Eberron in Pathfinder


Recruitment

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Anderlorn wrote:

So far I have added Wyrmling and Doc to my background because I saw a place where I could add them. If I see others, I will add them in regardless if you or I are selected.

Wyrmling, Tank escorted you off the ramparts after you went blind. I had already written that Tank was helping guards but then he saw you and that was a perfect opportunity to write your character in.

Before the Magical Nuke, Tank was down in the basement for repairs and an oil bath, that is when he was talking about missions and war stories with Doc Seras.

Manticore had been down in the basement moving boxes at the time.


Master Rahl wrote:
Seras d'Cannith wrote:
I feel like Seras also needs a codenane. Any suggestions?

Doc's good since we lost Bones, I also like Tinker. but code names are your choice.

Yes Threll you have time to make changes. Final builds are due Friday evening.

“Tinkering” is how I’ve been referring to Manticore’s efforts at self-improvement. I like “Tinker” for someone who works on warforged.


I like how we've all just gravitated to Angwar Keep.


I just finished adding you in Manticore ... lol


Josh.Ingle wrote:
I like how we've all just gravitated to Angwar Keep.

It’s the only notable landmark in the blurb about the Day of Mourning (outside of Cyre, where everyone died). I don’t know Eberron geography well enough to pick somewhere else, so it was a natural choice.


Submissions:
With Crunch
Threll "Wyrmling" Aeckson(Architect): Human, Sorcerer(Crossblood draconic, orc)/Ranger(Divine Marksman)

Nil'gnos "Tank" Akuech(Anderlorn): HeroLab/Pathfinder Warforged, Soulknife(Soulbolt/Giftedblade)/Aegis(Juggernaut)

Lambda 42 "Manticore"(Ouachitonian): HeroLab Warforged, Aegis(Aberrant)/Fighter

Reckt "Blue" Lamplighter(JonGarret): Blue(Goblin), Cryptic(Brutal Disrupter)/Aegis(Crystal Warrior)

Otto ir'Kaspardt(Dreaming Warforged): Changeling Slayer/Medium

Vagabond PbP Submission 1(Vagabonds.): Kalashtar, Wizard(Psychic Mage)/Tactician(Metanexus)

Haddek "The Phantom" Balmont(Lekkric18): Changeling, Psion(telepath)/Investigator

Seras "Doc/Tinker" d'Cannith(Josh.Ingle): Human, Investigator(Scavenger)/Swashbuckler(Inspired Blade)

Still Building
Madcaster: race? Soulknife/Un.Rogue
PaleDim:Website Warforged, Aegis/Soulknife

Ictoo: Shifter, Shaman/Shifter

Cuan:Changeling, Warpriest(FeralChampion)/class?

"The Lucky Halfling": Human, Alchemist(Vivisectionist/Wasteland Blightbreaker)/Oracle(Pei Zin Practitioner)

Kevin O'Rourke 440: Kalashtar Paladin/Sorcerer(Psychic)

Got the ranger change finished, happy to see the amount of backstory crossing going on.

I chose Angwar Keep because of the "blinded soldiers" bit, and since my character is light blight it seemed appropriate.


Since people keep talking about Angwar Keep but don't necessarily want to use it I'll share a map of Crye with you its after the Day of Mourning, so the marked places are ones with ruins. You can make up smaller places if you want, plus you dont have to be anywhere near Crye and the Day of Mourning. From other things I've read the flash of light was bright enough to be seen all over the continent .

Map found HERE!
Continent of Khorvaire Map found HERE!

Both maps can be zoomed to see location names to help with locations.

ENJOY!


Thank you for the MAPS!

I think I know where glass (ground) zero is/was ... LOL

Position wise for my story, Arythawn is better but it was in disrepair on Day 0, so I am staying and adjusting my history.


A quick story: Day of mourning, from a odd viewpoint

Day of Mourning:
Oh lilly. A lovely little rose, were they sweeter than honey, more clear than a ledger, and more honest than notation. A master at her craft, I knew her well. Many in my art knew her well, in fact: With an eye for ledgers, she cleaved through any lies some lesser than her might try to pervey. Beautiful both in appearance, but also in skill: I could merely parse in awe at the detail, the expertise marked in her journals.

In my life, I have never met one who could surpass her. And until I die, I know that none will surpass her. I do not know how many, but I loved her with the awe of a man standing before a god.

On the day of mourning, I know, she was across the river, in what is now known as the Mournland. I cared little about the petty politics, aside from the business it brought and the changes it writes. But I know, that day, petty wars brought a beutiful soul to an end.

I remember the day. I felt it, long before I saw it, secluded in my office, leafing through ancient bonds and long-forgotten journals in an audit. An overflowing wave of... Thing. Hate, magic, hell, heaven, I don't know. But it washed over me, like a... Like water gas or wind. I noticed.

When I left to see what brought it, it was... Terrifying. Awe-inspiring. Like a wall of fire across the sea, TOWERS of flame flickering against the water. Light that burns even the darkest of surfaces. I saw death that day.

I knew Lilly died. Lilly... Well, lilly adventured. She traveled, she worked and fought on the front line. I suppose I'm simply following her footsteps. It what taught her so much about my field. I suppose I'm peculiar, but she was an inspiration.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Kalashtar (Humanoid (Kalashtar) Paladin-Sorceror (Psychic Bloodline) Level 2

Character Sheet:
Str 14, Dex 12, Con 14, Int 13, Wis 10, Cha 16+2
HP: 24(10+7+4+3), AC: 20, FF: 19, Touch: 11 Fort 9, Ref 5, Will 7
Feats: Toughness, Wild Talent, Eschew Materials
Traits: Seeker (Social), Magical Knack (Magic)
Psychic Strike 7/7 Day, Cantrips, Aura of Good, Detect Evil, Smite Evil 1/1 Day, Divine Grace, Lay on Hands, Bloodline Arcana

(2+1/Int)=6
Appraise, Bluff, Craft, Diplomacy 8=1+4+3, Fly, Handle Animal 8=1+4+3, Heal, Intimidate, Knowledge (Arcana, Nobility, Religion 5=1+1+3), Perception 7=1+0+3+1+2, Profession, Ride -3=1+1+3-8, Sense Motive, Spellcraft 5=1+1+3, Use Magic Device

Languages: Common, Quar, Celestial

Razor Sharp Concentration: Some kalashtar can hold a thought so focused that little can be done to break their train of thought. They get a +4 racial bonus to concentration checks. This racial trait replaces dream native.
Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social.
Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink (as per Psionics Unleashed). The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute.
Bonus Feat: All Kalashtar gain the Wild Talent feat as a bonus feat. If they ever take a level in a class that gives them a manifester level, that bonus feat is replaced with the Psionic Talent feat instead.

Spells Known
0st Light, Detect Magic, Ghost Sound, Mending, Mage Hand, Prestidigitation, Detect Poison
1st Grease, Feather Fall

Gear: Mwk Scimitar 325gp, Banded Mail 250gp, Heavy Wooden Shield 7gp, Pillumx4 20gp, Mwk Backpack 50gp, Magebred Heavy Combat Trained Warhorse 600, Leather Barding 40gp, Military Saddle 20gp, Paladin Kit, 157gp


Magebred Heavy Horse:

N Large Animal
Init: +5; Senses: low-light vision, scent; Perception +10

DEFENSE:
AC: 22, Touch 14, Flat-Footed 17 (+5 Dex, -1 size, +6 natural, +2 Armor)
HP: 21 (2d8+12)
Fort: +9; Ref: +8; Will: +3

OFFENSE:
Speed: 50'
Melee: bite +7 (1d4+7), 2 hooves +2 (1d6+3)
Space: 10 ft.; Reach: 5 ft.

STATISTICS:
Str 24, Dex 20, Con 23, Int 2, Wis 17, Chr 11
Base Atk: +1; CMB: +9; CMD: 24 (+4 vs. trip)
Feats: Alertness, Endurance, Run
Skills: Perception +10

SPECIAL ABILITIES:
Docile (Ex): Unless specifically trained for combat (see the Handle Animal skill) a horse's hooves are treated as secondary attacks.

Excellent Learner (Ex): Magebred heavy horses have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training a magebred heavy horse for a purpose takes one week less than normal, to a minimum of one week.

Thick Skinned (Ex): The natural armor bonus for the magebred animal improved by an additional +2.
Leather Barding


Background:

Sundak is a Kalashtar from Sharn, he has always felt in his heart that to best follow the Path of Light he needed to learn how to fight. He has tried to harness and develop the innate aptitude for magic in his blood as well as training his more martial abilities.

His conviction allows him to stay standing when others might fall though his optimistic and stubborn nature have kept him standing on more than one occasion. Towards the end of the war he joined up with the Hounds of Khorvaire. He has so far found his time with the faction has lined up with his own desires to help people. Although he has grown in strength he has several untied loose ends from his time before joining the Hounds, a mysterious assassin in a blue cloak who go away after killing a woman and stabbing him in the side, a wizard who was stealing bodies from a mass grave of unnamed soldiers and an strangler who left Sundak for dead before fleeing Sharn, he still instinctively touches his neck when he is nervous.


Hah, I have an idea, Tank Hound and others (maybe) were moved to Arythawn Keep to assist there until the orders came to report to Sharn. Yeah yeah that's what Tank Hound will do.

Found a bug in Hero Lab for Soulbolt. Soulbolts do not lose their Psychic Strike.


Anderlorn wrote:

I gave Reckt the code name of "Blue" ... LOL

Come on, who said Mercs hand out the most glorious of nick names.

Technically, his nickname is Lamplighter. Because he uses a Lantern Staff to beat people to death and set their corpse on fire. Which doesn't mean he won't answer to 'Blue'. Since he's a Goblin by culture he doesn't really get a surname.


Quote:
Found a bug in Hero Lab for Soulbolt. Soulbolts do not lose their Psychic Strike.

Disregard, brain was recharging when I stated this. Gifted Blade replaced it.


Rahl, still bouncing around on concepts. Out of sheer curiosity, would allow the original shifting? I hate that the converted version has no way to increase times per day.

3.5 Shifting:

Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power.

Choose one shifter trait. 1/day as a free action, gain the benefit from that trait for 3 + shifter's modified Con modifier in rounds.
Each shifter feat increases this duration by 1 round. For every 2 shifter feats, increase the number of times per day
It is a natural aspect of the shifter race and cannot be cured or passed on, as per lycanthropy.


Monkeygod wrote:

Rahl, still bouncing around on concepts. Out of sheer curiosity, would allow the original shifting? I hate that the converted version has no way to increase times per day.

** spoiler omitted **

Yeah I like that version better myself.


I would like to take the Fey Thoughts racial trait, but it's usually replaces weapon familiarity. Can I swap out Child of the Wild for it instead?

Fey Thoughts:

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Also, for the purposes of the alteration made to weapon finesse from the feat tax revamp, do natural attacks still count? They aren't apart of the light weapon category, but under special in the feat's description, they are considered light weapons.

EDIT: There's no conversion for Longtooth elite.

Would a point or 2 of bleed be an acceptable update?

Dark Archive

Still working on the crunch. Should be able to easily make the deadline.


Really weird question. Would it be okay to use Mystical Meals from Elves of Golarion in general? And would you be okay with it applying to not just elves but anyone with 5 ranks Profession (Cook/Chef) and Brew Potion. If you're not familiar its basically just rules for reskinning item creation of potions for spells into meals that are eaten. You still pay for the cost as if it was a potion essentially. If you're fine just flat reskinning abilities for flavor that's even better and I suppose we can avoid the whole thing. I mostly ask because its hard for me to rationalize an Eberron Elf getting involved in the setting we have planned so Id love to just apply it to a Human.

Im toying with the idea of a camp chef who gets involved in things and starts out mostly being there to ensure everyone gets fed. Id likely go like Knife Master UnRogue, so he'd be good with a butchers knife [dagger] and then Humble Beginnings to give him the ability to use a skillet as an improvised weapon without penalties. Then probably either Alchemist or Wizard to eventually get Brew Potion and spells to fuel his buffs. So in combat he'd generally sneak around, trying to avoid being seen [stealth] and get off sneak attacks when enemies arent paying attention or are flanked. And he'd made food themed buffs for his allies.

Ill throw something up tomorrow either way, likely along those lines. Eberron is a fun setting and I dont know why but Im enamored with this idea.


@Monkeygod let me look into that

@paledim sounds good

@Minas Dyrendal I'll have to look into that.


Monkeygod wrote:
I would like to take the Fey Thoughts racial trait, but it's usually replaces weapon familiarity. Can I swap out Child of the Wild for it instead?

I've looked at it, whats your primary reason for wanting to switch it out? Depending on the answer I may allow it.

Monkeygod wrote:
There's no conversion for Longtooth elite. Would a point or 2 of bleed be an acceptable update?

Well the original feat stated

Longtooth Elite
Your longtooth shifter trait improves.
Prerequisite: Shifter with the longtooth trait.
Benefit: Wounds dealt by your bite attacks bleed
copiously. Each time a living creature takes damage
from your bite attack, it also takes 1 point of Constitution
damage.

By this logic, I'm torn by either allowing the 1 Con Dmg, or allowing a 1d4 bleed dmg since I've seen similar feats give that ability at this level. But as I believe your bite attack is considered a secondary attack, I will allow the Con Dmg.

"Minas Dyrendal' wrote:
Would it be okay to use Mystical Meals from Elves of Golarion in general? And would you be okay with it applying to not just elves but anyone with 5 ranks Profession (Cook/Chef) and Brew Potion.

My answer is symply yes, this alternate set of rules fits into Eberrons idea of magic. The setting is about how magic replaces, enhances or gives alternative options to things. High magic is there but exceedingly rare. So an idea of addition properties to food that act as potions, I absolutely LOVE the idea.


I've decided on a shifter(race) shifter(class)/shapeshifter(ranger archetype). Because I'm shifty lol.

Anyways, as the shifter is the martial arm of the druids, even more so than the ranger, I figured I would have him be a member of the druid sects.

I'm thinking he'll be born among the Greensingers, but has chosen to become a Warden of the Woods.

Unsure if he'll have any actual fey blood, but being in and around the Twilight Demesne could have possibly affected him prenatally.


With Crunch
Threll "Wyrmling" Aeckson(Architect): Human, Sorcerer(Crossblood draconic, orc)/Ranger(Divine Marksman)

Nil'gnos "Tank" Akuech(Anderlorn): HeroLab/Pathfinder Warforged, Soulknife(Soulbolt/Giftedblade)/Aegis(Juggernaut)

Lambda 42 "Manticore"(Ouachitonian): HeroLab Warforged, Aegis(Aberrant)/Fighter

Reckt "Lamplighter"(JonGarret): Blue(Goblin), Cryptic(Brutal Disrupter)/Aegis(Crystal Warrior)

Otto ir'Kaspardt(Dreaming Warforged): Changeling Slayer/Medium

Vagabond PbP Submission 1(Vagabonds.): Kalashtar, Wizard(Psychic Mage)/Tactician(Metanexus)

Haddek "The Phantom" Balmont(Lekkric18): Changeling, Psion(telepath)/Investigator

Seras "Doc/Tinker" d'Cannith(Josh.Ingle): Human, Investigator(Scavenger)/Swashbuckler(Inspired Blade)

(See post 160)Kevin O'Rourke 440: Kalashtar Paladin/Sorcerer(Psychic)

Still Building
Madcaster: race? Soulknife/Un.Rogue
PaleDim:Website Warforged, Aegis/Soulknife

Ictoo: Shifter, Shaman/Shifter

Cuan:Changeling, Warpriest(FeralChampion)/class?

"The Lucky Halfling": Human, Alchemist(Vivisectionist/Wasteland Blightbreaker)/Oracle(Pei Zin Practitioner)

MonkeyGod: Dragonmarked Shifter, Shifter/Ranger(Shapeshifter)

Minas Dyrendal: Human, Un. Rogue/Alchemist OR Wizard


Rhal can you give us some more info on the Hounds? Are they fully independent or do they have loose ties?

Do they have any goals beyond making money/hiring themselves out?

You mentioned we're copper members, what other ranks exist?


Monkeygod wrote:

Rhal can you give us some more info on the Hounds? Are they fully independent or do they have loose ties?

Do they have any goals beyond making money/hiring themselves out?

You mentioned we're copper members, what other ranks exist?

Was planning on stuff like that tonight, cause no ones asked till now. ;)

So it might be late tonight or earlier morning for the forum.


Master Rahl wrote:
Monkeygod wrote:

Rhal can you give us some more info on the Hounds? Are they fully independent or do they have loose ties?

Do they have any goals beyond making money/hiring themselves out?

You mentioned we're copper members, what other ranks exist?

Was planning on stuff like that tonight, cause no ones asked till now. ;)

So it might be late tonight or earlier morning for the forum.

Yea, I was kinda surprised nobody had asked yet, but with the character I'm working on, such info will possibly be super helpful.


Master Rahl wrote:
"Minas Dyrendal' wrote:
Snip

My answer is symply yes, this alternate set of rules fits into Eberrons idea of magic. The setting is about how magic replaces, enhances or gives alternative options to things. High magic is there but exceedingly rare. So an idea of addition properties to food that act as potions, I absolutely LOVE the idea.

Awesome I'm really glad to hear it. It just sounded like a cool and flavorful way to do things. I ended up going with Alchemist because Infusions and Extracts already just feel like something that I could reskin as meals/snacks/food being specially prepared as well. And besides I love the flavor of an alchemist and as a mercenary it makes more sense than a great and powerful wizard who happens to love cooking. At least in my mind. So I present my applicant for the Hounds of Khorvaire [with possibly slight variations as I learn more about them and the specifics of the setting]: Jovi Makker

Background:
Although he was originally born in Aundair, Jovi always said that he the blood of Breland ran through his veins more strongly. Perhaps this was true as his father had been born in Hatheril of northern Breland and moved to Aundair some time after meeting and marrying Jovi’s mother—an Aundairian native. His mother ran an apothecary shop in Marketplace, the descriptive if unimaginative name of a southern Aundairian city. Some of his earliest memories are in that small little shop, learning to mix medicines and care for plants and herbs. His father had traveled a great deal in his youth and Jovi was raised on stories of those travels. Many prominently featured the City of Towers, Sharn, greatest city in all of Khorvaire. The stories had captivated a young Jovi’s mind and at an early age he firmly decided he would go there one day and see Sharn with his own eyes. Jovi’s father was a farmer working for a rather successful vintner in Aundair. As Jovi grew older and learned bits and pieces of his parent’s trades, helping out when necessary, he learned a great deal from both. He learned that he liked making things that people could enjoy and benefit from. A farmer might not sound like a glorious job but they but food on the tables of many, they fed the soldiers needed to fight to protect their lands, theirs was a noble trade. As an apothecary his mother healed the sick, she was one of the most loving people Jovi could imagine. But he also learned that he wasn’t quite satisfied with either life. Both tied him to one place and Jovi wanted to see the world. He heard talk from soldiers his mother treated about their fantastic deeds on the battlefield and he imagined himself in their shoes. Although it would be some years before he looked back and realized he was idealizing men with sometimes grievous injuries gained from that same life he envied.

When Jovi was old enough he didn’t do anything as dramatic as run away from home to join the army. He expressed his desire to see the world and lend his hand in the war effort. His parents were worried and skeptical, but they supported him. His father said he was proud that his son was brave enough to go out and do what he felt was right. Bravery might have been overstating things a little, but a young Jovi had beamed at the praise. At the time Aundair was relatively peaceful. Raids and some small-scale action was still happening, especially along the borders of Thrane, but Queen Aural ir’Wynarn’s efforts to implement cease-fires with the other nations was already starting to bare fruit. Having a cultural distaste for Thrane after having grown up in Aundair, Jovi decided to seek out a mercenary company in Breland to the south. After all, Breland was his father’s homeland and was home to Sharn, it was also still active enough that he felt he could see some real action and maybe even some combat. That was how he first ended up on the path that would lead him to the Hounds of Khorvaire.

The Hounds were not the first mercenary group that Jovi would join. He spent several years with a number of other outfits, learning the mercenary lifestyle. A few things quickly became apparent to Jovi over these years. The first was that he was not much of a fighter. He wasn’t exactly weak, work on his father’s farm had imparted some lean muscles but he was still fairly slim and a bit shorter than average—he didn’t have the body or build of a warrior. But another thing that quickly became apparent was that a mercenary band needed more than just fighters to function. It needed record keepers, cooks, equipment managers, grooms and all manner of other non-combat personnel. So, Jovi was able to put some of his past skills to use. He quickly became known as the best cook in their little band and was put in charge of organizing meals for the men. Jovi was smart and resourceful and when given a little bit of free reign he often managed to “borrow” or “appropriate” enough to help the mercenaries out when they were in a pinch. Once when they were ambushed one night while Jovi was cleaning things up, he brained a man with a skillet from behind—having already put away the knives it was the closest thing to him. That story would get some mileage over the years, growing in each telling over time. Life was hard as a mercenary though and his first crew hadn’t been a large on in the first place. Over time they began to lose members, a few as casualties but several just bleeding away from the group. It was the Day of Mourning that ended things for them. They weren’t close enough to really see anything but everyone just… felt something when it happened. Jovi remembered dropping the pot of stew he’d been carrying at the time as he was overcome with the most intense sense that something awful had just happened. Their group didn’t break apart on the spot, but the Captain had been from Cyre originally and when it became clear to them what had occurred he said he had no heart for fighting any longer and wished to see if he could help salvage anything from his homeland.

Jovi could understand the Captain’s feelings and in his own way he felt similarly. The time for fighting might largely be passed but just like in the mercenary company, his greatest skill was never fighting anyways. He figured that people needed to eat whatever else was going wrong in their lives and his small measure of skill with healing might be able to help people as well. During his time in the company he had mostly operated out of a large wagon with a bunch of cooking equipment and supplies stored on it, they men had called it his personal mess hall. So, when the company was dissolved, and he received all his backpay he decided to spend it on the wagon. He dropped almost every piece of gold to his name into improving and perfecting that heavy wagon, as well as buying some draft mules to pull it. He customized it and made it more comfortable as well as more organized and modern. The name he painted on the side was “Makker’s Mess”.

It was purely coincidence that landed him in the company of the Hounds of Khorvaire. He happened to run into a small party of Hounds on the road one evening and invited them to dine with him if they shared some stories of the places they’d been. Soldiers were almost always willing to trade stories for free so throwing in a hot meal was just icing on the cake so to speak. It wasn’t long before they were trading adventuring tales back and forth and Jovi began to realize that he missed being a party of a company like these men. Having comrades at your back to share your struggles and successes with. When he mentioned this the men immediately encouraged him to seek out their recruiters. They said that the Hounds of Khorvaire were demanding and not accepting of just anyone but that was because they were the best there were. That next morning Jovi turned the Makker’s Mess towards the nearest town with a Hound recruiter. After several months of interviews, training and relearning a great deal he found himself as a Copper member of the Hounds of Khorvaire with orders to report to Sharn to receive further orders.

Crunch:
Jovi Makker
Human (Aundair) alchemist (mindchemist) 2/unchained rogue 2/gestalt 2 (Pathfinder RPG Advanced Player's Guide 26, 134, 134, Pathfinder RPG Ultimate Magic 19, Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 18 (2d8+4)
Fort +4, Ref +7, Will +0; +2 bonus vs. poison
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +7 (1d4/19-20)
Ranged bomb +6 (1d6+3 fire)
Special Attacks bomb 5/day (1d6+3 fire, DC 14), bravado's blade, sneak attack (unchained) +1d6
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—heightened awareness[ACG], polypurpose panacea[UM], targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Base Atk +1.5; CMB +1; CMD 15
Feats Brew Potion, Gang Up[APG], Precise Shot, Throw Anything, Weapon Finesse, Weapon Focus (dagger)
Traits clever wordplay, humble beginnings (varisia)
Skills Acrobatics +8, Appraise +7 (+9 on items valued by weight when using scales), Bluff +5, Craft (alchemy) +10 (+12 to create alchemical items, +12 on Craft (alchemy) checks to produce alcoholic beverages), Diplomacy +5, Disable Device +10, Heal +4, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Perception +4, Profession (cook) +6, Profession (farmer) +4, Sense Motive +4, Sleight of Hand +8, Spellcraft +8, Stealth +8, Survival +4, Use Magic Device +5
Languages Common, Dwarven, Elven, Goblin
SQ alchemy (alchemy crafting +2), cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (infusion), perfect recall, rogue talent (weapon training)
Combat Gear cooking powder, masterwork brewer's kit; Other Gear mwk studded leather, mwk dagger, alchemist starting formula book, alchemist's lab, ale (per gallon), box of fishing tackle (2 lb), coffee (per cup)[UE] (5), coffee pot[UE], cutting board, wooden (2 lb), fine wine (per bottle), fishing pole, simple (1 lb), heavy wagon[UC], ink, inkpen, journal[UE], knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], masterwork thieves' tools, masterwork tool, merchant's scale, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tea (per cup)[UE] (5), tinder packet (0.5 lb), traveling garden[ACG], tripod, iron (3 lb), mule, mule, mule, mule, 177 gp, 5 cp (Most of it likely as ingredients/supplies in his wagon)
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Cognatogen (DC 14) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gang Up You are considered to be flanking your target if two allies threaten that target
Infusion Create an extract can be used by anyone but takes up a slot until used.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


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As requested some additional information on the Hounds and what being a Copper member entails.

As King Jarot of Galifar approached old age, questions about the succession of his throne ran rampant. Although by tradition, his eldest scion, Princess Mishann of Cyre was to claim the throne, others doubted her ability to rule. Prince Thalin of Thrane felt he was far more fit to rule instead. However, on the king's deathbed in 894 YK, he gave Mishann his blessings and bade Prince Wrogar of Aundair to honor his decision.

But the kings loyalist were no fool and one of them had a plan. In the time leading up to his death King Jarot, a man named Commander Angus Blynt of a division in the 2nd Army ordered his men to follow his lead on a mission. This mission became a crusade that lasted until days before King Jarot's death. History has never figured out what the mission was, but the division returned with little more than a squad of men. These people swore the task was unfinishable and that they only returned to honor the king by accepting their dishonor. Ranks were lost and the division was disbanded, lives were destroyed that day as these men of honor were thrown from the barracks, branded traitors and cowards.

Commander Blynt, disgraced was demoted to Seargent before being discharged from the army.

But with the death of the King, Blynt had his plans to follow. Using every resource, contact and favor he had left, he brought the surviving members of his division together to form a mercenary band. Without the resources of the kingdom that he expected to have he would start out small, but he would honor his kings wish, as even he could see the tension rising. With a contract from House Deneith they formed the original members of the HOUNDS of KHORVIARE.

During the Last War membership included various members of the races, houses and organizations throughout Khorvaire. The only had 2 stipulations, that was that they had to have been discharged, disavowed and not currently wanted by these organization, and they also had to be loyal to the Hounds. Members caught trying to spy, use the band to their advantage, or benefiting from the people they were trying to help were immediately discharged from the band. Usually in a worse state then when they went in.

The band had only one rules and one primary mission.

The RULES:
Loyalty to the Hounds must come first. While home and country loyalty is strongly encouraged, if they request your aid you must report it. Failure to do so will result in severe punishments to all involved. The Hounds are loyal to all, and will not ask you to do what you cannot.

The MISSION:
To save those that need saving, to help those that need helping, to protect the weak from the ravages of war.

For a century they did just that. As the band grew so did their mission, but the core of it was to protect the people from the ravages of war as best they could. At the height of the war, the band could be counted to have thousands of members. As leadership changed, and members were added new alliances were made and while some things changed the primary goal stayed intact. What Blynt started, his companions continued until the war was finished, then as the war finished and their primary task was completed those in charge came together to decide on the fate of the Hounds. In the end, Shayel the current head of the Hounds suggested a new path. They would take this band of thousands and create an organization, its goal offering help to those who ask.

These adventurers would be able to come together, much like they had during the war, and share knowledge and skills to those that needed them. Sure, rewards were needed, but they were small compared to hiring mercenaries or waiting on random adventurers to pass through a place. They would offer the people a place to send their requests, offer fair compensation to their members and a place to gather for those lost during these time. The Hounds would not decide to walk quietly into the night like so many others but to band together for the good of many, keeping the core tenant of the Hounds safe for the next generation to come to pick up, and be an example in these trying times.

Membership Includes:
Basic Training, this includes core training for most professions.
Identification papers
Information Network
Medical facilities

Members have 10 ranks they can advance through, these offer better benefits to members as they rise and also act as an incentive to continue with the Hounds.

10th Rank: Porcelain
Squad Training, this equals out to 1 teamwork feat for the squad.
3x Cure Light Wounds Potions

9th Rank: Copper / Bronze
10% discount at affiliated shops
Lodging at any Hound hostel
10 gp stipend per month for non-working adventurers (Medical rest, recoup, downtime, etc)

8th Rank: Silver
25 gp stipend per month for non-working adventurers
Discounted Magical Crafting by Hound Artificer (or applicable crafters)
Magical Tattoo of the spell Lesser, Word of Recall (functions as Word of Recall but only Targets 1 creature.)
Can be replace at cost or once per year.

7th Rank: Gold
100 gp stipend per month for non-working adventurers
15% discount at affiliated shops
10m3 Storage Ring (New Magical Item)
Training under a Grand Master of the Hounds

6th Rank: Onyx
200 gp stipend per month for non-working adventurers
1x Medium Grade magical item from storage
*other benefits are restricted to lesser members

5th Rank: Emerald
500 gp stipend per month for non-working adventurers
*other benefits are restricted to lesser members.


Rahl,

Would I be allowed to be a member of the *both* the Wardens of the Wood as well as the Hounds, or can I only be a Hound, with ties but not 'membership' to the Wardens?

I'm thinking I joined the Hounds just recently(ie, last couple of years of the War), replacing a fallen member of a squad whose leader used to be a Warden.

Also, what favored enemies would you suggest?

Grand Lodge

PaleDim here, finally with my completed submission: the original backstory and now warforged aegis/soulknife crunch.

Clarification: per feat tax Weapon Focus simply applies to a weapon group, it is not gained for free, correct?


@Monkeygod your right, I think I need to errata the rules for the Hounds. During the War, strong loyalty to the Hounds would be mandatory. After the war a need to show others that bonds of friendship and trust are needed. To show that they would allow members to join or join from other organizations. They would strongly discourage the eyes and ear of nations, but wouldn't be actively seeking them out like in the war. It would still leave a strong trust to the Hounds but allow them to grow.

Favorite Enemy Selection: Human, shifter, goblin, warforged, aberration. They tend to be the most common. Humanoid races not mention follow after that.

@PaleDim / Guardian XI you are correct.


Master Rahl wrote:

10th Rank: Porcelain

Squad Training, this equals out to 1 teamwork feat for the squad.
3x Cure Light Wounds Potions

Does the above mean that those selected will start with a teamwork feat and 3 potions cure light, seeing as how we have worked our way though this rank to the next?


I'm pulling out. Just can't think of any good background. Best of luck to you guys.


Threll Aeckson wrote:
Master Rahl wrote:

10th Rank: Porcelain

Squad Training, this equals out to 1 teamwork feat for the squad.
3x Cure Light Wounds Potions
Does the above mean that those selected will start with a teamwork feat and 3 potions cure light, seeing as how we have worked our way though this rank to the next?

Maybe ;}

@Madcaster Sorry to hear that, I wish you all the luck in your adventures.


Master Rahl wrote:

@Monkeygod your right, I think I need to errata the rules for the Hounds. During the War, strong loyalty to the Hounds would be mandatory. After the war a need to show others that bonds of friendship and trust are needed. To show that they would allow members to join or join from other organizations. They would strongly discourage the eyes and ear of nations, but wouldn't be actively seeking them out like in the war. It would still leave a strong trust to the Hounds but allow them to grow.

Sounds like Tank's history is already pretty much on par with the HOUNDS. I will comb through what was written and make any fixes that don't match. Being a former soldier, I pretty much knew why and how a mercenary team was formed. They usually have three reasons, one to make money because pay is usually horrible in organize militaries unless they permit rape, pillage, and plunder but that can end horribly for the soldier or country that permits that too (except the Vikings, it was Christianity that calm them or so I have read). Or two, they think the military is incompetent in some way whether actions it takes, training, or armaments they use. And lastly, both because if you make more money than you can afford better weaponry and training.

Quote:
During the Last War membership included various members of the races, houses and organizations throughout Khorvaire. The only had 2 stipulations, that was that they had to have been discharged, disavowed and not currently wanted by these organization, and they also had to be loyal to the Hounds. Members caught trying to spy, use the band to their advantage, or benefiting from the people they were trying to help were immediately discharged from the band. Usually in a worse state then when they went in.

This almost sounds like the French Foreign Legion except the HOUNDS have more autonomy than the Legion. Yes, the Legion is actually a Government ran Mercenary Unit. Basically one of the reasons they were created is so significantly less French citizens would be in harms way in the most hellish of combat hell. They would also be a place to renew oneself after severely screwing up their lives. When you first report to the Legion, you can request to be anonymous, at which time you are given a new name and identity.


So what is Shayel's title, Plantium/Diamond?


Anderlorn wrote:
So what is Shayel's title, Plantium/Diamond?

I mean rank. Sorry, my post timed out before I could edit.


Just found this thread and haven't read all of it yet. However, I'd LOVE to play a Int based Sorcerer/Wizard who specializes in flying ships. At L2 I wont have one of course, but i'd like to create a build in such a way as to be an invaluable resource on one.

Ohh, Maybe same concept, but sorcerer swashbuckler type! SO excited!

Edit: Aww. Just saw the recruitment cutoff is tomorrow and I wont be at home with my computer (herobuilder) until after tomorrow. Pitty. This looks like a lot of fun.


What does training under a Grand Master of the Hounds ecquate to?


Like martial arts, I would think it would be painfully great!


@Anderlorn Yes I did use the foreign legion as a basis...

Title would be Master Shayle, though executives don't have Ranks their considered to have the highest available. As far as members know the Ranks 4 - 1 haven't been seen since the start of the war and set in reserve for future Hounds to achieve.

@Threll Good question that has plague many Hounds. Up to Silver Members always wonder and Gold Members never tell, if you make the adventure you'll have to hope to get to Gold Rank.

Just a head up, currently most members reside around the Copper Ranks, while Silver and Gold are seen enough to know that they are 10 yr + Hounds


I'm still here, working on background and character sheet.

Background:
As a native of Cryan, Thesius remembers being out on a mission when he first heard that his homeland was no more. He had often not felt much attachment to the place. Not so much because of the place itself, but the constant effects of the war. He always thought he could do better elsewhere, but he had never imagined that his homeland would be destroyed in such a way. He joined the Hounds to get away, but he always knew he would return. Who could have ripped that possibility away from him? How could he reclaim what had been lost?

Thesius is an human alchemist (chirurgeon/wasteland blightbreaker/vivisectionist) / pei zin practitioner (oracle of life), who joined the Hounds to get away from his home and spread some good in the world. While he cares little for violence, his training has left him with an in-depth of knowledge of anatomy which he uses to his advantage when forced to do so. Beyond that, he prefers to help those in need. Often he has joined the more humanitarian efforts of the Hounds, although now he is hoping to increase his rank in the organization so that he might get the go ahead on exploring the ruins of the Xen’Drik empire. He hopes that through investigating it’s downfall, he might learn of a way to reclaim his homeland.

I'm thinking the broken psyche curse would go well with his current state, caused by the loss of his nation.


What teamwork feat do people think would be helpful for the whole squad to get?


Outflank is always nice.


Bonded Mind Looks super useful too

EDIT: Outflank requires BAB +4, sadness


Hey folks just a heads up thats theres only a little more than 24 hours left for submissions. Then I have the hard problem of combing through these characters, and believe me you've made it tough from what I've been reading so far.

Threll Aeckson, Modified by Master Rahl wrote:

With Crunch

Threll "Wyrmling" Aeckson(Architect): Human, Sorcerer(Crossblood draconic, orc)/Ranger(Divine Marksman)

Nil'gnos "Tank" Akuech(Anderlorn): HeroLab/Pathfinder Warforged, Soulknife(Soulbolt/Giftedblade)/Aegis(Juggernaut)

Lambda 42 "Manticore"(Ouachitonian): HeroLab Warforged, Aegis(Aberrant)/Fighter

Reckt "Lamplighter"(JonGarret): Blue(Goblin), Cryptic(Brutal Disrupter)/Aegis(Crystal Warrior)

Otto ir'Kaspardt(Dreaming Warforged): Changeling Slayer/Medium

Vagabond PbP Submission 1(Vagabonds.): Kalashtar, Wizard(Psychic Mage)/Tactician(Metanexus)

Haddek "The Phantom" Balmont(Lekkric18): Changeling, Psion(telepath)/Investigator

Seras "Doc/Tinker" d'Cannith(Josh.Ingle): Human, Investigator(Scavenger)/Swashbuckler(Inspired Blade)

Guardian XI (PaleDim):Website Warforged, Aegis/Soulknife

(See post 160)Kevin O'Rourke 440: Kalashtar Paladin/Sorcerer(Psychic)

(See Post 177) Minas Dyrendal: Jovi Makker
Human (Aundair) alchemist (mindchemist) 2/unchained rogue 2

Still Building
Ictoo: Shifter, Shaman/Shifter

Cuan:Changeling, Warpriest(FeralChampion)/class?

"The Lucky Halfling": human alchemist (chirurgeon/wasteland blightbreaker/vivisectionist) / pei zin practitioner (oracle of life)

MonkeyGod: shifter(race) shifter(class)/shapeshifter(ranger archetype)

This is what I have so far, if I missed something please do inform me.


Bonded Mind looks like an amazing force multiplier for a military group. Perfect synchrony with 0 audible communication.


I think the only difference in the submissions list is Lucky Halfling is actually a human alchemist (chirurgeon/wasteland blightbreaker/vivisectionist) / oracle[Life mystery](pei zin practitioner)


Edited to refelct the new information.


Yeah Bonded Mind looks pretty great. Outflank is good too but not everyone will be in melee.

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