A storm over Tethyr (Inactive)

Game Master JohnLocke


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I know a half-Orc cleric of Sune, and probably a crusader archtype


@ Critzible - That does sound interesting :-) I eagerly await the fruits of your creativity!


Thanks

Scarab Sages

looks like theres a lot of rogues so ill drop my rogue idea but what do you think about...

Landon, Human Inquisitor of Helm:

Lawful Good, Human, Inquisitor 1

Defense:
AC 20, touch 12, flat-footed 18 (+5 armor, +3 Shield, +1 Dex, +1 Dodge)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +4

Offense:
Speed: 30 ft. (25ft in armour)
Melee: Bastard Sword +3 (1d10+3/+4, 19-20/x2) (S)
Melee:
Ranged:

Statistics:
Str 15(17), Dex 13, Con 14, Int 10, Wis 14, Cha 14
Base Atk +0; CMB +3; CMD 14
Traits: ?,?
Feats: Shield Specialty (Heavy steel), Dodge
Skills: Diplomacy, Heal, Intimidate, Knowledge(Dungeoneering), Knowledge(nature), Knowledge(religion), Sense Motive, Survival

Landon is a child of Tethyr, born to a minor noble family as the third son and raised by the church. He tries to embody the ideal of Helm by using the skills he learned to hunt down an elimate threats outside of the cities as well as in thier streets.

I see him resembling a paladin in many ways and if chosen he may end up become a true paladin later in his career.

Dark Archive

What the hay, here is a divine caster

Eydan Windflow

Idea: A wind oriented cleric, sylph cleric with air domain and Theoligian archetype.

Age/sex/appearance:

Age: 70

Sex: Male

Height: 5'8

Weight: 140lb

Hair: Long WHite

Eyes: White

Abilitiy Scores/Class/Race:

HP: 8
Initiative: +3
Speed: 30ft

Race: Human

Class: Cleric(Theologian)(Shelyn)

Alignment: NG

Speed: 35ft

Ability Scores:

STR: 10 MOD: 0

DEX: 16 MOD: +3

CON: 8 MOD: -1

INT: 12 MOD +1

WIS: 16 MOD +3

CHA: 16 MOD +3

[spoiler=Defense]

AC: 17 = Base(10)+Armor(4)+DEX(0)
Touch: 14
Flat-Footed: 10

CMD: 1 = BAB(0)+STR(0)+DEX(1)

Fort: +2 = Base(2)+CON(0)
REF: +1 = Base(0)+DEX(1)
WILL: +6 = Base(2)+WIS(3)+Trait(1)

Attacks:

BAB: +0

Glaive 1d10+3(DEX3) (x3)

Feats/Abilities/Traits:

Feats:

1 - Weapon Finese

Abilities:

1 - Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity
has a particularly powerful aura corresponding to the
deity’s alignment (see the detect evil spell for details).

1 - Spell-Like Ability: Feather Fall 1/day (caster level equals
the Sylph's level).

1 - Channel Energy

1 - Wind Blast (Su): As a standard action, you can unleash
a blast of air in a 30-foot line. Make a combat maneuver
check against each creature in the line, using your caster
level as your base attack bonus and your Wisdom modifier
in place of your Strength modifier. Treat the results as a
bull rush attempt. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.

Sylph Racial Benefits:

Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses
or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Weather Savvy: Some sylphs are so in tune with the
air and sky that they can sense the slightest change in
atmospheric conditions. Sylphs with this trait can spend a
full-round action to predict the weather in an area for the
next 24 hours. The sylph’s prediction is always accurate,
but cannot account for spells or supernatural effects that
might alter the forecast. This racial trait replaces the
sylph’s spell-like ability racial trait.
Like the Wind: A sylph with this racial trait gains a +5
foot bonus to her base speed. This racial trait replaces
energy resistance.
Breeze-Kissed: Breezes seem to follow most sylphs
wherever they go, but some sylphs are better able to
control these winds than others. A sylph with this racial
trait surrounds herself with swirling winds, gaining a +2
racial bonus to AC against nonmagical ranged attacks.
The sylph can calm or renew these winds as a swift action.
Once per day, the sylph can channel this wind into a
single gust, making a bull rush or trip combat maneuver
attempt against one creature within 30 feet. Whether or
not the attempt succeeds, the winds are exhausted and
no longer provide a bonus to the sylph’s AC for 24 hours.
This is a supernatural ability. This racial trait replaces
air affinity.

Traits:

Self-Sacrifice: As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes.

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Skill List:

Skills:

Acrobatics +1
Appraise 0
Bluff +2
Climb 0
Diplomacy +3
Disguise +3
Escape Artist +3
Fly +3
Heal +3
Intimidate +3
Perception +3
Perform +3
Ride +3
Sense Motive +3
Stealth +3
Survival +3
Swim +3

Class Skills:
Appraise +1 = INT(1)
Craft +1 = INT(1)
Diplomacy +3 = CHA(3)
Heal +3 = WIS(3)
Knowledge(arcana) +1 = INT(1)
Knowledge(history) +1 = INT(1)
Knowledge(nobility) +1 = INT(1)
Knowledge(planes) +1 = INT(1)
Knowledge(religion) +1 = INT(1)
Linguistics +1 = INT(1)
Profession +3 = WIS(3)
Sense Motive +3 = WIS(3)
Spellcraft +1 = INT(1)

Languages: Common,Auran, and Elven

Spells:

Domain: Air(Wind Subdomain)

Domain Spells: 1st—whispering wind, 2nd—wind wall,
3rd—gaseous form, 4th—air walk, 5th—control winds,
6th—wind walk, 7th—elemental body IV (air only), 8th—
whirlwind, 9th—winds of vengeance*.

0 Level:

Guidance

Light

Purify Food and Drink

Stabilize

1st Level:

Command

Cure Light Wounds

whispering wind

Spells per day: o level: 4, 1st level: 2

Inventory:

Glaive: 10lb Cost 8gp

Explorer’s outfit Weight: 8lb Cost: 10gp

Backpack Weigth: 2lb Cost: 2gp

Waterskin Weigth: 4lb Cost: 1gp

Rations, 3 day Weight: 3lb Cost 1.5gp

Armored coat weigth: 25lb cost: 50gp

Holy symbol, silver weight: 1lb cost: 25gp

Spell component pouch weight: 5lb cost: 2gp

Gold Weight: 1.7lb

Total Weight: 47 lb

Gold: 154 gp 5sp


Another "weirdo":

unnamed human Oracle of Nature:

Female Young Human Oracle of Nature 1
N Small humanoid (Human)
Init +7; Senses Perception +1

DEFENSE:
AC 16, touch 13, flat-footed 12 (+2 armor, +3 Dex, +1 Size)
hp 12 (1d8+4)
Fort +1, Ref +3, Will +3

OFFENSE:
Speed 20 ft.
Melee Sickle +0 (1d4, 20/x2) (S) (trip)
Cestus +0 (1d3), 19-20/x2) (B or P)
Ranged
Special Attacks
Oracle Spells Known (CL 1st; concentration +4)

1st (4/day) - Cure Light Wounds (DC 14), Endure Elements, Magic Weapon,
0 (at will) - Create Water, Light, Mending, Purify Food and Drink,
Mystery Nature

STATISTICS:
Str 11, Dex 16, Con 10, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats: Improved Initiative, Thoughness
Skills: Climb (str) +4, Handle Animal (Cha) +8, Knowledge (nature) (int) +5, Ride (dex) +7, Survival (wis) +5, Swim (Str) +4
Traits: Savanna Child (Handle Animal), Resilient
Languages Common
SQ: oracle’s curse (Haunted), revelations (Bonded Mount)

Equipment:
Carrying Capacity: up to 29 light, 30 to 58 medium, 59 to 87 heavy
Combat Gear: Cestus, Sickle, Leather armor,
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Wooden Holy Symbol, Spell component pouch, Traveler's outfit, Potion of Cure Light Wounds (1), ;(18,125 lbs; light)
GP: 39,28

... the Young Creature template is -1CR...

Dark Archive

Belle Mythix wrote:

Another "weirdo":

** spoiler omitted **

... the Young Creature template is -1CR...

just out of curiousity, what is the age? :P


Still percolating on the druid but I am thinking an Bear Shaman, probably human.

Right now I really like the Ranger and Bard.

Dark Archive

Must... Get... Life... And... Stop... Posting... Characters....
You really opened pandoras box when you encouraged us to submit multiple characters :P

Zordlon Boweave

Idea: Good o'le elven archer

Age/sex/appearance:

Age: 120

Sex: Male

Height: 5'11

Weight: 123lb

Hair: Long Blonde

Eyes: Blue

Abilitiy Scores/Class/Race:

HP: 10
Initiative: +5
Speed: 30ft

Race: Human

Class: Fighter(archer)

Alignment: LG

Speed: 30ft

Ability Scores:

STR: 10 MOD: 0

DEX: 20 MOD: +5

CON: 8 MOD: -1

INT: 12 MOD +1

WIS: 16 MOD +3

CHA: 8 MOD -1

[spoiler=Defense]

AC: 19 = Base(10)+Armor(4)+DEX(5)
Touch: 14
Flat-Footed: 10

CMD: 1 = BAB(0)+STR(0)+DEX(1)

Fort: +2 = Base(2)+CON(-1)+trait(1)
REF: +5 = Base(0)+DEX(5)
WILL: +3 = Base(0)+WIS(3)

Attacks:

BAB: +1

Longbow, composite 1d8+6(DEX5+BAB1)(x3) (range 110ft)(+7 if within 30 ft)
Arrows(40)
Arrows, Blunt(20)

Feats/Abilities/Traits:

Feats:

1 - Rapid Shot

1 - Point-Blank Shot
Abilities:

1 - Rapid Shot: Can attack twice a turn, second attack -2 penalty.

Human Racial Benefits:

Medium: Humans are Medium creatures and receive no
bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level
and one additional rank whenever they gain a level.

Traits:

Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.

Resilient: You gain a +1 trait bonus on Fortitude saves.

Skill List:

Skills:

Acrobatics +5
Appraise +1
Bluff -1
Climb 0
Diplomacy -1
Disguise -1
Escape Artist +5
Fly +5
Heal +2
Intimidate -1
Perception +5
Perform -1
Ride +5
Sense Motive +3
Stealth +5
Survival +3
Swim +3

Class Skills:
Climb 0 = STR(0)
Craft +1 = INT(1)
Handle Animal -1 = CHA(-1)
Intimidate -1 = CHA(-1)
Knowledge(dungeoneering) +5 = INT(1) + Rank(1)
Knowledge(engineering) +1 = INT(1)
Profession +7 = WIS(3) + Rank(1)
Ride +5 = DEX(5)
Survival +7 = WIS(3) + Rank(1)
Swim 0 = STR(0)

Languages: Common, Elven, Dwarven

Inventory:

Longbow, composite: 3lb Cost 100gp

Arrows (40) weigth: 6lb cost: 2gp

Arrows, Blunt(20) weigth: 3lb cost: 2gp

Traveler’s outfit Weight: 5lb Cost: 1gp

Backpack Weigth: 2lb Cost: 2gp

Waterskin Weigth: 4lb Cost: 1gp

Rations, 3 day Weight: 3lb Cost 1.5gp

Gold Weight: 3.58lb

Total Weight: 31.58 lb

Gold: 179 gp 5sp


Dirk Guthrien:

Dirk Guthrien, Half-Elf Ninja 1
Init: +4, Senses: Perception +6
Languages (1): Common Deity: ???
=================================================
=====================DEFENSE=====================
=================================================
AC , Touch 12, Flat-footed 10, CMD 1
HP 10 (1d8+2)
Fort: +2, Ref: +4, Will: +0
Spell Resistance: NA
=================================================
=====================OFFENSE=====================
=================================================
Speed: 30ft (6 Squares)
Melee: Katana, Daggers, Garrot
Ranged: Shortbow, Daggers
Space: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +3
=================================================
====================STATISTICS====================
=================================================
Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (0), Cha 16 (+3)
Feats (2): Skill Focus (Stealth), Combat Reflexes
Skills (8 + 1 favored class): +6 Acrobatics (1 rank), +7 Bluff (1 rank), +7 Diplomacy (1 rank), +4 Craft (alchemy) (1 rank), +6 Disable Device (1 rank), +6 Perception (1 rank), +9 Stealth (1 rank), Sleight of Hand +6 (1 rank), +7 Use Magic Device (1 rank).
Class Skills: The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft(Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate(Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis),Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
=================================================
=================SPECIAL ABILITIES=================
=================================================
Trait: Dirty Fighter +1 to damage when flanking, this is multiplied on a critical.
Trait: Elven Reflexes +2 Initiative
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantmentspells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack: The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

Reading through the description of Tethyr that's been posted, I'm imagining that Dirk would generally do his best to keep his Elven heritage covered up. How recently were the Elves driven into the forest, and how long ago was the downfall of the royal family? I could imagine Dirk's rise to relative power (1st level power, haha) stemming from him taking advantage of the opportunity provided by political chaos, if it's been recent enough.


Good morning everyone!

Here's how we stand on character submissions:

- Davina Leantes - Aasimar cleric (Siamorphe) [Arazni]
- Anon - Aasimar summoner (synthesist) [Marko]
- Anademot Dosevny - Oread monk (tetori) [Runner188]
- Unnamed Half elf ninja [garabbott]
- Ariael Lafali - Elf magus [Monkeygod]
- Stigur Starhammer - Dwarf paladin (stonelord) [Critzible]
- Unnamed Halfling cavalier [Harark]
- Medaiis - Half elf Oracle of metal [Harark]
- Mus'ad - Human sorcerer (Imperious bloodline) [Mark Sweetman]
- Reginald Fezziweg - Halfling bard (sandman) [Bilbo Bang Bang]
- Arthan - Human expert [Belle Mythix]
- Argent de Wolf - Human fighter (QS master) [Critzible]
- Rayend - Human ranger [Belle Mythix]
- Molgrin Deg - Human fighter [Terok]
- Jindrak - Half orc wizard [Gilthanas]
- Unnamed Orc rogue (thug) [Gilthanas]
- Badger, Boddyknock - Gnome summoner [Ebonnard Raloon]
- Unnamed Human bard (detective) [Vuvu]
- Hezar, Human ranger (skirmisher/battle scout) [Vuvu]
- Ebingard Stone, Oread wizard [Ebonnard Raloon]
- Unnamed Human ranger [Belle Mythix]
- Jal Corrwin, Human barbarian [Runner188]
- Bran Morigon, Human fighter [hedgeknight]
- Rowena Bloodfist, Orc sorcerer [Critzible]
- Aja Firebrand, Ifrit sorcerer [Ebonnard Raloon]
- Landon, Human inquisitor [Aiunder]
- Eydan Windflow, Sylph cleric [Ebonnard Raloon]
- Zordlon Boweave, Human fighter [Ebonnard Raloon]
- Dirk Guthrein, Half elf ninja [garabbott]

@ Belle Mythix: I've left a couple of your characters off the list, primarily because they incorporated design elements which don't match what I want in this game. Both of your rangers are fine, though :-)

@ garabbott - the Tethyr royal family fell just about 10 years ago. Elves have always been in the forest of Tethir and the forest of Mir. Their lot has actually improved with the death of the royal family, as the centralized power which was marginalizing them is now gone. Elves have always been viewed in a generally positive light by the people of Tethyr. And now, the Elves have formed their own power structures and taken control of certain areas of the country, in particular the very valuable trade way road, running from Mosstone to Trademeet, via the Tethir forest. At this point, the elves (a mix of forest, moon and golf subraces) do little more than shadow the convoys passing through. Who knows if that may change, some day soon?


Do the golf elfs run the golf courses in the area? That's a lucrative business. And they get a bonus to hit with a golfclub.

(Sorry, couldn't resist.)


Ugh. Okay, that's gold elves, not golf :-(


I know, I was just humorizing a typo. I do it occasionally. Not meant to be insulting or derisive.


Currently at work working on my 1/2 org cleric of Sune Oda Firekissed


Oh I know, it's just kinda funny, since I should check my posts more closely before posting. At least the built-in spellcheck was doing its job, right?


Critzible, I just feel the need to let you know that the church of Sune, while generally good and altruistic, is REALLY hung up on human beauty. A member of any other race (especially half orcs, not known for their loveliness) isn't really welcome in that church, except perhaps for half elves, and even then the elven church of beauty (Hanali Celanil) might have competed for her.

As an alternate option, a half-orc cleric who isn't scary and uggers could belong to the church of Sharess (passion and hedonism) or perhaps Selune or Tymora?


Light Littleknight, Follower of Tymora:

Light Littleknight
Halfling Cavalier (Beast Rider) 1
NN Small Humanoid (halfling)
Init +5; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size)
hp 13 (1d10+2)
Fort +5, Ref +4, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Lance +4 (1d6+4/x3) and
Scimitar +5 (1d4+3/18-20/x2)
Ranged Half. sling staff +5 (1d6+3/x3) and
Shortbow +5 (1d4/x3)
Special Attacks Sword's Challenge +1 (1/day)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Mounted Combat, Precise Strike
Traits Fast-Talker, Reactionary
Skills Acrobatics +1 (-3 jump), Bluff +5, Climb +1, Escape Artist +1, Handle Animal +6, Perception +2, Ride +7, Stealth +6, Swim +1 Modifiers +2 Ride while riding your bonded mount., Sword's Skills
Languages Common, Halfling
SQ Animal Companion Link, Fearless, Tactician (Precise Strike) 3 rds (1/day)
Combat Gear Buckler, Half. sling staff, Lance, Scimitar, Shortbow, Studded leather armor; Other Gear Backpack, masterwork (17 @ 22.93 lbs), Blanket, Flint and steel, Silk rope, Trail rations (10), Waterskin, Wine, common (per pitcher) (2)
--------------------
Special Abilities
--------------------
+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Fearless +2 racial bonus vs Fear saves.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
Tactician (Precise Strike) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.

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

Snarl
Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4)
Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf) +1 (1d6+4/x2)
Special Attacks Trip
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Endurance, Power Attack -1/+2
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+10 jump), Perception +5, Stealth +6, Swim +1 (+5 vs. exhaustion) Modifiers +4 to Survival when tracking by Scent
Languages
SQ Combat Riding [Trick], Riding [Trick]
Other Gear Riding saddle, exotic
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Light, is bold and courageous halfling from Amn. He is very fun loving in nature and mirthful. Snarl is pet is tempered and rash, can be a bit for Light to handle.


Let me know what you think.


Sune is caught up on both human and fey beauty. Sigh. I once had a centaur cleric of Sune. Mentally, I think it was Fabio on a horse body. Only dark brown hair.


Arazni wrote:
Sune is caught up on both human and fey beauty. Sigh. I once had a centaur cleric of Sune. Mentally, I think it was Fabio on a horse body. Only dark brown hair.

Sune is very specifically the Goddess of human beauty. Verenestra is the Goddess of fey beauty. :-) Thanks for the input, though!


Ah.... I had it wrong, then. Oh well, the DM didn't say anything. Centaurs are monstrous humanoids anyway, not fey. Although mine did get along quite well with the fey. :P


sounds like a delightful problem. Make a Fey warrior, that has ranks in bluff that tries to convince everyone she is the only fey accepted by Sune, all the while trying to earn acceptance from her though some kind of quest.

DM Not sure the druid really fills a potential need. Or maybe I just have not gotten excited about it. Still thinking on it. But I really am liking both Rameth (Bard) and Hezar (Ranger) atm.


@ Arazni - In my campaign, your former character would likely be the centaur of controversy in the church of Sune :-)

@ Vuvu - no worries, both your current submissions are quite compelling!


True.... I was also thinking Torm....I know about Sune and her ideals of beauty, and she has had non human worshippers. I do forget how vain she is too perfering physical beauty over inner beauty


That's it. All the characters that do not get accepted will be starting the

OCCUPY SUNE Movement


Torm's faith would be MUCH more accepting.

@ Vuvu: arrgh. The Sune I forget you said that, the better :-)


I think he might have liked the attention. (He had a Charisma of 20 as a starting character.)

Ah, I had noticed we were missing a class from the list of applicants, so against my better judgement (as I really like Davina for this campaign), here is Calaral Limtaras, elf treesinger druid.

Calaral Limtaras:

Calaral Limtaras
Male elf treesinger druid 1
NG medium humanoid (elf)
Init +2, Senses low-light vision, Perception +9 (+11 in natural settings)
-----DEFENSES-----
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8-1+1*)
Fort +1, Ref +2, Will +5
-----OFFENSE-----
Speed 30 ft.
Melee longsword +0 (1d8, crit. 19-20/x2)
Ranged longbow +2 (1d8, crit. 20/x3)
Spell-like Abilities (CL 1st, concentration +4)
1/day - dream
Druid Spells Prepared (CL 1st, concentration +4)
1st - cure light wounds, speak with animals
0 - guidance, light, stabilize
-----STATISTICS-----
Str 10, Dex 15, Con 9, Int 14, Wis 16, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Attuned to the Wild
Skills Handle Animal +6, Heal +7, Knowledge (geography) +7, Knowledge (nature) +10 (+11 in forest), Perception +9, Survival +9 (+10 in forest).
Traits
Devotee of the Green: +1 Knowledge (geography) and +1 Knowledge (nature)
Eyes of the Wild: Calaral has a +2 trait bonus on Perception skill checks in natural settings.
Languages Chondathaan, Druidic, Elven, Sylvan, Orc
-----FEATS AND SPECIAL ABILITIES-----
Attuned to the Wild (Feat) While in forest terrain, Calaral's natural healing rate doubles.
Dreamspeaker (Racial) Calaral adds +1 to the saving throw DCs of divination and sleep spells, and can cast dream once per day as a spell-like ability.
Green Empathy (Ex) Calaral can attempt to improve the attitude of a plant creature. He rolls 1d20+3 to determine the empathy check result. Calaral can attempt to use this ability on an animal, but takes -4 penalty on the check.
Plant Bond (Ex) Calaral has a sapling treant plant companion.
Keen Senses (Racial) Calaral has a +2 racial bonus to Perception skill checks.
Nature Sense (Ex) Calaral has a +2 bonus on Knowledge (nature) and Survival skill checks.
Weapon Familiarity (Racial) Calaral is proficient with longbows, longswords, rapiers, and shortbows, and treats any weapon with the word "elven" in it as a martial weapon.
Woodcraft (Racial) Calaral has a +1 racial bonus on Knowledge (nature) and Survival skill checks. In forest terrain, these bonuses improve to +2.

He has a sapling treant plant companion, which I still need to stat up, and I also need to purchase equipment for him.


I Helm that!

ok that was a terrible stretch there.


You Anti-Sunites are so predictable. There's nothing wrong with the Church of Eye-Candy.


DM Locke wrote:

Good morning everyone!

@ Belle Mythix: I've left a couple of your characters off the list, primarily because they incorporated design elements which don't match what I want in this game. Both of your rangers are fine, though :-)

Would the Oracle of Nature fits if it wasn't for the silly Young Template?


I would of done an orc dirty if they weren't. All evil and if Gruumsh was more like he dose for Obould in the north for the kingdom of many arrows... But alas I might be shackled with Torm, or try me the Gaint dirty of love and beauty.. She's neutral I think


Though I might make an orc scarred witch instead


Honestly every time I check into this thread there's another three characters. XD As much as I want to play this game, I don't think I could make a character to fill a role that hasn't been filled already, could I?

I think I'll stick with just Anon. It's a big risk to not get into what sounds like a fun game, but it's a character I'd really like to play.

Dark Archive

DM Locke wrote:

Good morning everyone!

Here's how we stand on character submissions:

- Davina Leantes - Aasimar cleric (Siamorphe) [Arazni]
- Anon - Aasimar summoner (synthesist) [Marko]
- Anademot Dosevny - Oread monk (tetori) [Runner188]
- Unnamed Half elf ninja [garabbott]
- Ariael Lafali - Elf magus [Monkeygod]
- Stigur Starhammer - Dwarf paladin (stonelord) [Critzible]
- Unnamed Halfling cavalier [Harark]
- Medaiis - Half elf Oracle of metal [Harark]
- Mus'ad - Human sorcerer (Imperious bloodline) [Mark Sweetman]
- Reginald Fezziweg - Halfling bard (sandman) [Bilbo Bang Bang]
- Arthan - Human expert [Belle Mythix]
- Argent de Wolf - Human fighter (QS master) [Critzible]
- Rayend - Human ranger [Belle Mythix]
- Molgrin Deg - Human fighter [Terok]
- Jindrak - Half orc wizard [Gilthanas]
- Unnamed Orc rogue (thug) [Gilthanas]
- Badger, Boddyknock - Gnome summoner [Ebonnard Raloon]
- Unnamed Human bard (detective) [Vuvu]
- Hezar, Human ranger (skirmisher/battle scout) [Vuvu]
- Ebingard Stone, Oread wizard [Ebonnard Raloon]
- Unnamed Human ranger [Belle Mythix]
- Jal Corrwin, Human barbarian [Runner188]
- Bran Morigon, Human fighter [hedgeknight]
- Rowena Bloodfist, Orc sorcerer [Critzible]
- Aja Firebrand, Ifrit sorcerer [Ebonnard Raloon]
- Landon, Human inquisitor [Aiunder]
- Eydan Windflow, Sylph cleric [Ebonnard Raloon]
- Zordlon Boweave, Human fighter [Ebonnard Raloon]
- Dirk Guthrein, Half elf ninja [garabbott]

@ Belle Mythix: I've left a couple of your characters off the list, primarily because they incorporated design elements which don't match what I want in this game. Both of your rangers are fine, though :-)

@ garabbott - the Tethyr royal family fell just about 10 years ago. Elves have always been in the forest of Tethir and the forest of Mir. Their lot has actually improved with the death of the royal family, as the centralized power which was marginalizing them is now gone. Elves have always been viewed in a generally positive light by the people of Tethyr. And now,...

Hm..... six characters, i like my chances ;) .ps you missed my human wizard, its cool :)


Apologies, Ebonnard, I'll make sure to add him next time the list is updated.

@ Belle - sure, remove the template and you've pretty much got the character gtg, save for a few small details

@ Marko - as you wish :-)

@ JMG021283 - thanks for the submission! Halflings are quite well represented here, which is fair - they do account for almost 20% of Tethyr's population!

Here's some info on the fourth in our big cities of Tethyr series - Ithmong!

Ithmong is one of the major powers in the new order of Tethyr. Its central location gives it many advantages over the Saradush and the coastal cities of Zazesspur and Myratma. Another reason Ithmong is on the rise is the appearance of a new, powerful leader ready to expand his influence throughout Tethyr.

Ithmong controls all east-west travel through Tethyr. The Ithal Road and the River Ith cross at this large (population:220,000) city. The river is a wide, strong one, and the only crossing for hundreds of miles in either direction is the Ithal Bridge in the middle of town. In addition to controlling the overland traffic, Ithmong has enough river patrols and troops on the bridge to also control river traffic. In the past two years, the city has begun charging small tolls to all traffic
passing through. The tolls are not large enough for the travelers to complain, but given the volume of traffic, a substantial boon to Ithmong's coffers.

Ithmong's location in the center of Tethyr's main agricultural region is another source of power. Grain and livestock are produced in great quantity throughout the region, and the city controls these valuable food shipments to all the other major cities of the country; while Ithmong has never used this power to blackmail these other cities, the possibility is always there.

The factors listed above have been true about Ithmong for decades, but this city's rise to power is a fairly recent phenomenon. The difference is the son of a blacksmith named Ernest Gallowglass. With the enthusiastic support of the populace, Gallowglass has begun a plan to put Ithmong, previously dismissed as an unsophisticated farm-and crossroads type of city, on the map as the focal point of a new Tethyr; a new Tethyr ruled by Gallowglass.

Gallowglass took over the Ithmong Town Council 3½ years ago, using a combination of fierce loyalty and generosity to his supporters and ruthlessness to his opponents to solidify his control in the next year. Gallowglass is very intelligent, and a consummate politician; he makes sure that the people of Ithmong see a direct benefit from any of his ideas, and this guarantees their support. For example, when he wanted to start charging tolls on the Ithal Bridge (defying over 80 years of tradition), Gallowglass designated 25% of the tolls to go directly to civic improvements, such as new roads, more water wells in the poor part of town, and stronger town defense. The townspeople went along cheerfully.

Gallowglass has begun flexing Ithmong's economic muscles to get the attention of the other major powers of Tethyr. Grain and livestock shipments to Zazesspur and Myratma are delayed unless additional payments to inspectors are made; imports from those cities and Saradush are refused entrance without the "proper permits." This is not a total embargo; only a few shipments each month get this treatment .. for now. But it could get much worse, and that's the message Gallowglass wants the other cities to get. They are paying more for Ithmong goods, and can't recoup the money losses with their own exports.

There is talk in Ithmong that the other major cities of Tethyr are raising an army to march on the city and put an end to these economic actions. There is no truth to this at all; in fact, it is a rumor started by Gallowglass. If the people believe an attack is imminent, it will make the next phase of his plan easier: the military conquest of Tethyr. While details are uncertain, it is rumoured that Gallowglass has already begun gathering forces needed for this military action to him, and that he may be reaching out to other, less savoury forces as well to further his ends.


Locke:
I know you appreciate involvement. So you know I am traveling for a large portion of this afternoon and evening and will be gone. Though back tomorrow. I am also traveling overseas on Saturday. I will probably get a post/look at the thread around 6pm Eastern time, but then will be MIA for a LONG time. Will try to post from my layover country if I can...and I guess at that point am selected. Just a heads up.


@ Vuvu:

Spoiler:
Thanks for letting me know! Hope you have a good and safe trip :-)

Liberty's Edge

wow, quite a daunting prospect of a campaign here, and a bewildering list of submissions so far. I do notice a distinct lack of some classes, though. so for initial off-the-cuff reactionary ideas, here's a few. let me know if any would be welcome, otherwise, I'll cook up something else.

undine druid--terrain control, lots of water getting tossed around, heals, etc. support character.

catfolk rogue--uses claws, lots of stealing stuff and heavy sneak attacks, DPS/scout/skillmonkey.

human fighter--specs in polearms, ridiculous attacks of opportunity later.

changeling witch--wild card, big bag o' tricks, heals, control, crafting, tricky stuff.

half-dragon barbarian--EXTREME unarmed melee force and smashing power (if templates are allowed. didn't explicitly see you say starting 1st level, so throwing it in here, just in case.)

human sorcerer--arcane bloodline, spell list rivalling a wizard, god knows WHAT he'll be able to do.

dwarven cleric--tough as stone, makes his party more so, stands at the front while still throwing out heals and buffs.

I have more in stock, and can make up characters in reasonable amounts of time, let me know if any of those strike your fancy and I'll get em written up.

EDIT: I'm also flexible and open to new ideas and classes, so if the DM feels anything in particular would be good for the game or interesting, throw me a suggestion and I'll see if I can rise to the challenge.


Redid the oracle of Nature.

unnamed human Oracle of Nature:

Female Human Oracle of Nature 1
N Medium humanoid (Human)
Init +6; Senses Perception +1

DEFENSE:
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (1d8+6)
Fort +2, Ref +2, Will +3

OFFENSE:
Speed 20 ft.
Melee Sickle +2 (1d6+2, 20/x2) (S) (trip)
Cestus +2 (1d4+2, 19-20/x2) (B or P)
Ranged
Special Attacks
Oracle Spells Known (CL 1st; concentration +4)

1st (4/day) - Cure Light Wounds (DC 14), Endure Elements, Magic Weapon,
0 (at will) - Create Water, Light, Mending, Purify Food and Drink,
Mystery Nature

STATISTICS:
Str 14, Dex 14, Con 14, Int 13, Wis 12, Cha 16
Base Atk +0; CMB 2; CMD 14
Feats: Improved Initiative, Thoughness
Skills: Climb (str) +6, Handle Animal (Cha) +8, Knowledge (nature) (int) +5, Ride (dex) +6, Survival (wis) +5, Swim (Str) +6
Traits: Savanna Child (Handle Animal),
Languages Common
SQ: oracle’s curse (Haunted), revelations (Spirit of Nature)

Equipment:
Carrying Capacity: up to 58 light, 59 to 116 medium, 117 to 175 heavy
Combat Gear: Cestus, Sickle, Leather armor,
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Wooden Holy Symbol, Spell component pouch, Traveler's outfit, Potion of Cure Light Wounds (1), ;(42.5 lbs; light)
GP: 39,28

note: I'm doing this by hand, not using any character builder, feel free to point out any mistake.


Daynen wrote:

wow, quite a daunting prospect of a campaign here, and a bewildering list of submissions so far. I do notice a distinct lack of some classes, though. so for initial off-the-cuff reactionary ideas, here's a few. let me know if any would be welcome, otherwise, I'll cook up something else.

undine druid--terrain control, lots of water getting tossed around, heals, etc. support character.

catfolk rogue--uses claws, lots of stealing stuff and heavy sneak attacks, DPS/scout/skillmonkey.

human fighter--specs in polearms, ridiculous attacks of opportunity later.

changeling witch--wild card, big bag o' tricks, heals, control, crafting, tricky stuff.

half-dragon barbarian--EXTREME unarmed melee force and smashing power (if templates are allowed. didn't explicitly see you say starting 1st level, so throwing it in here, just in case.)

human sorcerer--arcane bloodline, spell list rivalling a wizard, god knows WHAT he'll be able to do.

dwarven cleric--tough as stone, makes his party more so, stands at the front while still throwing out heals and buffs.

I have more in stock, and can make up characters in reasonable amounts of time, let me know if any of those strike your fancy and I'll get em written up.

EDIT: I'm also flexible and open to new ideas and classes, so if the DM feels anything in particular would be good for the game or interesting, throw me a suggestion and I'll see if I can rise to the challenge.

Not the DM but; No template (tried it 2 or 3 time) and I'm not sure Catfolk would fit.

Scarab Sages

DM Locke I've been rereading your posts and I see Landon (my inquisitor application) being part of the new side of Helm's church in Tethyr , especially the part about making the wilderness safer for everyone.

I do have one question for an alternate application though. Are there any knightly orders present in Tethyr, I couldn't find anything on the interwebs about a local order. I had an idea for a cavalier(a kensai samurai actually) and was hoping to build him around a local order though.


Belle you are insatiable


DM Locke:

After consideration and watching over the thread develop over the last few days, I am going to respectfully withdraw my submission from consideration.

I wish the rest of you good luck and fine adventuring.


A few notes before bed:

@ Mark Sweetman - I'm genuinely saddened that you're withdrawing, but I appreciate you letting me know. Good luck and have fun!

@ Daynen - I wouldn't mind seeing the human sorcerer and the dwarven cleric, if you're still game :-)

@ Aiunder - there are many knightly orders represented in Tethyr - I'll post a list of orders in the morning, if that's okay. Most are religious in nature; there's very few secular orders around.

Just as a note to all, while I had originally planned to keep recruitment open until November 11th, I've decided that tomorrow will be the closing day. The cut-off time will be 8 PM EST. I expect decisions will be made on friday and players notified via PM. I'll open the discussion thread after that and any players wishing to answer my invitation can gather there to begin work on fleshing out their characters backstories and stats. Play should begin sometime early next week, barring any unforeseen events.

Thanks to all who have applied, and to any still on the fence, please remember that tomorrow is the new deadline. Good night all!


I will try to not post silly ideas like a Tiny Fey living in a treasure chest.


Good to know Locke consider my breath oh so baited

EDIT: last questions Locke

How far do you foresee this campaign going? I am thinking level wise that is. Not a huge thing, but as I begin to think ahead with Rameth and Hezar, I am curious. Also how sandboxish do you see this? Will it be more like an AP or ok guys your in the pub whatta ya want to do?

Liberty's Edge

Right-o, so we got a blaster with a huge spell selection, or a mega-party healy-bruisy-buffer. Gonna have to crunch some stuff up, just lemme know if the needs of the party swing one way or another.


Okay last character... Half-Orc Cleric( Crusader merciful healer)of Torm
Hospitilar Olef "One eye" Whiterose

Hospitalar Olef Whiterose:

Alignment: NG Age:18 Hgt.6'6 Wgt: 245 Hair:Dark Green Eye:Yellow
Deity:Torm
Str:14 +2
Dex:10 +0
Con:14 +2
Int:14 +2
Wis:16 +3
Cha:14 +2
BAB:+0
HP:10
Fortitude: +5 [+2+2(con)+1(Tattoo)]
Reflex: +1 [+0+0(dex)+1(tattoo)]
Will: +6 [+2+3(wis)+1(tattoo)]
AC:17 [10+7(splint mail)]
touch:10 Flat:17
Init:+0
CMB:+2[+0+2]
CMD:12[10+0+2+0]
Great Sword +4 2d6+3 19-20/x2 8lb slashing
Heavy Flail +3 1d10+3 19-20/x2 10lb Bludgeoning Disarm
Dagger +2 1d4+2 19-20/x2 1lb 10ft Piercing
Cestus +2 1d4+2 19-20/x2 1lb Bludgeoning

Splintmail +7 +0 -6(-7)40% 20ft 45lb.

Skills:
Diplomacy +6[1+2(Cha)+3(class)]
Heal +7 [1+3(wis)+3(class)
Knowledge:Religion +6[1+2(Int)+3(class)]
Perception +6 [1+3(wis)+2(dead eye trait)]
Sense motive +7[1+3(wis)+3(class)]

Feats: Weapon Focus: Great Sword, Heavy Armor profiency( Crusader bonus feat),Endurance(Shaman Apprentice)

Abilities:
Orc Blood
Darkvision 60ft
medium
speed 30ft
Chain Fighter: grew up in a freed slave community and flails and heavy flails are considered proficient in and dire flails and spiked chains are martial weapons (replaces Weapon Familiarity)
Shamans' Apprentice: during his youth he was indoctrinated in the teachings of Gruumsh, his Shaman at the time, took him and 'trained' him. he survived and bares many scars but gains Endurance for his trouble(replaces intimidating)
Sacred Tattoos: Orc script decorates his body in many places, they are jumbled words but are there in deep red ink. This was his 'present' for learning his divine arts. the tattoos bestow +1 to all saving throws(this replaces orc ferocity)
Aura of Law and Good: do to his connection to his new deity Torm he radiates these alignments as an outsider of egual HD to his level
Channel Energy: Channels Positive healing energy in a 30ft. burst. it currently heals 1d6 points of damage. he can do this 5/day. he cannot harm undead as his devotion as a merciful healer cancels any ability to do so
Combat Medic: As a Merciful Healer he is able to stablize characters and people with 0hp or less with the heal skill, or just heal them out right with out provoking attacks of opportunity
Diminished Spellcasting: his devotion to combat was reduced his ability to cast as many spells as his fellow clerics. He casts one less spell per day as a regular cleric of his level, if this would put it below 1 to 0 he can only cast a spell granted as a domain and/or as a bonus spell
Willing Healer/Diminished casting: as a Crusader and a mericful healer he can only have one domian and it limits him to the Healing domain
Bonus Feat: AS a Crusader Olef gets one extra feat at every five levels from those feats on page 40 in the Ultimate Combat, 1st level he has picked heavy Armor Proficiency
Domian: Healing
Rebuke Death: cast on a dying (0hp) character with a touch 1d4 health up to 6/day
Spell-1st: Cure Light wounds

Traits:
Dead Eye:(Orc) during his training as a cleric of Gruumsh his right eye was plucked out to make his first holy symbol. he though lost this eye permanently he has gained better eye sight and thus gains +2 on all sight based Perception Checks
Armor Expert: at the temple he learned how to effectively move and work in armor. he did this so much and so fluidly taht he reduces all armor check penalties by 1

Equipment:
Tabard: Blue with grey edging and an upright gauntlet on it
Clerics Kit (32lb): Bedroll,backpack, belt pouch, candles(10),Cheap holy text, flint and steel, iron pot, mess kit, rope(50ft hemp), soap,
Spell Component pouch, torches(10),trail rations(5days),Waterskin,whetstone wooden holy symbol
blue and grey Explorers outfit(8lb)

money:
pp-0
gp-2
sp-0
cp-0

Langauges:Orc,Common,Celestial,Condathan

Originally from a powerful tribe formed from former Calishite slave orcs, he was raised to become shaman from brith. He was born with a cloudly right eye so the priest dug it out. at 8 he became an apprentice and at 12 began to cast orisions. at 13 his tribe was busted up by an arm of the knights of the Golden Lion, and Helmites. the Tormite Knights took him as he choose to surrendered and seeing him and his divine skills took him back to a local Church of Torm. there he took to his new faith and quickly became a nes man. He took the name Olef after a groundskeeper he had know in the temple, and was giving Whiterose by his superior cleric. On his 18th brithday, after completing his rights as a devotee of the Loyal Fury, he heard of the troubles of his adoptive home and made an Oath to Heal Tethyr and its people and help usher in a new age or die trying. he set out with his weapons and meger belongings to save his Homeland from Tyrants and the wilds them selves.


Aaaaaallrighty then! Presenting...the charming, the witty, the wise, the connected, the talented....INNKEEPER VARGAS!

...What. Don't give me that look.

Here's that human "wizard" you wanted to see, with all his "spellbooks" and such. (Don't tell anybody, but he's really a sorcerer. Everyone wonders how he can keep an inn clean and running with so little help. Ain't magic awesome?)

In this campaign, I will make it my personal mission to NEVER RUN OUT OF SPELLS. Or at the very least, always have the right spell on hand. starting the game with nine different cantrips is pretty awesome to begin with, and its only gonna get better. Besides, I can even be the guy that hears about the quests and rents out the rooms and drinks! Ale not cold? Ray of frost! Need a fire to cook? Spark! Counter's dirty? Prestidigitation! fire get outta control? Drench! stubbing your toe in the dark? dancing lights! drunkard passed out? floating disk and he's in bed safe and sound! And don't worry about thieves sneaking in, I'll (Keep watch, 1st-level) all night! And that's all at first level! LOL! Gotta lemme in, coach. I'll have all sorts of fun with this guy.


i like him.

do you know about alchemical focuses for acid splash and ray of frost? hold an liquid ice or acid flask respectively and you get a bonus to damage

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