You stand amongst your fellow initiates before the official beginning of your training for the Trials.
There are around 30 of you, a new crop ready to start down the path to the ultimate goal: reaching the Trial of Zeal and earning your spot in the afterlife.
You have all already completed the first two parts of your journey, the building of your crop's obelisk and the testing of your individual hearts, and now stand before one of your gods.
As the Trial of Solidarity is the first trial you will be undertaking as a group, it is Oketra who addresses you now, and you can feel the warmth she emanates in your heart as she speaks.
"Now is the moment at which you must decide whether or not you are ready to proceed with the Trials. This is the moment of no return, and for your crop to succeed, you must believe in each and every one of your members, as well as yourself."
Oketra pauses to look over your group before speaking again.
"And if you do not have true faith in each other throughout these Trials, you will fail."
And that's the end of that!
Hello everyone, and welcome the the official recruitment for my Amonkhet Pathfinder campaign!
A minor requirement of this campaign is to have a general idea of what Amonkhet is like, but the Plane Shift article I'll be posting below will explain much about the Amonkhet world for those who are not fully aware of what it is.
Abilities: 25 point buy. You ARE 'heroes' after all.
Alignment: any and all are accepted. As long as it doesn't create problems within the group.
Level: 9th level. You've experienced a lot of your life here, and have gained a few levels along the way.
Wealth: 46,000 gold, as appropriate to 9th level characters.
Skills: we will be using Background Skills, so account for that.
Hit points: maximum per level. You'll need it.
Traits: two. Reflavoring of campaign traits is allowed, per my discretion.
Note: I reserve the right to ban anything I think is too cheesy in a build. Build strong characters that can take on the Trials, but don't build a slumber hex witch that makes every encounter trivial. This is about the fun of barely surviving each encounter and room just as much as it is about the glory you'll inevitably receive upon your success.
Humans: exactly the same as Pathfinder. No adjustment needed.
Khenra: Use the stats for Catfolk, except +2 Str instead of +2 Dex. Everything else is the same.
Naga: use the Nagaji stats, except with +2 Int and -2 Str instead of the other way around.
Aven: the Strix stats, except without their Hatred ability, and an additional +2 Wis.
Minotaur: use the Orc stats. No additional changes needed.
You must choose a single color of mana from the five (White, Red, Blue, Green, and Black) to be the "Core" of your character.
Consider this choice to be somewhat tied into alignment, as it will reflect what sort of personality your character possesses, as well as how it will react in certain circumstances.
Be aware that your color choice also indicates which Amonkhet God you find yourself most closely aligned too (see the Gods section, below, for more information on them).
If you are not familiar with Magic, the Plane Shift article will shine a bit of light on what each god represents, and how you should design your character towards that Gods'/colors' area of expertise.
However, what I do need from you is a description of what your character is.
What he/she does on a normal day to day basis, any special routines or training exercises they perform.
If they receive actual power from one of the Gods, why do they worship that god, and what role have they filled in their worship so far?
Details like that are much more likely to be important than your actual background details, so think about that.
Oketra the True: Goddess of Solidarity. White-aligned. Domains: Community, Healing, Good, Sun, War. Favored Weapon: Longbow.
Keftnet the Mindful: God of Knowledge. Blue-aligned. Domains: Air, Knowledge, Magic, Rune, Trickery. Favored weapon: quarterstaff.
Rhonas the Indomitable: God of Strength. Green-aligned. Domains: Animal, Nobility, Scalykind, Strength, War. Favored weapon: greatsword.
Bontu the Glorified: God of Ambition. Black-aligned. Domains: Evil, Death, Destruction, Glory, Protection. Favored Weapon: short sword.
Hazoret the Fervent: God of Zeal. Red-aligned. Domains: Chaos, Destruction, Fire, Glory, War. Favored weapon: longspear.
Submissions will be open for two weeks, closing on October the 23rd.
Alright, I think that takes care of everything. If you have any questions, or notice I missed something, feel free to ask!
|King Faleyros of Mendycia|
I replied on your original thread and am still interested! I do have a few questions though. The answers to those questions will likely shape which character concept I go with.
Mana Color: Will there, for fluff purposes if nothing else, be the options to add colors as the characters grow through the trials, similar to how some named individuals in the MTG universe do?
Expectations: Should we expect for the campaign to follow the Amonkhet storyline and, if so, should we expect to possibly play after the Hour of Devastation?
Mana and Behavior: Are PCs expected to conform to the deity of their color's general theme in terms of character traits or can we explore other facets of how mana color and personality intersect, using the MTG pie chart on each color's characteristics?
Downtime: Will there be downtime between Trials or is this a straight megadungeon-style run through a gauntlet of Trials?
Mana Colors: as I said on the interest check, there will be opportunities to add other colors to your characters' "color identity", but you shouldn't seek to design them with a specific color beyond your original color in mind. Feel free to plan it, but don't have your black-aligned character love his compatriots more than anything in preparation for his addition of white mana. Make sense?
Expectations: we absolutely will be following the Hour of Devastation storyline, and you should expect to play both during and after the Hour of Revelation, barring other circumstances (you all die during the Trials, you all decide you wanna be desert hermits, whatever may happen). I also do have some plans for having you possibly spark together during the Hour of Devastation, should we make it that far, and what may happen after you Planeswalker away from your destroyed home.
Mana and Behavior: both your God and Mana color should influence the personality of your character, but there is no hard rule that says you must make your God have more power over your character than your Color, or vice versa. As long as you fit somewhere on the spectrum of "things this color stands for", you'll be fine.
Downtime: I believe there is down time in between each Trial in the canon, aseach God in turn prepares you for their specific Trial, so yes there will be downtime. In actual gameplay, I believe I'll be running you through the Trials relatively quickly, and just handwave several days of feasts and celebrations and Cartouche awardings and what not. "You have two days, what do you have planned during those days?" sort of thing.
It's not open to just anyone who knows the specifics of the lore!
There's plenty of room for people who aren't huge "MtG fans" or whatever. All I ask of you is that you research the world and setting a little bit (by using either Wikis or the article I provided above).
Basically, I want you to be able to create a character that fits the universe this campaign is set in. Don't bring me a laser pistol-wielding four-armed alien or a Roman Legionary when you should be bringing an Egyptian foot soldier or whatever.
And, given you often have to understand the world's lore to play in many other campaigns, I don't think this requirement is asking for too much.
Dot with two colourless. I knew Amonkhet from before, but didn't get to read the story. I'm finding it quite cool.
Since I wasn't on the initial interest thread, I guess I'll wait until others apply to see what I can come up with, since I don't want to step on anyone's toes (or on 'as-few-as-possible-ones' toes).
I have some concepts, depending on the colours, that remind me of old cards:
-Warpriest (melee or ranged) or Evangelist Cleric for White (à la White Knight or any buffing weenie from the classical Crusade Monowhite).
-Druid for Green (reminds me of the different big beasts green had, or Ley Druid).
-Fighter (Intimidate focused) or Arcanist blaster for Red (yay, blasts! Also straightforward creatures like Hurloon Minotaurs or the like).
-Evil touch Cleric, Witch or Insquisitor/Warpriest for Black (screams Black Knight or Royal Assassin).
-Debuff Magus for Blue (control Wizard would be best, but I don't like to play Wizards).
|King Faleyros of Mendycia|
I have a few ideas that I am mulling over, which I will detail below. Feedback on these ideas would certainly be appreciated.
-White human bard whose hymns are as pure as his soul is empty of all but his devotion. He is a true product of Amonkhet, a man whose soul knows only the word of the God Emperor and so dispassionately works to bring about what he envisions as a glorious future. He will likely focus on buffs and damaging sonic spells.
-Green human necromancer who works as an embalmer. He views his work as necessary for the future of Amonkhet, for when the god emperor returns, he will take the souls of the unworthy and return them to Amonkhet to heal the dying earth (that's what he thinks at least). He will likely utilize stereotypical necromancer tactics in combat, focusing on meaty undead pets and blasting magic.
-Red human bloodrager who lives for the thrill of glory and conquest. To him, the Trials are just an exercise in glorious combat. He believes that, if he wins the Trials, he will go and challenge the God Emperor himself for the right to rule Amonkhet. He has no real aspirations towards the throne, but the thrill of slaying a god is high on his list of aspirations. Every part of his build focuses on martial superiority with a two-bladed sword, with his spells serving primarily to buff him or hit targets beyond his reach.
-Blue aven oracle of knowledge who serves as a scribe, scholar, and occasional prophet for Amonkhet. He views all of life as a riddle to be solved and is dedicated to the acquisition of knowledge. The greatest enigma to him is the Hour of Revelation, as his own divinations reveal nothing of the matter. He will have lots of divinations and healing spells.
-Black naga monk (black asp and invested regent archetypes) who is driven by his ambition. He's as devious as they come and all-too willing to throw away the lives of others. He believes that completing the trials will earn him an eternity of power, glory, and riches as the God Emperor's chosen. He will focus on devious tricks in combat, all aimed at being as lethal as possible, and will incorporate mind control through his invested regent archetype.
-White khenra paladin who joins the Trials with the intention to sacrifice his life to fulfill the prophecy and stop the cycle of suffering the trials bring. He cares nothing for the God Emperor or Amonkhet society as a whole, just the people that comprise it. It is his hopes that people like his little sister can avoid living an empty life through the sacrifice he intends to make. He will be designed solely as a tank who puts himself in harm's way that his crop-mates can fulfill the prophecy and end the cycle of suffering in Amonkhet.
-White aven cleric of sun and good whose zeal is simply unmatched in Amonkhet. He wields light and flame as his weapons and believes that the one who wins the Trials will be the God Emperor's scourge. He intends to do just that, that he may cleanse the wicked world in fire and light that a better one may rise from it's ashes. He is dogmatic in the extreme and is an impassioned firebrand whose frequent praises to the God Emperor can often be heard as the dawn light breaks and as the sun dies on the horizon. He will be a pure blaster build with some combat utility. As a cleric of a good deity, he can spontaneously heal, but will likely not focus on it.
Okay, cool. I'll read up, and of course that isn't unreasonable at all.
I was just making sure it was okay to submit something. :)
I am planning on being an Aven Priestess (Cleric) of Oketra, using the god's favored weapon of the longbow. I'll research some of the context, and hopefully be able to come up with some good background details tonight after work.
|Khansuut the Tempest|
King Faleyros of Mendycia here with my work in progress, Khansuut the Tempest. Khansuut is a stormlord druid and is being constructed as a blaster and battlefield control expert of the purest sort, something I hope can be conveyed through my choice of archetype and domains.
I haven't gotten around to writing his fluff yet, but I will just specify that he is slightly mad. And by slightly mad, I mean of the sort that really wants to succeed in the Trials so he can have a chance to slay the God-Pharaoh.
I am going to take a break on him for a while so I can go visit an old friend of mine in about an hour.
As mentioned in the interest check thread I'll be submitting a human warpriest of Oketra who is all about teamwork, protecting her comrades and trying to inspire everyone to work together. She's representing white mana and is going to take the blessings of good and... healing probably.
Stats and Backstory to be posted soon.
EDIT: Actually, I just realized Zanbebe already mentioned she'd be working on something very similar. Sorry, Z! Didn't mean to step on any toes.
I'll probably make a Khenra bard (firesinger) who worships Hazoret and is overflowing with enthusiasm, instead. *thinking*
|Kevin O'Rourke 440|
Alright I have an idea for a blue character... and being suitably awkward on myself for good measure.
How does a Oracle (Lore) 4, Sorceror (Impossible) 4, Mystic Theurge 1 sound? With some crafting, I'm going to chase that mythical Ring of Regeneration, Fast Healer Feat combo... because I hate blue and they are meant to be infuriating but I've binned every other concept I've come up with so far.
<--This is my alias for my Aven Priestess of Oketra, but totally not done. Just pieces, and other parts copied over from another character. I'll post again when it is ready.
It's okay with me if you want to make something similar. I picked Oketra because of the longbow part. I like bows, so I am always looking for ways to enable my characters to wield them without having to take a proficiency feat. But your character might be better than mine. Definitely not stopping you. ... On the other hand, of course, if we both get in, I am up for some background connection between the characters. You probably know more about the world than I do. :)
<--This is my alias for my Aven Priestess of Oketra, but totally not done. Just pieces, and other parts copied over from another character. I'll post again when it is ready.
** spoiler omitted **
No worries, Z. I had two ideas I was torn between and although I was going to put in the warpriest, I like the other idea nearly as much.
Dot, I shall pray for the return of the god-pharoh!!!!
i wanna do a monk of Bantu.
also, I'm a huge Fan of MTG and will LOOOOOOVVVVE to play this.
my monk, again, will be a devote to Bantu. so i will be Lawfull Evil, black aligned, and probably the most agreeable evil person you will meet. his/her focus will be to achieve absolute perfection. So that he/she will stand tallest when he is greeted in the afterlife.
also, i will be human
|Kierna, the Quicksilver Blade|
William here, this is my Monk Black Asp Devote to Bantu.
she focuses on snake style(for now, dabbling into Tiger style), and will work on dodging then putting two well places blows into her enemies, as well as poisoning them :P
her Ideals vary, although one thing stands true: Power Means Respect.
so, im assuming this will be before the Hour of revelations, otherwise we wouldn't be doing the trails :P
also, i would like to state: Blue god would represent law. as blue represents control and order, and the white god would represent good, white represents kindness and generosity.
meaning the alignments can be divided pretty easily- White: Good, Black: Evil, Red: Chaos, Blue: Law, Green: Neutral.
I know that would mean several combinations would simply revert to neutral :P and if you think about it they kinda do,
the combinations of Black and white are always about compromise. lifelink, give and take.
Red and blue are about power with control. harvesting incredible massive energies and using the force on your enemies. in other words: controlled chaos.
and if you look at the other combinations you begin to see likeness to the other alighnments. i find it all very invigorating!!!
black and blue represent Control and death, typically lawful evil tactics, armies of undead or backdoor inrigue.
Red and green is unrelenting Chaos, powerful beasts that ruin society, utter devotion to the wild nature of Chaos.
Blue and white is the harsh lawbringers, arresting those who commit crimes, bettering society, and removing all impure.
green and white is pure generosity and life, good in the very purest of senses.
black and red is wanton murder and sacrifice, killing others either for pleasure or personal gain.
and the list goes on :P
however, i also noticed that each color alone doesn't represent it's alignment purely, more like the mild of it. its interesting how the addition of other colors not only accent the alignment, but amplify it.
after all, green, being neutral, is also about enhancement, making things big, or just being big. growth, so when mixed with other colors, it amplifies whatever that color represents.
I have fancied this for a while actually :P so i know what i'm talking about
Alright, I have an idea for a Green-colored minotaur. Despite being an exemplar of strength and showing considerable civic service to his society, my character does not really buy into the idea of the society. Although Naktamun is a relatively wondrous place to live, Amonkhet itself is a hellhole. It is, after all, basically entirely vast desert filled with mummies, and the live expectancy in Naktamun is so low because most people consider honorable death to be superior to living long enough to be struck with one of the worse types of death.
My character knows that there must be something other than the world that he and his peers see, and has secretly left the Hakma several times in order to try and cross the vast desert. Each time, he has been rebuffed by the numerous mummies and has had to retreat. He's not really sure whether there's a better way to seek a better life.
He would join the Trials not out of a desire to win, but out of a desire to protect and convince a friend - another PC who I'd like to work out some kind of relationship with. Perhaps even multiple of the other PCs could be his friend.
I will likely be Chaotic Good. I haven't worked out a class, but I'm looking at Paladin, Brawler, Bloodrager, and Skald. I know that I'm gonna be a high-Strength, high-toughness melee character, hopefully with good social skills and whatever other utility abilities I can squeeze out of that.
Anyone interested in being my bud?
Double-post! I've decided on skald and a few mechanical things, just to give you an idea of what my character will be doing. Will post a full statblock and fluff thing later on, just want to make sure to get this posted.
headband of alluring charisma +2 - 4,000gp
belt of physical might +2 (Str, Con) - 10,000gp
Str 22, Dex 9, Con 16, Int 10, Wis 10, Cha 17
Feats Exotic Weapon Proficiency (khopesh), Skald's Vigor, Weapon Focus (khopesh), Weapon Specialization (khopesh), Lingering Performance [7th-level feat slot open]
Rage Powers Guarded Life, Lesser Daemon Totem, Daemon Totem
Versatile Performance Oratory, Martial Performance (khopesh)
I am also planning to grab a couple of Masterpieces, like Symphony of the Elysian Heart and the Canticle of Joy
Hmmm.. I've been playing around with characters, I like making characters, especially ones with a few levels.
I've made a Human Brawler who would be ideal for a Red colored idealist. The type to throw himself into the trials for glory.
He'd be easy to team up with your Skald Leinathan.
Built to get close and shred anything he's fighting.
Male Human Brawler 9. NG Medium humanoid (human)
Init +4; Senses Perception +13,
DEFENSE AC 22, touch 15, flat-footed 17 (+7 armor, +3 Dex, +2 dodge, )
hp 117 (9d10)+27
Fort +8, Ref +9, Will +3
Defensive Abilities AC Bonus,
Speed 40 ft.
Melee unarmed strike +14/+9 (2d8+6/19-20)
Melee brawler's flurry +12/+12/+12/+7 (1d1+6/19-20)
Special Attacks Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout,
STATISTICS: Str 18, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +9; CMB +13 (+14 disarm) (+15 trip); CMD 28 (29 vs. disarm) (30 vs . trip)
Feats Cleave, Cleaving Finish, Fast Learner, Hamatulatsu, Improved Critical (Unarmed Strike), Improved Natural Attack (Unarmed Strike), Improved Unarmed Strike, Power Attack, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)
Skills Acrobatics +15, Acrobatics (Jump) +24, Appraise +1, Artistry +1, Bluff +1, Climb +12, Craft (Untrained) +1, Diplomacy +1, Disguise +1, Escape Artist +14, Fly +3, Handle Animal +7, Intimidate +10, Knowledge (Dungeoneering) +7, Knowledge (Local) +9, Perception +13, Perform (Untrained) +1, Ride +9, Sense Motive +11, Stealth +3, Swim +12,
Languages Catfolk, Common, Osiriani
SQ Bonus Feat, Bonus Feats, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency,
Possessions unarmed strike; outfit (traveler's); mithral shirt +3; boots of striding and springing; brawler's flurry;
AC Bonus (Ex) When wearing light or no armor, a brawler adds 2 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.
Bloody-Minded You gain a +1 bonus on initiative and Intimidate checks.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's f lurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.
Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction.
Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d8 (you may apply any effects that increase your unarmed damage dice).
Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 18) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers. You gain +2 to CMB and CMD to Trip combat maneuvers.
Martial Flexibility (Ex) The brawler can gain the benefit of two combat feats he doesn't possess. He can select one feat as a swift action or two feats as a move action. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 7. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
I'm submitting Ankhet, a khenra bard (fire dancer/flamesinger) who took up her beloved brothers sword upon his death and fights enthusiastically alongside, inspiring them to greater heights and heroics.. Ankhet embodies red mana, and though she worships all of the gods she has a special place in her heart for Hazoret, the Fervent. Ankhet seeks to show perfection through balance, embodying all five of the gods virtues, though it is clear to all that her Zeal shines strongest.
Female Khenra Bard (fire dancer, flamesinger) 9
NG Medium Humanoid (khenra)
Init +1; Senses Low-light vision, Perception +14
AC 20, touch 12, flat-footed 19 (+8 armour, +1 def, +1 Dex, +0 shield)
hp 90 (9d8+18)
Fort +6, Ref +8, Will +7
…+4 vs. bardic performance, sonic and language-dependant effects
…1/day roll twice on a reflex save and take the better result
Speed 40 ft.
Melee +2 keen longsword +11/+6 (1d8+5/17-20)
Ranged +2 composite [+3] short bow +9/+4 (1d6+3/x3)
Spells Known (CL 9th, Concentration +14 (+18 to cast defensively or grappled)
3rd — 4/day — cure serious wounds, fireball (DC 19), haste, purging finale, reviving finale, summon monster III
2nd — 5/day — cure moderate wounds, flaming sphere (DC 18), gallant inspiration, heroism, mirror image, summon monster II
1st— 6/day — biting words (DC 16), burning hands (DC 17), cure light wounds, deivon’s parry, flare burst, saving finale, summon monster I
0— At Will — detect magic, flare (DC 15), light, prestidigitation, read magic, spark
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 20
Base Atk +6/+1; CMB +8; CMD 21
Traits Armour Expert, Called
Feats Battle Cry, Combat Casting, Elemental Focus (fire), Extra Performance, Fire Music, Power Attack (-2 attack, +4 damage)
Skills Acrobatics +13, Bluff +7, Climb +15, Diplomacy +19, Intimidate +19, Knowledge (religion) +7, Perception +14, Perform (oratory) +19, Perform (sing) +17, Spellcraft +8, Stealth +10, Survival +10, Use Magic Device +17
(0 points; 6 class, 2 background, 0 INT, 1 race, 1 favoured class)
(Check Penalty 0)
Abilities Bardic Performance (31 rounds/day; blazing blades, distraction, fascinate, fire break, fire dance, inspire greatness, song of fiery gaze), Cantrips, Fan the Flames, Fire Music, Khenra’s luck, natural hunter, sprinter, well-versed
Languages Common, Khenra, (Aven, Draconic, Minotaur, Naga)
Armour Expert (trait): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Bardic Performance: 31 rounds/day, move action to start, free to maintain
- Blazing Blades (Su): The flamesinger’s song causes allies’ weapons to burst into flames. To be affected, an ally must be able to hear the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactured or natural weapons deal 1d4 additional points of fire damage. These flames do not harm the weapon or its wielder. This damage stacks with other sources of fire damage, such as the flaming special weapon ability. At 5th level and every 6 bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). This is a fire effect that relies on audible components. (+2d4 fire)
- Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. (4 targets). Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier=Will DC 19) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- Fire Break (Su): A fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components. This ability replaces suggestion.
- Fire Dance (Su): A fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong.
- Inspire Greatness (Su): A bard can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
- Song of the Fiery Gaze (Su): A fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components. This ability replaces inspire competence.
Battle Cry (feat): A number of times per day equal to your Charisma bonus (5/day), you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute. If an ally is under the effect of this feat and fails a saving throw against a fear effect, she can choose to end the battle cry’s effect on her to reroll the failed save. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
Called (trait): Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Fan the Flames (Su): A fire dancer adds burning hands, flaming sphere, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively). This ability replaces dirge of doom.
Fire Music: A flamesinger gains Fire Music as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summon monster II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she adds summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells.
Fire Music (feat): When you cast a bard spell that deals damage, you may replace the spell’s normal damage with fire damage or split the spell’s damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.
Khenra’s Luck (Ex): Once per day when a khenra makes a Reflex saving throw, she can roll the saving throw twice and take the better result. She must decide to use this ability before the saving throw is attempted.
Sprinter: Khenra gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Well-Versed (Ex): The bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Wildfire (Ex): Like a raging wildfire, a flamesinger moves with blistering speed. At 2nd level and every 4 levels thereafter, the flamesinger gains a +5-foot enhancement bonus to her base speed (to a maximum of +25 feet at 18th level). (+10 ft.)
Combat Gear +2 keen longsword, +2 composite [+3 str] shortbow, 40 arrows, wand of cure lights wounds (50 charges), wand of shield (50 charges), potion of bull’s strength (3)
Possessions +2 elven chain, aegis of recovery, cloak of resistance +1, entertainer’s clothes, gold necklace with six charms on it (one for each of the gods and one for the god-pharoah), ring of eloquence (aven, draconic, minotaur, naga), ring of protection +1
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 30 lbs.
Money 32 GP 9 SP 10 CP
Ankhet and her brother Orkhet were born intertwined. Seperated by birth and space, and no longer sharing a womb did not sever their ties. It drew them closer. They were one soul in two vessels. Even among khenra their connection to each other was astounding.
They trained together, joined a crop together, and worked as one. They covered each other’s weaknesses, made strong what was weak in the other. Ankhet developed the ability to heal and inspire; while Orkhet proved stronger and faster.
Together they grew. But it was not to last.
During the final days of training leading up to the Ceremony of Measurement Orkhet entered into one on one combat with a rival—an aven by the name of Hakor the Fierce—and was killed.
Ankhet was torn asunder. It felt as if her very soul had been torn in two and ripped from her body. She wept, and mourned, and felt empty inside. She could no longer hear her brother’s voice. Could no longer feel his thoughts. Could no longer be bolstered by his strength.
But as Ankhet took up her brother’s sword a feeling of calm washed over her. She would see Orkhet again, after the Hour of Revelation. He would be an honoured servant at the God-Pharoah’s side. All that was left was for her to earn her place. Would she fall before the end, and live as a servant? Would she choose the coward’s route, and be cast from Naktamun? Or would she rise up, stand tall, and fight for her place as an Eternal at the God-Pharoah’s side?
The choice was made. Ankhet would fight. With her brother’s sword in hand and the virtues of the gods in her heart — ambition, knowledge, solidarity, strength and zeal — she would triumph. She had to.
Ankhet is a khenra of strong physique and poise. Her fur is soft and black as pitch, and decorated with the golden sigils of the god painted upon her fur. She lives for the trials, and strives to show perfection through balance. She’s incredibly enthusiastic and she constantly tries to spread her zeal among her crop-mates, inspiring them to reach higher, fight harder and triumph together. She’s prone to crying out encouragement to her crop-mates during combat, and has plenty of friends.
Secretly, Ankhet worries that she lacks the skill with a blade that her brother had, and is constantly training to overcome the weaknesses that her brother once covered.
Despite her loss and grief, Ankhet beleves whole-heartedly in the Trials, the Gods and the God-Pharoah. She takes joy and excitement from participating in the Trials, treats her crop-mates as her family, and endeavours to prove herself worthy of an Afterlife as an Eternal at the God-Pharoah’s side.
Oh, of course! The khopesh being martial sounds fine to me.
Also, might I admit that I'm quite pleasantly surprised at the amount of interest this has gathered so quickly!
Now, could one of you helpful people out there start a list of submissions? I would do it, but I'd like to have someone else here take care of it.
I put down everyone that had a name, a class, and a color.
Zharifa (CG aven cleric of Oketra)
Shemeska (LN khendra fighter/living monolith)
Kierna, the Quicksilver Blade (LN human bladebound kensai magus)
Arona Akuma (LE human black asp monk)
Khansuut the Tempest (CN aven storm druid)
Hassan (NG human brawler)
Ankhet (NG khendra firedancer/flamesinger bard)
Hello, this is Jereru in the making of Amenset, a blaster Arcanist with Minotaur blood on the lineage.
He's VERY WIP right now, but wanted to make her introduction.
Edit: I was going to say she was red, but it seems a lot of people thought the same... I guess she could be black, or blue also (there was a Prodigal Sorcerer, after all, in blue, as well as some other damage dealers). Actually I could be green also, since the Test of Strength would fit her (Ieinathan, we could be buddies since she's been raised by minos and that jazz).
Amenset (CG Human Arcanist) - Red/Black/Blue/Green (I don't really want to step on anyone's toes)
|Detective Dante Alighieri|
Leinathan here, reporting in with a partially-completed statblock. Will transplant the flavor stuff and write up a 'lil backstory to make sure he's all fleshed out, but I'm pretty sure that I've already posted a decent idea of what I wanted him to be like.
Still need to spend 22,000 gold, pick traits, and pick three more spells (or maybe masterpieces), but he's mostly done. Let me know if you see anything that I've done wrong.
He is capable of doing a pretty good amount of damage, has several useful utility spells (I plan to spec him for party buffs and wilderness survival besides the basic things you should definitely get) and he is a good face. He can also no-save bestow curse someone via Canticle of Joy, and I think I plan to substitute a 3rd-level spell for Symphony of the Elysian Heart, which is a full-party freedom of movement.
He also has pretty good survival, due to good hit points and fast healing during combat.
@ DBH + Amenset : Totally down to be buds! Let's talk about why we're buds, yeah?
Is the original Summoner class on the table or only the Unchained version? I was thinking a Master Summoner archetype from Ultimate Magic might make the perfect green mage, but I could probably swing it with a specialty arcane caster if that's not available.
Also, if you haven't already, you should check out this product as it describes an interesting way of divvying up spells based on color association that you may be able to steal and would also make color based folks (e.g. White and Green) more in line with the MtG standard as capable of both arcane and divine styles of magic. It's not a true port of the MtG fields of focus, but it would lay a good foundation for spell selection based on Color if you wanted to go that route. :)
Is the feat deific obedience ok to take? I was planning on doing a fight/sentinel that worships Rhonas, but It I have no idea what to do for the boons or the obedience.
Oooooh, good point. I should probably work on getting those booms for the deities up and such, should more than just you wish to use them.
I'll be getting in touch, but yes, those feats are fine to use.
|Detective Dante Alighieri|