Tomb of Abysthor and the Saga of Slumbering Tsar


Recruitment

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In ages past, two vast temples to Thyr and Muir were erected in Bard’s Gate at the founding of that great city that still stands today. The priestly followers of these noble gods erected smaller duplicates of the twin temples in a small, secluded valley to the north of the city, adjacent to a lake of crystalline clarity. This valley became known as the Valley of the Shrines. In the nearby hills they also carved burial halls to house their fallen heroes and worshipers. For years the worship of Thyr and Muir thrived, producing heroes and paladins of legend, some of whom are
entombed in the burial halls.
But new gods came, replacing the older gods. And the worship of Thyr and Muir in the secluded valley — both demanding deities — waned in favor of the more liberal gods of song, craft and commerce in the city of Bard’s Gate. Unable to maintain both the twin temples in Bard’s Gate and the complex in the Valley of the Shrines, the priests of Thyr and Muir sealed the northern shrines in the valley and returned their worship to the temples in the city. Abandoned, the burial halls still remained sacred places, and small groups of pilgrims continued to make treks to the sealed temples to pay respect to their fallen predecessors and to peer into the crystalline lake.
As the years passed, the shrines in the northern valley increasingly fell to disuse and ruin. Only a handful of devoted priests, led by the high priest Abysthor, were left to continue the elaborate rituals of their gods. Even the great twin temples in Bard’s Gate began to deteriorate. Despite Abysthor’s devotion, his temple and the worship of his gods in general waned. In his final years, Abysthor spent many hours in the main temple in Bard’s Gate in communion with his deity. Declaring he had received a great vision, he traveled alone — aged and infirm — to the Valley of the Shrines, claiming he would return soon and that the glory of Thyr and Muir would be restored. Abysthor never returned. Some said he had gone there to die and had done so alone because no other priest could cast the spells necessary to consecrate him properly. Many groups of priests followed after him, though none could brave the corruption that had infested the burial halls since they had been abandoned.
Abysthor’s failed quest was taken as a sign of decline. It has been some twenty years since Abysthor disappeared. Only a handful of priests remain in the temples in Bard’s Gate, their cavernous temples falling to disuse, bereft of worshipers.

Your group has come together to delve into the burial halls at the fabled Valley of Shrines.

Rough setting information.

The adventure takes place several weeks' travel north of the thriving metropolis of Bard's Gate, in the foothills of the Stoneheart Mountains.

Nearby lie several villages and towns, some of which are described below. In paranthesises is noted how long it takes to get there from the entrance to the Valley of Shrines.

Crimmor(3 days)
The closest village to the Valley, but a dreary place. It's an open secret that a prominent thieves guild in Bard's Gate use the village as a hideaway. Back in the day, it was a fishing village, but at this point, there are few fish left in lake Crimmormere, and the villagers are more or less at the mercy of the Guild's whims.
Still, an adventuring party can rest here, and there's an opportunity to sell at least inexpensive magic items.

The Grove of the Moon(4 days)
Not a settlement as such, this site nevertheless holds interest to adventurers. A circle of druids gather here, and although they're not particularly welcoming of outsiders, it's possible that they might be persuaded to provide healing, divination and the like.

Fairhill (6 days)
Another village, structured around a temple to the local deity Freya. The community leader is also their priest, a formidable half-elven cleric called Shandril.

Taverlan(2 weeks)
A fairly unremarkable village to the north, it's nevertheless notable for the fact that a powerful mage has settled his tower nearby. A fervent devotee of Nethys, he's only slightly more predictable than his deity, but can generally be relied on to perform spellcasting services to those with the coin to pay.

Bard's Gate(4½ weeks)
A thriving metropolis. At least one of anything and everything can be found here.

As for the Pantheon, we will use the standard pathfinder pantheon, and we're also cribbing their cosmology, not that it's particularly relevant to this game.

Two dead deities that are important to this game are Thyr and Muir:

Thyr was a god of justice. After his fall, his domain has largely been usurped by Abadar and Iomedae. Lawful Good, leaning Lawful.

Muir was a godess representing three virtues, Truth, Honor and Courage. She has largely been replaced by Iomedae. Lawful Good, leaning Good.

Both deities are dead, no longer ordaining paladins and clerics.

Character Creation.
Stats: roll two sets of 4d6b3. If you dislike both, you may roll a third set, but then you're stuck with it. You may freely reroll any set that does not add up to a +3 modifier total, or which does not contain at least one score of 15 or higher.
HP: max at 1st level, roll for following levels. You may choose to reroll hit points, but you're stuck with the new result.
Traits: 2, no drawbacks.
Material: Any official Paizo.
Races: All races below 20 RP are good.

Potential hooks for your characters, for inspiration:

Grave Robbery Ancient burial halls sounds like a nice place to find treasure to you.

Pilgrimage Many a great hero lies interred in the burial halls in the valley, and perhaps greatest among them is Alaria the Wise. Praying at her tomb was a rite of passage for paladins of Muir, and while you're not yourself a follower of the goddess, you have learned of this tradition from elsewhere, and wish to make your own obedience.

Site of Power Where ley lines intersect, magical power bubbles to the surface. These sites are invaluable resources for anyone seeking to work magic on a grand scale. Whether it be from rumor or your own arcane research, you know that one such site of power lies within the valley. If you can confirm its prescence, and root out any competing cults, mages or dragons that might try to lay claim to it, you could sell its location to the archmage of the Bard's Gate college for an enormous sum. Alternatively, you may seek to possess the site for yourself.

Local Hero For years now, brutish, black-robed men have periodically been spotted travelling through the villages around the Valley of Shrines. Although they were unsavory types, they kept to themselves, until recently. Small raiding parties of these robed thugs have been kidnapping travellers for the last month or so, and you're going to set things right.

Divine Vision Your deity has sent you a vision of hideous monsters roving once-hallowed halls, in a temple cut from the mountains beyond a path marked with white obelisks. You feel called to bring an end to the corruption. Fervent study revealed that white obelisks were used to mark the pilgrimmage route through the wilderness north of Bard's Gate.

Or... You make up your own reason to have joined the group. If you make up a hook that needs something to be present in the dungeon, I'll most likely put it there to oblige you.

A final note: Your fluff is at least as important as your crunch. It doesn't have to be Shakespear, but dungeons and dragons without roleplaying, to me, is no dungeons and dragons at all. Your fluff (and full disclosure, potentially some light profile stalking on my part) is where I get to see that you can roleplay.

I look forward to seeing what you come up with!


Hmm... may I suggest also listing your accepted sourcebooks? (And content that's definitely in or out, etc.) Taken care of, I think. XD Now to consider my options. Maybe a Kineticist...


stats: 4d6 ⇒ (1, 6, 6, 6) = 19 18
stats: 4d6 ⇒ (5, 6, 1, 6) = 18 17
stats: 4d6 ⇒ (6, 6, 5, 1) = 18 17
stats: 4d6 ⇒ (5, 2, 3, 4) = 14 12
stats: 4d6 ⇒ (6, 1, 3, 4) = 14 13
stats: 4d6 ⇒ (1, 2, 4, 6) = 13 12

stats: 4d6 ⇒ (2, 5, 1, 6) = 14 13
stats: 4d6 ⇒ (4, 4, 2, 4) = 14 12
stats: 4d6 ⇒ (2, 5, 5, 2) = 14 12
stats: 4d6 ⇒ (2, 4, 3, 1) = 10 14
stats: 4d6 ⇒ (5, 4, 6, 3) = 18 15
stats: 4d6 ⇒ (3, 6, 5, 2) = 16 14


I see "Any official Paizo" listed after Material.

Stats:

4d6 ⇒ (6, 4, 2, 3) = 15 13
4d6 ⇒ (5, 6, 2, 1) = 14 13
4d6 ⇒ (4, 6, 1, 1) = 12 11
4d6 ⇒ (2, 4, 3, 3) = 12 10
4d6 ⇒ (6, 6, 3, 6) = 21 18
4d6 ⇒ (5, 5, 2, 4) = 16 14

4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (1, 5, 2, 4) = 12 11
4d6 ⇒ (3, 1, 1, 6) = 11 10
4d6 ⇒ (4, 4, 6, 2) = 16 14
4d6 ⇒ (1, 4, 2, 2) = 9 8
4d6 ⇒ (5, 1, 2, 5) = 13 12


I prefer to have evenly spread out stats to make versatile characters so I am going to give another shot at this with my third roll and cross my fingers!:

Stats 3:

4d6 ⇒ (3, 2, 2, 5) = 12 10
4d6 ⇒ (1, 5, 2, 3) = 11 10
4d6 ⇒ (4, 3, 2, 1) = 10 9
4d6 ⇒ (4, 1, 1, 1) = 7 6
4d6 ⇒ (4, 3, 2, 6) = 15 13
4d6 ⇒ (5, 6, 6, 1) = 18 17

And that is definitely below a +3... So rerolling...

Stars 3 Reroll:

4d6 ⇒ (1, 3, 4, 5) = 13 12
4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6 ⇒ (5, 6, 6, 3) = 20 17
4d6 ⇒ (3, 5, 3, 6) = 17 14
4d6 ⇒ (5, 6, 3, 4) = 18 15
4d6 ⇒ (3, 5, 2, 3) = 13 11

And that my friends is exactly what I wanted.


Sounds interesting... lets see what the Dice gods have in store. :)

Set 1
4d6 ⇒ (5, 4, 6, 5) = 20 = 16
4d6 ⇒ (4, 4, 3, 1) = 12 = 11
4d6 ⇒ (2, 4, 4, 5) = 15 = 13
4d6 ⇒ (2, 3, 3, 1) = 9 = 8
4d6 ⇒ (6, 6, 2, 5) = 19 = 17
4d6 ⇒ (1, 3, 5, 1) = 10 = 9

Set 2
4d6 ⇒ (3, 3, 3, 1) = 10 = 9
4d6 ⇒ (3, 5, 4, 3) = 15 = 12
4d6 ⇒ (4, 2, 3, 1) = 10 = 9
4d6 ⇒ (3, 5, 1, 5) = 14 = 13
4d6 ⇒ (3, 2, 3, 1) = 9 = 8
4d6 ⇒ (6, 2, 5, 6) = 19 = 17

An interesting set. Going to be tough to decide on a class though..


lets see what the dice gods have in store:

set 1:

4d6 ⇒ (6, 5, 1, 5) = 17 = 16
4d6 ⇒ (6, 4, 6, 1) = 17 = 16
4d6 ⇒ (1, 3, 6, 5) = 15 = 14
4d6 ⇒ (3, 5, 2, 4) = 14 = 12
4d6 ⇒ (4, 5, 2, 2) = 13 = 11
4d6 ⇒ (2, 4, 4, 1) = 11 = 10

set 2:

4d6 ⇒ (4, 4, 5, 6) = 19 = 15
4d6 ⇒ (1, 1, 2, 6) = 10 = 9
4d6 ⇒ (3, 3, 4, 3) = 13 = 10
4d6 ⇒ (6, 5, 4, 6) = 21 = 17
4d6 ⇒ (5, 1, 6, 5) = 17 = 16
4d6 ⇒ (3, 4, 4, 6) = 17 = 14

Looks like set 1 is the best one


Set 1:

4d6 ⇒ (4, 4, 6, 6) = 20 = 16
4d6 ⇒ (3, 4, 4, 5) = 16 = 14
4d6 ⇒ (2, 3, 6, 3) = 14 = 12
4d6 ⇒ (5, 6, 5, 5) = 21 = 16
4d6 ⇒ (2, 2, 2, 6) = 12 = 10
4d6 ⇒ (4, 2, 1, 2) = 9 = 8

Set 2:

4d6 ⇒ (1, 4, 2, 6) = 13 = 12
4d6 ⇒ (6, 2, 2, 5) = 15 = 13
4d6 ⇒ (6, 1, 6, 6) = 19 = 18
4d6 ⇒ (5, 3, 1, 2) = 11 = 10
4d6 ⇒ (1, 6, 3, 6) = 16 = 15
4d6 ⇒ (4, 3, 2, 3) = 12 = 10

Set 2 it is....

Liberty's Edge

Lets give this a try. Nice to see some of the regulars here

Set 1:

4d6 ⇒ (5, 1, 4, 5) = 15 = 14
4d6 ⇒ (2, 2, 1, 5) = 10 = 09
4d6 ⇒ (5, 5, 6, 1) = 17 = 16
4d6 ⇒ (6, 5, 3, 6) = 20 = 17
4d6 ⇒ (3, 1, 2, 1) = 7 = 06
4d6 ⇒ (6, 5, 2, 4) = 17 = 15

Set 2:

4d6 ⇒ (5, 1, 3, 4) = 13 = 12
4d6 ⇒ (3, 5, 4, 1) = 13 = 12
4d6 ⇒ (1, 1, 2, 4) = 8 = 07
4d6 ⇒ (5, 3, 5, 1) = 14 = 13
4d6 ⇒ (4, 6, 6, 5) = 21 = 17
4d6 ⇒ (5, 2, 4, 2) = 13 = 11

Ok, one last chance. Let's see what I can get!

Set 3:

4d6 ⇒ (4, 1, 6, 4) = 15 = 14
4d6 ⇒ (2, 3, 2, 6) = 13 = 11
4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6 ⇒ (5, 3, 5, 5) = 18 = 15
4d6 ⇒ (1, 6, 6, 3) = 16 = 15
4d6 ⇒ (6, 3, 4, 4) = 17 = 14


Dotting

Grand Lodge

Dot for slumbering tsar.

4d6 ⇒ (3, 4, 5, 3) = 15
4d6 ⇒ (5, 1, 2, 6) = 14
4d6 ⇒ (6, 1, 4, 4) = 15
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (3, 4, 3, 4) = 14

4d6 ⇒ (6, 3, 6, 3) = 18
4d6 ⇒ (1, 5, 1, 4) = 11
4d6 ⇒ (3, 1, 5, 4) = 13
4d6 ⇒ (6, 6, 4, 5) = 21
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (1, 6, 1, 3) = 11

4d6 ⇒ (4, 4, 5, 4) = 17
4d6 ⇒ (3, 2, 4, 6) = 15
4d6 ⇒ (1, 4, 1, 3) = 9
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (6, 6, 2, 3) = 17


.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Dotting, will submit a wyvaran Slayer or Barbarian. 1st or 2nd level presumably?

Set 1:
4d6 ⇒ (5, 1, 3, 2) = 11 (10)
4d6 ⇒ (6, 2, 4, 2) = 14 (12)
4d6 ⇒ (3, 2, 5, 2) = 12 (10)
4d6 ⇒ (1, 1, 2, 3) = 7 (6)
4d6 ⇒ (1, 1, 3, 6) = 11 (10)
4d6 ⇒ (4, 6, 4, 4) = 18 (14)

Set 2:
4d6 ⇒ (4, 2, 5, 1) = 12 (11)
4d6 ⇒ (2, 5, 3, 4) = 14 (12)
4d6 ⇒ (3, 3, 6, 1) = 13 (12)
4d6 ⇒ (3, 4, 2, 5) = 14 (12)
4d6 ⇒ (5, 6, 4, 2) = 17 (15)
4d6 ⇒ (6, 3, 2, 3) = 14 (12)

Set 3: Accepted
4d6 ⇒ (1, 4, 4, 4) = 13 (12)
4d6 ⇒ (2, 5, 5, 6) = 18 (16)
4d6 ⇒ (1, 4, 6, 5) = 16 (15)
4d6 ⇒ (4, 1, 6, 4) = 15 (14)
4d6 ⇒ (6, 4, 4, 1) = 15 (14)
4d6 ⇒ (4, 4, 4, 3) = 15 (12)


I see I failed to put up some info in the OP:

Level: 2
Starting Gold: 1000.
We're using background skills.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Rough concept here, will flesh it out over the next few days

Keshokkar: CN wyvarran Bloodrager2; hp20, Spd40 (Fly40 [poor]); F +6, R +3, W +2
Str16 Dex16 Con15 Int10 Wis14 Cha14; BAB +2, CMB +5, CMD18; Ini +5
AC (+4 chain shirt, +4 Dex); Touch13, Flat-Footed13; AVP -1
Glaive +4 melee (1d10+4) or javelins +4 ranged (1d6+3)
Feats: Flyby Attack
Skills (4/level): Fly +3*, Acrobatics +7*, Perception +7, Spellcraft +5, Survival +7
Abilities: Rage 6rd/day, Fast Movement, Uncanny Dodge, Fire Elemental Bloodline, Fiery Weapon 3/day Swift (+1d6 fire),
Traits: Reactionary, Trapfinder
Equipment: Glaive, ms chain shirt, (3) javelins,

Planned Feats in no particular order:

Power Attack
Furious Focus
Skill Focus: Fly (?)
Improved Initiative
Raging Vitality
Iron Will


Consider me interested. I'm sad Muir is definitely dead as I love her...
but Iomedae is basically the same so no biggy here.

Now to the rolling!

Rolls:

First Set:
stats: 4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11
stats: 4d6 - 1 ⇒ (1, 4, 1, 5) - 1 = 10
stats: 4d6 - 1 ⇒ (2, 2, 1, 3) - 1 = 7
stats: 4d6 - 2 ⇒ (5, 5, 5, 2) - 2 = 15
stats: 4d6 - 1 ⇒ (1, 2, 5, 5) - 1 = 12
stats: 4d6 - 2 ⇒ (4, 3, 2, 3) - 2 = 10
And it does add up to +1... Rerolling!

First Set Again!:
stats: 4d6 - 2 ⇒ (4, 2, 3, 4) - 2 = 11
stats: 4d6 - 1 ⇒ (4, 1, 6, 4) - 1 = 14
stats: 4d6 - 1 ⇒ (4, 5, 1, 6) - 1 = 15
stats: 4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
stats: 4d6 - 1 ⇒ (1, 6, 4, 1) - 1 = 11
stats: 4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10
This time better

Second Set:
stats: 4d6 - 1 ⇒ (1, 4, 5, 4) - 1 = 13
stats: 4d6 - 1 ⇒ (1, 2, 4, 4) - 1 = 10
stats: 4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
stats: 4d6 - 1 ⇒ (2, 4, 1, 1) - 1 = 7
stats: 4d6 - 1 ⇒ (6, 6, 6, 1) - 1 = 18
stats: 4d6 - 1 ⇒ (5, 6, 1, 5) - 1 = 16
And we have a winner!

Even if I still have to decide it, I'm thinking about the following: a young 'knight', Paladin of Iomedae, on a pilgrimage to the Temple. He learned about Muir during his training and squireship to an older Paladin and desires to pay respect to the Old Goddess of Paladins like he would an ancient paladin fallen on battle.


Multiclassing is allowed. Variant Multiclassing is also allowed, as is combining the two.


Are we using Fractional Bonuses?

Set 1 (-2 Modifier total):

4d6 ⇒ (6, 1, 1, 1) = 9 8 (-1)
4d6 ⇒ (1, 2, 1, 1) = 5 4 (-3)
4d6 ⇒ (1, 6, 1, 1) = 9 8 (-1)
4d6 ⇒ (6, 2, 3, 1) = 12 11 (0)
4d6 ⇒ (2, 4, 4, 5) = 15 13 (+1)
4d6 ⇒ (4, 4, 1, 6) = 15 14 (+2)

Set 2 (+9 Modifier total):

4d6 ⇒ (6, 4, 1, 2) = 13 12 (+1)
4d6 ⇒ (4, 6, 2, 6) = 18 16 (+3)
4d6 ⇒ (2, 2, 2, 5) = 11 9 (-1)
4d6 ⇒ (6, 5, 6, 2) = 19 17 (+3)
4d6 ⇒ (2, 5, 6, 4) = 17 15 (+2)
4d6 ⇒ (2, 1, 6, 5) = 14 13 (+1)

Set 1 Reroll (+14 Modifier Total) (Totally keeping this one!):

4d6 ⇒ (6, 1, 2, 5) = 14 13 (+1)
4d6 ⇒ (6, 1, 6, 4) = 17 16 (+3)
4d6 ⇒ (6, 5, 6, 1) = 18 17 (+3)
4d6 ⇒ (4, 1, 6, 3) = 14 13 (+1)
4d6 ⇒ (5, 4, 5, 6) = 20 16 (+3)
4d6 ⇒ (6, 5, 1, 6) = 18 17 (+3)


Set 1 = +1:

4d6 - 1 ⇒ (1, 6, 5, 4) - 1 = 15
4d6 - 2 ⇒ (2, 4, 2, 2) - 2 = 8
4d6 - 1 ⇒ (3, 1, 3, 1) - 1 = 7
4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14
4d6 - 1 ⇒ (2, 2, 4, 1) - 1 = 8
4d6 - 1 ⇒ (5, 2, 5, 1) - 1 = 12

Set 1 (Attemp 2) = -3:

4d6 - 1 ⇒ (5, 1, 6, 2) - 1 = 13
4d6 - 1 ⇒ (2, 6, 1, 3) - 1 = 11
4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
4d6 - 1 ⇒ (5, 1, 1, 1) - 1 = 7
4d6 - 1 ⇒ (1, 3, 2, 5) - 1 = 10
4d6 - 1 ⇒ (1, 2, 2, 5) - 1 = 9

Set 1 (Attempt 3) = +7:

4d6 - 2 ⇒ (2, 5, 2, 3) - 2 = 10
4d6 - 2 ⇒ (2, 5, 2, 2) - 2 = 9
4d6 - 4 ⇒ (6, 6, 4, 4) - 4 = 16
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 1 ⇒ (1, 4, 6, 3) - 1 = 13
4d6 - 2 ⇒ (6, 4, 5, 2) - 2 = 15

Set 2 = +2:

4d6 - 1 ⇒ (6, 4, 1, 5) - 1 = 15
4d6 - 1 ⇒ (6, 1, 1, 5) - 1 = 12
4d6 - 1 ⇒ (1, 2, 2, 2) - 1 = 6
4d6 - 3 ⇒ (3, 3, 4, 3) - 3 = 10
4d6 - 2 ⇒ (5, 2, 3, 2) - 2 = 10
4d6 - 2 ⇒ (6, 3, 2, 3) - 2 = 12

Set 2 (Attempt 2) = +3:

4d6 - 2 ⇒ (4, 6, 2, 5) - 2 = 15
4d6 - 2 ⇒ (6, 2, 6, 5) - 2 = 17
4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7
4d6 - 1 ⇒ (4, 1, 1, 1) - 1 = 6


Might as well see if my lot is improved with a 3rd set...

4d6 ⇒ (2, 6, 5, 6) = 19 = 17
4d6 ⇒ (5, 4, 2, 5) = 16 = 14
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 4, 1, 6) = 13 = 12
4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (5, 5, 6, 1) = 17 = 16

Hmm, just a bit!

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

DISCLAIMER: I don't know anything about Frog Games' setting/world and so I basically invented stuff from whole cloth. If that dog won't hunt I will happily comb through some world lore to rework this, but here's what I've got as of my train ride home.

Character Background:

When the Army of Light sent out its call for heroes, the faithful of Apsu in theocratic Yandanar answered the call. A nation of graceful spires and aerie-cities build into the picturesque mountains known as the Sunset Peaks, the great mages of the wyvarans (and their most powerful draconic backers) wove a mighty spell to ward their nation while their army was away. When the Army of Light was lost, the wards faded and the wyvarans knew their heroes would never return to them. Yandanar was torn apart by the depredations of jealous chromatic dragons and dark things crawling up from deep beneath the mountains, compounded by decades of civil war. The wyvaran people suffered terribly during this time, and most turned from Apsu in their bitterness. ”Sixty years of constant warfare, and another century and a half of on-and-off wandering, fighting, and occasional doomed efforts at rebuilding—at least that’s what the elders say their elders told them.”

In time, the wyvarans scattered and become renowned as top-notch mercenaries—their wings make them unmatched at guerrilla tactics in difficult terrain, and more than one army has been routed or town sacked by the sudden descent of scores of wyvarans on moonless night raids. ”None of this 'noble stand' garbage the knights love so much, we go in, light some fires, scare off the horses, kill a few archers, and then we’re gone again.”

Keshokkar was born into this mercenary tradition, growing up amongst the Fireclaw tribe and learning his people’s signature fighting styles—swift, brutal hit-and-run raids and night fighting, with a particular penchant for bombing runs at night with bundles of alchemist’s fire. Keshokkar’s life might have been unremarkable, just another soldier traveling aimlessly from conflict to conflict, had not the visions started a little over a year ago. A great draconic form silouetted by a blazing, glorious sun, speaks to him in these regular visions of the proud history of his people, and of the noble work still undone. ”This is a pile of hokum! My people gave everything to Apsu, and our reward was only failure, death, destruction—and abandonment, for where was Apsu when our enemies closed in and the great nation devoted him came crashing down?!” But the dreams persist, whispering to him of redemption—for Apsu and the wyvarans both, perhaps.

Keshokkar is willing enough to believe that the visions really are sent by Apsu, but he doesn’t like or trust the dragon-god much after absorbing his culture’s strong resentment of their former patron. But, if it’ll shut the god up, fine, he’ll go north to the tomb of this Absythor fellow and see what’s what. ”But that’s it then, hear me? I check out this tomb, and then we’re quits! Hello? Ugh.”

Keshokkar is a little shorter than average for a wyvaran, but broader shouldered and leanly muscled. His scales have a dull golden sheen to them—once it would have been considered a mark of nobility, but mostly their gleam just annoys the pragmatic mercenary, who often darkens his scales with soot before night raids. He’s surprisingly gregarious and plays the cynic to the hilt, to the point of even persuading himself, but deep down beats the heart of a patriot who yearns to see his people safe and happy again. ”Sure Apsu’s a vain, flaky bastard, but wyvarans remember what honor is, and I’ll be damned if we let that chump Orcus have the last laugh.”


Taking a chance on a 3rd set to get rid of that 8 and 9

4d6 ⇒ (6, 1, 3, 2) = 12=11
4d6 ⇒ (1, 6, 2, 1) = 10=9
4d6 ⇒ (3, 4, 2, 5) = 14=12
4d6 ⇒ (4, 6, 1, 4) = 15=14
4d6 ⇒ (4, 6, 4, 5) = 19=15
4d6 ⇒ (2, 1, 4, 1) = 8=7
(Re rolling since was +2 modifier)

4d6 ⇒ (2, 4, 3, 2) = 11 = 9
4d6 ⇒ (5, 5, 2, 2) = 14 = 12
4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (6, 6, 6, 6) = 24 = 18
4d6 ⇒ (5, 2, 1, 6) = 14 = 13
4d6 ⇒ (1, 6, 5, 5) = 17 = 16

Ok, that works!


Set 1 - No stat 15 or higher eligible for reroll

4d6 ⇒ (2, 2, 6, 3) = 13 11
4d6 ⇒ (1, 5, 2, 6) = 14 13
4d6 ⇒ (3, 4, 5, 5) = 17 14
4d6 ⇒ (1, 4, 6, 2) = 13 12
4d6 ⇒ (1, 4, 4, 3) = 12 11
4d6 ⇒ (1, 4, 2, 5) = 12 11

Set #2

4d6 ⇒ (6, 6, 5, 2) = 19 17
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (6, 1, 1, 6) = 14 13
4d6 ⇒ (5, 1, 4, 2) = 12 11
4d6 ⇒ (1, 2, 5, 1) = 9 8
4d6 ⇒ (6, 6, 6, 4) = 22 18

Re-Roll Set #1

4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (4, 1, 6, 5) = 16 15
4d6 ⇒ (1, 3, 3, 1) = 8 7
4d6 ⇒ (3, 4, 4, 5) = 16 13
4d6 ⇒ (4, 4, 6, 3) = 17 14
4d6 ⇒ (3, 5, 2, 3) = 13 11

Go for broke Set #3

4d6 ⇒ (5, 1, 6, 3) = 15 14
4d6 ⇒ (6, 4, 5, 3) = 18 15
4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (1, 3, 6, 4) = 14 13
4d6 ⇒ (4, 4, 6, 3) = 17 14
4d6 ⇒ (5, 1, 6, 6) = 18 17

That's nice...now to see what to do with it. Think I may just rebuild the Paladin of Muir that I had for a version of Slumbering Tsar a while back.

Angel-blooded Aasimar (+2 Str, +2 Cha):
Str) 17 Dex) 14 Con) 17 Int) 13 Wis) 14 Cha) 17


HP Rolls
My Character: 1d10 ⇒ 7
Her Twin: 1d8 ⇒ 7

I'm happy with that. :)

I'm not submitting two characters, I'm just trying to save the GM some trouble by building my character and the sister she's looking for.


Talomyr wrote:


That's nice...now to see what to do with it. Think I may just rebuild the Paladin of Muir that I had for a version of Slumbering Tsar a while back.

Scratch that. I see that Muir has been deemed no more. Hmmm...what to do? Iomedae would be the easy option.

@ Red DM of Doom - Any particular thoughts on the Empyreal Lord Ragathiel one way or the other?


Just for the record, how do you want us to compute animal companion HP? Is it average or do we roll for it?


Talomyr wrote:
Talomyr wrote:


That's nice...now to see what to do with it. Think I may just rebuild the Paladin of Muir that I had for a version of Slumbering Tsar a while back.

Scratch that. I see that Muir has been deemed no more. Hmmm...what to do? Iomedae would be the easy option.

@ Red DM of Doom - Any particular thoughts on the Empyreal Lord Ragathiel one way or the other?

Ragathiel got to have a stint on the mortal plane, being part of the siege on Tsar.

He's around, sure.

Quote:

Just for the record, how do you want us to compute animal companion HP? Is it average or do we roll for it?

HP is average for all companion types.

Quote:

Are we using Fractional Bonuses?

No, standard bonus calculation.


Red DM of Doom wrote:
Multiclassing is allowed. Variant Multiclassing is also allowed, as is combining the two.

What about Combat Stamina and such for fighters and non-Fighters?


Got ya. One last question, are there any favored enemies that are going to be more useful than others? For example, am I ever going to get any use out of Favored Enemy Goblinoids? Or a better question might be if a ranger grew up about a half-day's journey from the Grove of the Moon, what favored enemies would they have likely picked up?

Liberty's Edge

ok..here is the crunch for my submission. I will get his background and description up next. Hope it is all ok!

Lierenshal (Lier) Mal'aChorm:

Lierenshal (Lier) Mal'aChorm
Male drow noble magus (kensai) 2 (Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 10 (+5 Dex, +2 dodge)
hp 19 (2d8+4)
Fort +4, Ref +5, Will +6; +2 vs. enchantments
Defensive Abilities canny defense +2; Immune sleep; SR 13
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk elven curve blade +8 (1d10+3/18-20)
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +3)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 14)
Magus (Kensai) Spells Prepared (CL 2nd; concentration +5)
. . 1st—magic missile, shield
. . 0 (at will)—acid splash, open/close (DC 13), prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 13, Int 16, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 20
Feats Weapon Finesse, Weapon Focus (elven curve blade)
Traits bladed magic, worldly
Skills Appraise +4, Craft (calligraphy) +8, Intimidate +6, Knowledge (arcana) +8, Linguistics +4, Perception +7, Ride +9, Spellcraft +8, Stealth +6; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Elven, Infernal, Undercommon
SQ chosen weapon, poison use, surface infiltrator[ARG]
Other Gear mwk elven curve blade, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], spell component pouch, trail rations (5), waterskin, 598 gp, 18 sp, 10 cp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven curve blade) Kensai abilities only function when wielding a weapon of this type.
Drow Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (13) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.


Ok, I'll bite. I'm a sucker for rolling stats and mega-dungeons.

Set 1:

4d6 ⇒ (1, 5, 5, 5) = 16=15
4d6 ⇒ (4, 6, 1, 1) = 12=11
4d6 ⇒ (4, 1, 6, 3) = 14=13
4d6 ⇒ (1, 6, 4, 5) = 16=15
4d6 ⇒ (6, 6, 2, 6) = 20=18
4d6 ⇒ (5, 3, 2, 6) = 16=14

Set 2:

4d6 ⇒ (5, 6, 4, 3) = 18=15
4d6 ⇒ (5, 1, 3, 2) = 11=10
4d6 ⇒ (3, 2, 6, 3) = 14=12
4d6 ⇒ (5, 4, 4, 4) = 17=13
4d6 ⇒ (6, 6, 3, 5) = 20=17
4d6 ⇒ (2, 6, 1, 4) = 13=12

Set #1 it is. Now, what to do with those?


Daniel Stewart wrote:

ok..here is the crunch for my submission. I will get his background and description up next. Hope it is all ok!

** spoiler omitted **...

Adam the dm said max of 20 RP for races.. so I think yer drow noble won't fly...


4d6 ⇒ (2, 6, 2, 6) = 16
4d6 ⇒ (4, 2, 3, 6) = 15
4d6 ⇒ (6, 4, 5, 6) = 21
4d6 ⇒ (1, 6, 2, 6) = 15
4d6 ⇒ (2, 4, 2, 3) = 11
4d6 ⇒ (4, 1, 4, 4) = 13

17 / 14 / 14 / 13 / 12 / 9

4d6 ⇒ (5, 3, 1, 4) = 13
4d6 ⇒ (4, 1, 2, 4) = 11
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (1, 5, 3, 1) = 10
4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (3, 3, 5, 4) = 15

17 / 13 / 12 / 12 / 10 / 9

Ok...obviously the first one is better. It's a pretty good stat spread...just not sure if it's worth taking the risk that is the 3rd roll. Probably not.

Will think up a character to us this on.

Liberty's Edge

Oops...my bad...was looking at point total for Drow, not Drow Noble....will have to tone it back some for sure!! Will re-submit crunch it a bit...need to re-think the concept...thanks for the catch Sapzmodeus!!


Will there be time for crafting? What about before we start (I'm considering an alchemist)? Also, what level might we reach by the end?

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

According to the blurb from the interest check thread, the Tomb goes Lvl2-7 and is a prequel to the Slumbering Tsar, which goes 7-20.


Dice: 4d6 ⇒ (3, 4, 6, 5) = 18=15
Dice: 4d6 ⇒ (5, 5, 1, 1) = 12=11
Dice: 4d6 ⇒ (4, 2, 1, 1) = 8=7
Dice: 4d6 ⇒ (6, 6, 4, 1) = 17=16
Dice: 4d6 ⇒ (1, 3, 6, 6) = 16=15
Dice: 4d6 ⇒ (1, 5, 4, 4) = 14=13

Dice: 4d6 ⇒ (1, 4, 3, 4) = 12=11
Dice: 4d6 ⇒ (5, 1, 4, 4) = 14=13
Dice: 4d6 ⇒ (4, 5, 1, 6) = 16=15
Dice: 4d6 ⇒ (2, 3, 5, 5) = 15=13
Dice: 4d6 ⇒ (3, 3, 4, 1) = 11=10
Dice: 4d6 ⇒ (3, 1, 2, 5) = 11=10


Here is CrusaderWolf's completed submission, with gear & everything. As always, C&C welcome!


4d6 ⇒ (6, 6, 5, 6) = 23
4d6 ⇒ (1, 3, 1, 5) = 10
4d6 ⇒ (5, 1, 6, 1) = 13
4d6 ⇒ (3, 5, 2, 6) = 16
4d6 ⇒ (2, 1, 2, 3) = 8
4d6 ⇒ (6, 3, 4, 2) = 15

4d6 ⇒ (2, 5, 3, 6) = 16
4d6 ⇒ (4, 5, 1, 3) = 13
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (4, 4, 3, 2) = 13
4d6 ⇒ (3, 3, 5, 1) = 12
4d6 ⇒ (6, 6, 1, 6) = 19


No guts no galaxy
4d6 ⇒ (6, 1, 1, 3) = 11=10
4d6 ⇒ (5, 2, 2, 3) = 12=10
4d6 ⇒ (1, 2, 1, 4) = 8=7 =-2
4d6 ⇒ (4, 4, 1, 3) = 12=11
4d6 ⇒ (1, 5, 5, 2) = 13=12 =+1
4d6 ⇒ (3, 2, 1, 2) = 8=7 =-2
Not valid
4d6 ⇒ (4, 3, 3, 2) = 12=10
4d6 ⇒ (2, 2, 6, 1) = 11=10
4d6 ⇒ (6, 1, 6, 6) = 19=18
4d6 ⇒ (5, 2, 6, 4) = 17=15
4d6 ⇒ (2, 6, 6, 6) = 20=18
4d6 ⇒ (4, 1, 5, 6) = 16=15
Thats a keeper. Now what to play;-)


Daniel Stewart wrote:

ok..here is the crunch for my submission. I will get his background and description up next. Hope it is all ok!

** spoiler omitted **...

As Spazmodeus rightly points out, drow noble is a no go.

AdamWarnock wrote:
Got ya. One last question, are there any favored enemies that are going to be more useful than others? For example, am I ever going to get any use out of Favored Enemy Goblinoids? Or a better question might be if a ranger grew up about a half-day's journey from the Grove of the Moon, what favored enemies would they have likely picked up?

Living where he did, Humanoid(Human, Giant, Orc or Gnoll), Animal, and Magical Beast would make sense. Orcs or Gnoll would be a terrible decision for this adventure though.

I also feel compelled to remind you that Orcus' cult features heavily all over this campaign.

That's as much as I'll give without starting in on the real spoilers.

Arknight wrote:
Red DM of Doom wrote:
Multiclassing is allowed. Variant Multiclassing is also allowed, as is combining the two.
What about Combat Stamina and such for fighters and non-Fighters?

Given the new Advanced Weapon Training, I don't think the fighter really needs the boost moreso than other combat classes. Combat Stamina can be taken as a feat by anyone, and fighters don't get it for free.

Liberty's Edge

Ok, here is Lier 2.0. Just a regular Drow this time...hope it meets with your approval! Again, fluff is on its way.

Lierenshal (Lier) Mal'aChorm:

Lier
Drow magus (kensai) 2 (Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge)
hp 17 (2d8+2)
Fort +4, Ref +4, Will +4; +2 vs. enchantments
Defensive Abilities canny defense +2; Immune sleep; SR 8
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk elven curve blade +7 (1d10+3/18-20)
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—dancing lights, darkness, faerie fire
Magus (Kensai) Spells Prepared (CL 2nd; concentration +5)
. . 1st—magic missile, shield
. . 0 (at will)—acid splash, ghost sound (DC 13), prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 19
Feats Weapon Finesse, Weapon Focus (elven curve blade)
Traits bladed magic, mentored
Skills Artistry (literature) +8, Climb +6, Craft (calligraphy) +9, Intimidate +6, Knowledge (arcana) +8, Perception +5, Ride +8, Spellcraft +8; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Elven, Undercommon
SQ chosen weapon, poison use, surface infiltrator[ARG]
Combat Gear potion of cure light wounds (3); Other Gear mwk elven curve blade, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], spell component pouch, trail rations (5), waterskin, 449 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven curve blade) Kensai abilities only function when wielding a weapon of this type.
Drow Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (8) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.


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AGamer70 wrote:
Will there be time for crafting? What about before we start (I'm considering an alchemist)? Also, what level might we reach by the end?

You can make time, sure. There'll be long stretches of adventure between your downtime in civillization, made neccesary by the fact that the adventure locations are remote.

Daniel Stewart wrote:

Ok, here is Lier 2.0. Just a regular Drow this time...hope it meets with your approval! Again, fluff is on its way.

** spoiler omitted **...

It's legal, all right. That said, I'm a little concerned that you won't be able to spell combat with your chosen weapon. Not a dealbreaker, but it seems strange.

...

The worst thing about running a recruitment thread like this one is that I keep thinking up ideas for characters I'd like to play in it. I have this Holy Vindicator character rattling around in my skull now. :(

Liberty's Edge

Well for Lier it is all about the "way of the sword". He does not actually see himself as a spellcaster, but rather as a sword-master who can enhance his weapon through magic.

As he readies to go into combat, he will use his arcane pool to enhance his sword (+1) and then cast shocking hands on the weapon to give his first attack an extra "jolt". If necessary he will add shield to help protect himself against more powerful adversaries and as he gains in power, he will be able to further enhance his swordsmanship via more powerful spells.

I have never really played a magus before, so maybe I am looking at his roll in a completely different way, but that is sort of how I was looking to run him. Does that sound OK?


It's cool. I'm never against people coming up with new ways to play old classes.


Set 1
4d6 ⇒ (4, 2, 2, 4) = 12 = 10
4d6 ⇒ (3, 1, 3, 3) = 10 = 9
4d6 ⇒ (5, 1, 1, 3) = 10 = 9
4d6 ⇒ (3, 3, 3, 2) = 11 = 9
4d6 ⇒ (4, 6, 1, 3) = 14 = 13
4d6 ⇒ (6, 4, 2, 6) = 18 = 16

...Is that one low enough to reroll for free? XD; Because I'm sure as heck not taking it.

Set 2
4d6 ⇒ (5, 6, 2, 1) = 14 = 13
4d6 ⇒ (5, 2, 5, 4) = 16 = 14
4d6 ⇒ (4, 4, 3, 6) = 17 = 14
4d6 ⇒ (6, 3, 1, 2) = 12 = 11
4d6 ⇒ (6, 4, 1, 5) = 16 = 15
4d6 ⇒ (3, 3, 2, 6) = 14 = 12


Rednal wrote:

Set 1

4d6 = 10
4d6 = 9
4d6 = 9
4d6 = 9
4d6 = 13
4d6 = 16

...Is that one low enough to reroll for free? XD; Because I'm sure as heck not taking it.

Set 2
4d6 = 13
4d6 = 14
4d6 = 14
4d6 = 11
4d6 = 15
4d6 = 12

I'm afraid your total is +1 too high to qualify for a reroll.

The second set can have 17/16/14 in your three primary stats, with the right race. That's not totally out of whack.

Alternatively, there's always the option to go for a third row.


Level 2 Hit Point Roll: 1d8 ⇒ 8

I think I'll accept that. XD


You sure about that, GM? I've got it as
10 (0)
9 (-1)
9 (-1)
9 (-1)
13 (+1)
16 (+3)

Which is a +1 modifier total. I though it had to have a +3 total to be too high.

I've got a tweak to make my character and I'll get my submission up. Hope I'll give you plenty of ideas with the background.

We're starting off in Bard's Gate, right? Do the PCs know each other at the start?


Well, either way, I'm rolling with the second set for now. XD Might reroll again if permitted just to check it out - but for the moment, here's a draft of my character. I've been itching to play something elemental, and a miner/stoneworker seemed appropriate for a game with a decent amount of underground stuff.

Spoiler:
Rhiannon

Appearance

Female human geokineticist 2 (Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 24 (2d8+8)
Fort +6, Ref +5, Will +2
DR 1/adamantine
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast +5
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—extended range
. . Blasts—earth blast (1d6+5, B/P/S)
. . Utility—basic geokinesis, kinetic cover
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 14
Feats Point-Blank Shot, Weapon Focus (kineticist blast)
Traits awakened from stasis (apostae), reactionary
Skills Acrobatics +5, Craft (stonemasonry) +8, Heal +6, Intimidate +4, Knowledge (dungeoneering) +6, Perception +9, Profession (miner) +7, Stealth +4, Survival +3, Use Magic Device +5
Languages Common, Dwarven
SQ burn (1 point/round, max 6), gather power
Other Gear chain shirt, mwk buckler, backpack, belt pouch, blanket[APG], masterwork stonemasonry tools, masterwork tool, trail rations (5), waterskin, 632 gp, 1 sp
--------------------
Special Abilities
--------------------
Burn 1/round (2 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Damage Reduction (1/adamantine) You have Damage Reduction against all except Adamantine attacks.
Earth Blast (Sp) Level 1; Burn 0
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
--------------------
"When you're going underground, bring an expert."

At least, that's the way that Rhiannon tends to view it. As a Foerdewaith human native of Bard's Gate, Rhiannon is a member in good standing of the Stoneworkers Guild there thanks to her magical control of stone and well-honed expertise with working it. In fact, she's been known to go out and mine her own stone just to be sure the decorative parts of a project are up to her personal standards.

Of course, as with most people who have sorcerous power running through their veins, there's more to Rhia than first look suggests. Despite her fondness for her home, she also has a degree of wanderlust thanks to her odd sleeping habits. For reasons she doesn't quite understand - although it's probably related to one of the more interesting incidents of her youth, which she rarely talks about - she hasn't needed more than two hours of sleep to fully rest and recover her energy. That's come in fairly handy when she's been burning through her power as a Kineticist, and a mid-day nap is usually all she needs to get going again.

Unfortunately for her, however, that also means she tends to have energy to spare when everyone else is feeling tired and spent, and she can't help but want to get out and do things. In recent times, she's started aiming to explore interesting regions as a way of coming up with new designs for her stoneworking and getting the money to fund such things. Big projects can be expensive, after all, and it's not like she's busy all the time. Sometimes a girl just wants to get out, have some fun, and fling boulders into the faces of things that annoy her.

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