 7, 2) = 17
3d8 ⇒ (6, 2, 3) = 11, 3d8 ⇒ (2, 6, 4) = 12
3d8 ⇒ (8, 8, 4) = 20, 3d8 ⇒ (4, 7, 7) = 18

Cool! I'll have it ready by Monday :)


Would you allow the Harbinger from Dreamscarred Press?


Will you allow psionics or spheres of power?


I will allow the harbinger.


Philo Pharynx wrote:
Will you allow psionics or spheres of power?

I allow psionics


I missed the first recruitment. I am very interested.

3d8 ⇒ (1, 4, 7) = 12
3d8 ⇒ (2, 4, 4) = 10
3d8 ⇒ (1, 6, 4) = 11
3d8 ⇒ (5, 4, 3) = 12
3d8 ⇒ (8, 8, 7) = 23
3d8 ⇒ (3, 5, 5) = 13
3d8 ⇒ (1, 7, 6) = 14
3d8 ⇒ (4, 3, 7) = 14
3d8 ⇒ (1, 7, 5) = 13
3d8 ⇒ (8, 8, 2) = 18
3d8 ⇒ (3, 1, 5) = 9
3d8 ⇒ (2, 6, 3) = 11

Grand Lodge

S3d8 ⇒ (5, 7, 2) = 14 3d8 ⇒ (5, 1, 7) = 13
D3d8 ⇒ (3, 3, 7) = 13 3d8 ⇒ (4, 2, 5) = 11
C3d8 ⇒ (7, 8, 6) = 21 3d8 ⇒ (1, 3, 4) = 8
I3d8 ⇒ (4, 7, 8) = 19 3d8 ⇒ (7, 3, 5) = 15
W3d8 ⇒ (1, 6, 1) = 8 3d8 ⇒ (3, 6, 6) = 15
Ch3d8 ⇒ (6, 4, 5) = 15 3d8 ⇒ (4, 6, 5) = 15

Grand Lodge

Hmmm I think I might go with My original Concept of A White Haired Witch gesalted.

Taking the following stats
Strength:14,Dexterity:13,Constitution:21,Intelligence:19,Wisdom:8,Charisma: 15

Gonna do a Noble Drow (exiled)


STR: 3d8 ⇒ (6, 7, 6) = 19, 3d8 ⇒ (3, 2, 4) = 9
DEX: 3d8 ⇒ (8, 3, 3) = 14, 3d8 ⇒ (1, 7, 1) = 9
CON: 3d8 ⇒ (2, 3, 3) = 8, 3d8 ⇒ (8, 4, 5) = 17
INT: 3d8 ⇒ (6, 1, 1) = 8, 3d8 ⇒ (4, 1, 3) = 8
WIS: 3d8 ⇒ (7, 5, 3) = 15, 3d8 ⇒ (1, 1, 6) = 8
CHA: 3d8 ⇒ (2, 7, 7) = 16, 3d8 ⇒ (4, 2, 4) = 10

Okay, then. This will be interesting. I think I'm going to go with a gestalt with the first.

(That 8 CON and 8 INT is going to hurt though.)

Original Rolls, if I need to use them.:

STR: 3d8 ⇒ (2, 5, 3) = 10
DEX: 3d8 ⇒ (7, 8, 1) = 16
CON: 3d8 ⇒ (5, 2, 6) = 13
INT: 3d8 ⇒ (3, 2, 5) = 10
WIS: 3d8 ⇒ (7, 6, 4) = 17
CHA: 3d8 ⇒ (5, 2, 7) = 14


Looks like Cleric of Balseria for me. Which domains?


Eminem80 wrote:
Looks like Cleric of Balseria for me. Which domains?

Balserius has the same domains as iomedae(for now, I will come up with better list later)


Adamamat Entertainment Priest Ok?


By the way, just to make sure, no Spheres of Power, right? (because if it is allowed, I would be really grateful)

Grand Lodge

Drow Noble White Witch/Unchained Rogue 4th!!!

Hope to post within 48 hrs as Sunday is my in house game


I'm throwing my hat in the ring, if possible.

Stat Assortment #1:
Strength: 3d8 ⇒ (2, 7, 3) = 12
Dexterity: 3d8 ⇒ (6, 8, 3) = 17
Constitution: 3d8 ⇒ (4, 6, 2) = 12
Intelligence: 3d8 ⇒ (3, 3, 2) = 8
Wisdom: 3d8 ⇒ (1, 7, 2) = 10
Charisma: 3d8 ⇒ (8, 8, 3) = 19

Stat Assortment #2:
Strength: 3d8 ⇒ (8, 2, 5) = 15
Dexterity: 3d8 ⇒ (1, 6, 4) = 11
Constitution: 3d8 ⇒ (5, 6, 7) = 18
Intelligence: 3d8 ⇒ (2, 7, 1) = 10
Wisdom: 3d8 ⇒ (8, 6, 7) = 21
Charisma: 3d8 ⇒ (2, 2, 2) = 6


Eminem80 wrote:
Adamamat Entertainment Priest Ok?

Yeah, I will allow it.


AdamWarnock wrote:
By the way, just to make sure, no Spheres of Power, right? (because if it is allowed, I would be really grateful)

I allow it


Castle Blades wrote:
AdamWarnock wrote:
By the way, just to make sure, no Spheres of Power, right? (because if it is allowed, I would be really grateful)
I allow it

Thanks! I really appreciate it.

Grand Lodge

Just checking in


Builds are done. I've got a Hero Lab Portfolio file if you want it for them.

Audria's Stats:

Audria
Female angel-blooded aasimar (angelkin) sphere paladin 4/incanter 4/gestalt 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 32 (4d10+4)
Fort +9, Ref +7, Will +12; +2 trait bonus vs. charm and compulson
Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., movement burst (ft.) 30 ft.
Melee dagger +9 (1d4+5/19-20) or
. . gladius +9 (1d6+5/19-20) or
. . mwk greatsword +11 (2d6+7/19-20) or
. . touch destructive blast +9 (3d6+2) or
. . unarmed strike +9 (1d3+5 nonlethal)
Ranged composite longbow +6 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 16, 2d6), smite evil 2/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 8, Int 9, Wis 15, Cha 18
Base Atk +4; CMB +9; CMD 21
Feats Cantrips, Toughness, Weapon Focus (greatsword)
Traits birthmark, talented
Skills Diplomacy +8, Heal +8, Knowledge (history) +3, Knowledge (nobility) +3, Knowledge (planes) +5, Knowledge (religion) +3, Linguistics +4, Perform (sing) +10, Profession (cook) +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Undercommon
SQ casting, destructive blast, electric blast (blast type), energy blade (blast shape), explosive orb (blast shape), fire blast (blast type), glow, intense magic, lay on hands 6/day (2d6), mercy (shaken), quick teleport, sculpt blast (blast shape), specialization (sphere specialization [destruction]), teleport
Combat Gear oil of bless weapon (2), potion of cure light wounds (4), potion of cure moderate wounds; Other Gear mithral agile breastplate[APG], arrows (20), composite longbow, dagger (2), gladius[UC], mwk greatsword, backpack, bedroll, belt pouch, explorer's outfit, platinum holy symbol of Balserius[UE], silk rope (50 ft.), trail rations (5), waterskin (3), winter blanket, 9 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Cantrips You can create a variety of small magical effects
Casting (CL 4, Charisma) You can cast sphere effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Destructive Blast (Electric Blast) 3d6+2 Ranged or melee touch attack deals 3d6+2 damage
Destruction: Electric Blast Destructive Blast deals electric damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Explosive Orb (Radius 15 ft.) Deal destructive blast damage in a radius
Destruction: Fire Blast Your destructive blast deals fire damage and can ignite targets
Destruction: Sculpt Blast Deal destructive blast damage in a cone or line
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Intense Magic +2 (Su) Deal more damage with your destructive blast
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light: Glow Cause an object or creature to shed light
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Movement burst (30 feet, ft., 7/day) (Sp) Project a burst of energy to move as a swift action
Paladin Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Sphere Specialization (Destruction) Intense Magic, Movement Burst, Elemental Wall
Warp: Quick Teleport Teleport as a move action for additional SP
Warp: Teleport You can teleport yourself as a standard action

Faye and Kaeli:

Faye
Female angel-blooded aasimar (angelkin) slayer 4/incanter 4/gestalt 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 24 (4d10-4)
Fort +5, Ref +8, Will +8; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft., fast 10 ft.
Melee unarmed strike +9 (1d3+5 nonlethal)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—alter self
Incanter Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—slowing touch
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 9, Int 8, Wis 15, Cha 18
Base Atk +4; CMB +9; CMD 22
Feats Cantrips, Dodge, Improved Initiative, Shield Focus, Weapon Focus (longsword)
Traits birthmark, talented
Skills Acrobatics +9 (+13 to jump), Climb +10, Craft (painting) +2, Diplomacy +6, Heal +8, Intimidate +8, Knowledge (geography) +3, Knowledge (nature) +4, Knowledge (nobility) +3, Linguistics +4, Perception +9, Perform (sing) +10, Sense Motive +6, Stealth +9, Survival +7, Swim +9; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Undercommon
SQ after image (time), bless (word), casting, combat style (weapon and shield[APG]), divine force (consecration), hallow (word), haste (time), improved haste, improved slow, serendipity (consecration), slayer talents (ranger combat style[ACG], weapon training), slow (time), specialization (sphere specialization [time]), steal time (time), time freeze (time), track +2
--------------------
Special Abilities
--------------------
Cantrips You can create a variety of small magical effects
Casting (CL 4, Charisma) You can cast sphere effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast (10 feet) (Su) You gain a +10 bonus to your base movement speed
Fate: Bless Allow target to make a roll twice and use the better result
Fate: Divine Force (Good) Nearby creatures of opposed alignment suffer random effects
Fate: Hallow +1 Grant target bonuses vs. opposed alignment and immunity to mind control
Fate: Serendipity Nearby allies gain luck bonuses
Slowing Touch (2 rounds, 7/day) (Sp) Touch attack staggers target
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sphere Specialization (Time) Fast, Slowing Touch, Retry
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Time: After Image (25% miss) Target gains concealment and a miss chance
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Improved Slow Your Slow ability becomes more powerful
Time: Slow Target becomes staggered
Time: Steal Time Gain an extra standard action by dazing the target
Time: Time Freeze Creatures in an area cannot act or be affected
Track +2 Add the listed bonus to survival checks made to track.

--------------------

Kaeli
Female angel-blooded aasimar (angelkin) sphere ranger 4/incanter 4/gestalt 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 26 (4d10-2 life essence)
Fort +5 (+2 vs death effects and to stabilize when dying), Ref +8, Will +8; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9 (1d3+5 nonlethal)
Special Attacks channel positive energy 7/day (DC 16, 2d6), combat style (archery), favored enemy (evil outsiders +2)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—alter self
Incanter Spell-Like Abilities (CL 4th; concentration +8)
. . 7—steal essence
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 9, Int 8, Wis 15, Cha 18
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Point-Blank Shot, Precise Shot, Quick Draw
Traits birthmark, talented
Skills Diplomacy +8, Handle Animal +9, Heal +11, Intimidate +9, Knowledge (nature) +4, Linguistics +4, Perception +9, Perform (dance) +9, Perform (sing) +10, Stealth +9, Survival +9; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Undercommon
SQ blindfolded oracle (sense), casting, cure, divine (divine), divine future (divine), divine information (divine), divine life (divine), favored terrain (mountainous +2), greater healing, greater invigorate, greater restore, hunter's bond (hawk named Sealgair), invigorate, read magic (sense), restore, resuscitate, specializations (channel energy, sphere specialization [life]), track +2, wild empathy
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Casting (CL 4, Charisma) You can cast sphere effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination: Blindfolded Oracle You can gain Blindsense, or Blindsight for an extra spell point
Divination: Divine You can divine magical auras
Divination: Divine Future (1d4, 1/day) You can divine a glimpse of the future, gaining a bonus to a roll of your choice
Divination: Divine Information +2 You can divine for information on a Knowledge check
Divination: Divine Life You can divine for living creatures and their general condition
Divination: Read Magic You can read and decipher magical writing
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Incanter Channel Positive Energy 2d6 (7/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Life Essence (Su) Gain extra hit points and a bonus on Fort saves vs death
Life: Cure 1d8+10 Heal a target for 1d8+10 hit points
Life: Greater Healing Your cure heals 1 additional HP per caster level
Life: Greater Invigorate Add your CAM to the number of temp HP granted by invigorate
Life: Greater Restore Restore heals ability damage and removes some conditions that it would otherwise lessen
Life: Invigorate (Up to 9 temp HP) Grant up to 9 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Resuscitate Cure or invigorate creatures who died within the last round
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sphere Specialization (Life) Life Essence, Steal Essence, Life Sight
Steal Essence 1d4+2 (Sp) Touch attack deals nonlethal damage and gives you temporary HP
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Sealgair
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 14 (2d8+5)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee unarmed strike +2 (1d2 nonlethal) or
. . bite +2 (1d4), 2 talons +2 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1.5; CMB +0; CMD 12
Feats Toughness
Tricks Attack, Attack Any Target, Fetch, Heel, Hunt, Seek, Stay
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +6
SQ attack any target, fetch, heel, hunt, seek, stay
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


Hi GM! Chess here with my character. I built an Eldritch Godling, as I said, but made him level 4 and gestalted with some other classes I think it'd thematically and mechanically fit him very well. I wanted to somehow link him with the other characters - especially Critzible's - so I built the concept around it and left some things open. I'd love to hear more about the Grail of the Phoenix and all - I ended up building a character with true faith on the legend of the guardians and the desire to find and help the sisters. I even added a tattoo and a holy text about the "Faith on the Grail of the Phoenix" :) I hope it's okay.


Harbaestus wrote:
Hi GM! Chess here with my character. I built an Eldritch Godling, as I said, but made him level 4 and gestalted with some other classes I think it'd thematically and mechanically fit him very well. I wanted to somehow link him with the other characters - especially Critzible's - so I built the concept around it and left some things open. I'd love to hear more about the Grail of the Phoenix and all - I ended up building a character with true faith on the legend of the guardians and the desire to find and help the sisters. I even added a tattoo and a holy text about the "Faith on the Grail of the Phoenix" :) I hope it's okay.

That's great, I don't have all the lore figured out yet, but when I do I will send it to you.


Okay most of the crunch is done.

need equipment and rogue talents.

also the story typed and posted

But all in all I am ready

oh and does my hair count as a finesse weapon?


Phaelanna Xiltoara wrote:

Okay most of the crunch is done.

need equipment and rogue talents.

also the story typed and posted

But all in all I am ready

oh and does my hair count as a finesse weapon?

Ok, I count the hair as a light weapon.


Sweet

Gotta Cook and then more work!


Okay The Familiar I will make its own Alias.

As for the background still working on it. Thinking due to her link to her patron ( thinking a Celestial Attendant of Shelyn specializing in Dance and movement) She was cast out of her house. Who wanted her to follow the Family Patron ( the Drow God/goddess)

Thus she grew up on the streets with only Vox as her friend as he was her link to her Patron. She learned spells and was blessed with supernatural hair while stealing to survive. Enough that she joined a mercenary house one more inclined to allow her to worship and commune with who she wished as long as she helped the house.


Pennate here. This is the character I am submitting. The crunch is mostly done, and the eidolon and fused statistics will be added soon (possibly in a new alias). I took the first set of rolls.

If possible, I would appreciate hearing some more information on the lore of the world, the religions, and the setting in general, as it help me to complete the background of this character.


Egryzon the White wrote:

Pennate here. This is the character I am submitting. The crunch is mostly done, and the eidolon and fused statistics will be added soon (possibly in a new alias). I took the first set of rolls.

If possible, I would appreciate hearing some more information on the lore of the world, the religions, and the setting in general, as it help me to complete the background of this character.

The world is limited to A single continent that is divided into vastly different environments, because of a magical power not yet known. The religions after the same as Golorian with some of my own sprinkled in, mainly Balserius. He is a lawful good deity that was once a normal silver Dragon before he ascended to godhood. As a deity his tenants are family, order and valor. If you need any more info PM me.


background:
Phaelanna grew up in a Drow house devoted to the worship of Asmodeus. Its daughters were sent to become Brides of Asmodeus as the sons were free to learn whatever trade needed. Phaelanna, grew up amongst her indoctrinated siblings but had a special connection to one of the spiders she had chosen for her gaurdian. In doing this she was touched by the Empyreal Lord Arshea! One of the Lords underlings bestowed her a connection with her spider Vox.

In her fledgling years she learned a variety of fun skills and knowledge while learning spells from her spider. Her mother thought it was a blessing and a potential weapon for later and thus kept it a secret. When her mother was eliminated by a rival via assassination Phaelannas’ gifts were found out and the teenage drow was sent to the Asmodean church to learn to be one of his brides.

However in her lessons she showed more variety of spells and blasphemed the Lord of Tyranny instantly sealing her fate. The Xiltoarans’ there were punished, and in turn her cousins tried to punish her. Phaelanna knew after attempts on her life that she was done for. So she fled. In her escape she turned to the poor districts learning the skills needed to survive.

By the time she became an adult she was a prominent member of a mercenary guild with in the Underdark. Her role was a magical scout. In her work she began to work with a variety of other races and classes as she grew in her power. After years and her rise her family sent assassikns after her. Assassins’ she slew. This got her out of the Drow city she was in and out into the wilder world. Now the Drow Noble walked the earth seeking her purpose, the one whispered in her dreams and through her communing with the entity that blessed her with Vox!

Should hopefully have discription later


Wanted to get in last time, but the rolls were not there. I'll give it another go.

STR: 3d8 ⇒ (6, 8, 6) = 20 2nd: 3d8 ⇒ (7, 4, 5) = 16
DEX: 3d8 ⇒ (6, 2, 2) = 10 2nd: 3d8 ⇒ (7, 5, 3) = 15
CON: 3d8 ⇒ (8, 5, 5) = 18 2nd: 3d8 ⇒ (1, 8, 6) = 15
INT: 3d8 ⇒ (2, 8, 2) = 12 2nd: 3d8 ⇒ (2, 6, 4) = 12
WIS: 3d8 ⇒ (6, 2, 6) = 14 2nd: 3d8 ⇒ (7, 6, 6) = 19
CHA: 3d8 ⇒ (8, 1, 2) = 11 2nd: 3d8 ⇒ (4, 2, 5) = 11

Interesting. Not sure what I will go with yet. Give me some time to pull a charcter together.


Here is Keltor Dox's stat block. Will come up with background a little later.

Stat Block:

Alain Cragborn
Male Oread Zen Archer Monk 1
NG Medium Outsider (Native) Age: 107
Deity: Erastil

Init +4; Senses: Darkvision 60 ft; Perception +15

Defenses

AC: 23; Touch: 22; FF: 20; (+2 Dex, +7 Wisdom, +1 Bracers, +1 Class, +1 Dodge)
HP: 28 (5d8)
Fort: 6 Ref: 6 Will:11

Offense

Speed: 30 ft
Space: 5 ft; Reach: 5 ft
Melee: Unarmed Strike +5 (1d8+4)
Ranged: +1 Adaptive Composite Longbow +12 (1d8+5)

Statistics

STR 18 DEX 15 CON 15 INT 12 WIS 24 CHA 9
BAB: +3; CMB: +7; CMD: 26

Languages: Common, Undercommon, Terran
Worn Gear: Monk's Outfit, Efficient Quiver (40 arrows +10 grappling and +10 blunt) Headband of Inspired Wisdom +2, Bracers of Armor +1
Other Gear: Backpack, Flint & Steel, waterskin, Belt Pouch, Silk rope, 50-feet, bedroll, blanket, soap, Trails Rations (10)
GP: 275
SP: 3
CP: 9

Skills:

Acrobatics: +10
Appraise: +1
Bluff: -1
Climb: +9
Craft: +1
Diplomacy: -1
Disable Device: +13
Disguise: -1
Escape Artist: +1
Fly: +2
Handle Animal: -1
Heal: +7
Intimidate: -1
Knowledge (Arcana): +1
Knowledge (Dungeoneering): +1
Knowledge (Engineering): +1
Knowledge (Geography): +1
Knowledge (History): +1
Knowledge (Local): +1
Knowledge (Nature): +1
Knowledge (Nobility): +1
Knowledge (Planes): +1
Knowledge (Religion): +5
Linguistics: +1
Perception: +15
Perform: -1
Profession: +7
Ride: +2
Sense Motive: +13
Sleight of Hand: +2
Spellcraft: +1
Stealth: +10
Survival: +7
Swim: +8
Use Magic Device: -1

Feats

Monk: Perfect Strike
Monk: Weapon Focus (Longbow)
Monk: Point Blank Master
Bonus: Precise Shot
Bonus: Point Blank Shot
Level 1: Dodge
Level 3: Deadly Aim
Level 5: Mobility

Traits
Reactionary and Wisdom in the Flesh

Racials: Acid Resistance 5, Magic Stone, Stone in the Blood (Alternate)

Special Abilities

AC Bonus, Flurry of Blows (Zen Archer), Unarmed Strike, Fast Movement, Zen Archery, Ki Pool, Ki Arrows, Slow Fall, High Jump


I'm going to remove Marquis from the running.

I just can't make myself care about him and his story. He's turned out all one dimensional and cheesy.

Your homebrew world looks and sounds great, you have obviously put a lot of effort into it and it deserves better than this cookie-cutter monstrosity.

All the best to those who play, I think this is going to be a really great game.

L


I'll submit for consideration if this hasn't closed yet.

Iteration 1:

Str: 3d8 ⇒ (2, 1, 8) = 11
Dex: 3d8 ⇒ (2, 2, 2) = 6
Con: 3d8 ⇒ (3, 8, 6) = 17
Int: 3d8 ⇒ (8, 5, 7) = 20
Wis: 3d8 ⇒ (4, 4, 2) = 10
Cha: 3d8 ⇒ (1, 1, 1) = 3

Iteration 2:

Str: 3d8 ⇒ (1, 5, 4) = 10
Dex: 3d8 ⇒ (2, 8, 8) = 18
Con: 3d8 ⇒ (5, 3, 6) = 14
Int: 3d8 ⇒ (8, 5, 6) = 19
Wis: 3d8 ⇒ (1, 7, 1) = 9
Cha: 3d8 ⇒ (7, 6, 7) = 20

I'll probably take the second iteration as an oracle. Fluff and crunch to follow.


Hey, GM, does the crunch I posted here look okay?


AdamWarnock wrote:
Hey, GM, does the crunch I posted here look okay?

Yeah they look fine.


Got the profile up. By the way, GM, when are we starting?


checking in


Color me interested.


Are templates allowed?

Sovereign Court

Interested

Stat rolls1:
Str: 3d8 ⇒ (7, 1, 2) = 10
Dex: 3d8 ⇒ (4, 3, 2) = 9
Con: 3d8 ⇒ (2, 2, 3) = 7
Int: 3d8 ⇒ (7, 4, 6) = 17
Wis: 3d8 ⇒ (1, 3, 2) = 6
Cha: 3d8 ⇒ (7, 2, 8) = 17

Stat rolls2:
Str: 3d8 ⇒ (3, 4, 8) = 15
Dex: 3d8 ⇒ (5, 7, 5) = 17
Con: 3d8 ⇒ (6, 3, 1) = 10
Int: 3d8 ⇒ (2, 2, 2) = 6
Wis: 3d8 ⇒ (8, 8, 6) = 22
Cha: 3d8 ⇒ (2, 1, 2) = 5


Audria wrote:
Got the profile up. By the way, GM, when are we starting?

Were staying as soon as I have one or two more characters

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Sandbox Homebrew Setting Ninevrah: The Search for the Guardians of the Grail of the Pheonix All Messageboards

Want to post a reply? Sign in.