A War of Dragons (Inactive)

Game Master Helix Moltaran


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Why would you be smaug when you could be the biggest Dragon in the Tolkien Universe =]

Reference: New Zealander =]


ginganinja wrote:

Why would you be smaug when you could be the biggest Dragon in the Tolkien Universe =]

Reference: New Zealander =]

Lol :) Smaug is the humans name, Igneel is the dragon, and hes only a wyrmling right now!!

Silver Crusade

Gonna go with the glory rogue. Concept of the bandit turned hero


Heres what i can pull up about Smauggy and format for this campaign. Note i took a few small liberties, such as with the city, but if you can give me some pointers or info in that regards would be great!

Fluff:

Name
Smaug, Prophet of the DRAGON
Class
Human Summoner 3/ Thug Rogue 1

Physical Description
Smaug is an older gent, well into his fifties. He has greying black hair, or "Salt and Pepper" hair that is unkempt and uncut for a while resulting in a wild and rugged looking face. His blue eyes are intense, with a clear focus that stabs out and pierces the existance he sees before him. The rest of him is a withered old man who hasnt had a propper meal in far too long. Lean and gaunt.

Igneel, a young red wyrmling crouched forward on all fours, with a long neck and slender tail flickering to and fro. His scales are a deep red, crevised with soot black. Along his ridged and bony back sit two wings, while at the tip of the lizard rests the mighty head of the Red Dragon. Ridged and serpentlike, with deep, dark eyes almost tinged with evil and malice, while a fearsome maw driping fire embers and spewing black smoke tops out the fearsome presence of the mighty red wyrmling.
While Igneel is too young for his wings to hold him aloft or his flames to scorch stone, he is aging rapidly... Soon...

History and Backstory

Smaug had 2 main phases in his life, essentially before he went crazy and after he went crazy. Little is known about his life prior to the catalyst that changed his life. Some say it was an accident, others claim maruding bandits. Either way Smaug suffered brain damage, and as a result, scitzophrinia. His life was changed quite derastically ever after as voices wispered to him in his head. Wispered warnings of doom and prophicies of a time of dragons. A time where one dragon will rule over the others and bring about the apocolypse, the end of times.
Yet more than 10 years had passed while he raved and ranted and was ignored. People simply did not believe that the world would end, or that it would do so by the hand (claw) of a dragon.
Smaug was ignored and rejected as simply a crazy old man...

Yet the times changed. More and more dragons were sighted. Rumors of the Dragon Crowns emerged. Slowly, a few started to listen to him. Just a few. When a horde of dragons were spotted flying above his city insert name here, many believed.

Somehow, rumor spread that Smaug was the cause of the rising dragon problem. That it was he who called them forth. False rumors, but effective. Smaug was outlawed, told never to return. Now, Smaug travels where he can, preaching his word with firey sermon.

At some point, the voices in Smaugs head begun to take on a very real essence. They got louder and more presistant, slowly revealing themself to be the voice of Igneel. Then, in a dream, Igneel came to Smaug, telling him he would assist him on his journey, intertwining their fates together.
When Smaug awoke, he found out that his dream had been made manifest, a red dragon wyrmling lay sleeping at his feet, warm and real.

Igneel has a different story. A celestial dragon bound to the outer planes, he longed to be manifest on the material plane, but more then just exist there, he wanted to rule. However, no one knew him. No one believed, feared or reviered him. He could not grow nor exist nor rule without the belief of the people. Preplexed, Igneel was stuck.

Searching, Igneel found Smaug, his mind as broken as his body. There he began wispering to him, telling him of power and prophicies. Prophicies of himself, of his rise to power and his eventual rulership. And of the world ending at his hand...

Smaug now outcast, it gave Igneel the chance he needed. Riding on the curtails of solitude and desperation, Igneel emerged onto the material plane! His moment of ruling ever closer at hand! But he was weak. For now, he would wait and bide his time...

Igneel has an interesting existance. He grows exeedingly fast, both forwards in time and backwards. To have the immense power required, he would have to live the lifetime of an ancient dragon, and to achieve that, he grows into history. The older he gets, the further into the past he has existed.

Goals and Reasons for Adventuring
Smaug has resigned himself to a greusome death sometime in the future. He knows he will die either at the hands of the dragons or on the journey to warn others. Now, and for as long as he can, he travels around, warning others and helping those he can. While most people shun him, a few accept him (although they usually ignore his words), and in doing so they find a kindly soul willing to help out and care for people.

Igneel has a different agenda. He secretly knows that he is the one from the prophesy. That he is the one who will bring about the end times. But in order to do that he needs to grow. And in order to grow he needs others to believe in him, believe he exists, believe that he WILL bring about The End Times. If he can get enough people to believe then it will become reality. And he is growing stronger...

Future Plans
Smaug will continue as a summoner from here on out, picking up extra evolutions when he can and generally focusing on support. He will also try to keep his intimidate as high as possible, as his prophicetic speaches continue to scare the masses :D
Igneel is a more complex case. I will continue to build him like how i envision a dragon to be. Intelegient, flying, bony hide, a fearsome and flaming bite, and intimidating.
Some of the evolutions i am looking at are: Improved Damage (bite), improved armor, Reach (bite), fire resistance, Skilled (lots of knowledges), Int Increase, Energy Attacks (fire), Flight, Fire Immunity, Frightful Presense, See in Darkness, Swallow Whole, Fire Breath Weapon,Large.
I wont be able to take all of these, but this is the pool ill be drawing from.

Greatest Fear
Smaugs sole mission is to spread the word about the end times brought about by the dragons, and the ruler of the dragons. A red-black behemoth as fierce as the gods and as powerful as death itself. He will ahniliate the world and burn it to nothing.
As such his greatest fear is when (not if) this will happen, and it will happen...

Uncrossable Line
Smaug will not renge on his belief, or his "religion" if you want to think about it that way. His belief in this end times is absolute and the recent events are simply proof of it.

Notable Traits, Drawbacks and Feats
1 Lvl of Rogue: I honestly wanted to stay pure summoner, but this has a few key things that I lack. Social skills as class skills (so i dont have to burn traits here :S), lots of skill points (instead of 3...) and the icing on the cake, the frightning thug means that i have an even more potent sermon, making people run when i am yelling at them The Dragons! Fear the Dragons! They are coming! They will devour us all!!!

Toughness. Smaug is tough as old boots XD He gas been known to traverse inhospitibal terrain in his quest to warn others.
Umbral Unmasking. Igneel inhabits Smaugs shadow. It is his physical manifestation on this plane, when he forces his way through, he rises forth from it, the shadow enveloping his essense, solidifying to create his form. While Igneel is out, Smaug has no shadow. While away, Igneels form is reflected in Smaugs shadow, beady red eyes staring out...

A quick 2 liner about his backstory; He believes that the world will one day be overrun by dragons, and in the near future. He goes around trying to "preach" his religion and warn the masses of the impending doom. He is an arcane caster (but he believes he casts divine spells) and has a "dragon hatchling" who manifests near him. Smaug dosent know it, but the dragon beside him is the reincarnation of the same dragon he prophesies will destroy the world, and ages in reverse, the longer he lives, the further back in time he "existed" until he finally he is old enough to gain the power of a true ancient dragon, and then, rule.

"hes a crazy koot, and old to boot.
Actually hes just like old boots..."

funny thing is that i had it all written up about the upcoming dragon apocolypse before you created the campaign about a dragon apocolypse XD like i said, talor made :)


So.....how do you write the formula to drop the lowest dice? Thanks.


Thanks for the correction. And again. That is still really high. :D I am still deciding what I'm gonna make. I have a few ideas but I wanna see what others are thinking of playing.


For starters, roll the dice normally: [dic e=call it what you want]type in what you need rolled here, for instance 4d6 or 1d20+2[/dice]
without the space, then hit preview below.
Next, it will show you he number rolled, so then you edit in the number you need to subtract, for instance, -1 or -4.
Hit preview again. Make sure it lines up nicely.

So, it would look like this (without spaces) [di ce=Strength]4d6[/di ce]
Strength: 4d6 ⇒ (3, 4, 3, 4) = 14
preview. You rolled a 3 you want to drop, so edit it like this:
[di ce=Strength]4d6-3[/di ce]

always remember, COPY! The internet goblins are hungry >.>

@TheBait: no problem :) highest ive seen is 81pb, rolled with the same method o.O


I might submit a Sylph Sky Druid. Should be a pretty neat character =]


Sky druids are cool

Titan mauler also gives me +1 to hit and +1 dodge to anything bigger than me. So almost everything is bigger than me :P

You still need to be able to pick up the angry gnome ;)


Dont forget the big game hunter feat!
Also less mechanically useful but visually epic is the death or glory feat (use it with the vital strike) :)
You gain big bonuses but then you give your target a retaliation strike. Iconic. Cool. Risky.


Those are good feat options. Lvl5 im taking extra rage. From there ill take game hunter etc :)

Silver Crusade

rough stat block for Derick
glory rogue bandit/cutpurse
str: 12
Dex: 20 (17+1+2)
Con:12 (14-2)
Int: 17 (15+2)
Wis: 14
Cha: 16

Feats: Weapon finesse, shadow strike

rogue Talents: Rogue Finesse, undecided


Okay... so drop the +1 shield.

The weapon becomes a huge greatsword

New AC : 20. 21 vs medium and larger creatures

Weapon : +1 Huge Adamantine Greatsword +1 (+2 vs medium or larger) (4d6+3/19-20/×2)


4d6 ⇒ (3, 3, 4, 3) = 13 10
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (1, 3, 5, 2) = 11 10
4d6 ⇒ (2, 6, 4, 5) = 17 15
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (3, 6, 3, 5) = 17 14
4d6 ⇒ (4, 3, 6, 4) = 17 14

So...yeah I'll keep it. I'm thinking of a fighter.

Silver Crusade

[url]http://www.datafilehost.com/d/ccead0ad[/url]
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So here is the Ranger.

Regards!

Sczarni

So is third party stuff ok? I have an idea.


Here's the crunch on the my dumb as a rock, with the personality to match, Oread Far Strike Monk, in somewhat organized form. Now on to the real question. Why is this lump of rock rolling around in your world?

crunch:

STR 18 (16, +2 racial)
DEX 18 (17, +1 L4)
CON 15
INT 6
WIS 18 (16, +2 racial)
CHA 6 ( 8, -2 racial)

HP 4d8
AC 19 (+4 dex, +4 wis, +1 monk), FF 15, T 19
Fort 6 Ref 8 Will 8
BAB +3 | Flurry +2/+2
CMB +8 (monk level, str)
CMD 26 (10, bab, str, dex, wis, +1 monk)

Oread traits:
Outsider (Native)
Medium Sized, Speed 30' (20', +10' monk movement)
Darkvision 60'
Treacherous Earth (replaces the SLA)
Acid Resistance 5
Stone in the Blood (replaces the Earth Affinity)
Languages: Common, Terran

Skills
Acrobatics +11 (rank 4, CS, dex)
Perception +11 (rank 4, CS, wis)
Stealth +11 (rank 4, CS, dex)

Feats
Distance Thrower (1L)
Improved Unarmed Strike (1M)
Quick Draw (1M)
Precise Shot (1MB)
Far Shot (2MB)
Deadly Aim (3L)
Shot on the Run (4M)

Monk Abilities:
Weapon Proficiencies: monk weapon proficiencies, plus all throwing weapons
Flurry of Blows: Thrown weapons only
Fast Thrower: Quick Draw, Shot on the Run
Evasion
Maneuver Training
Invisible Blade(Ex): L3 stealth snipe at -10 penalty
Slow Fall 20'
Monk AC/CMD bonus +1
Ki Pool(Su): 6 ki points
(with at least 1 pt in pool): unarmed strike magic for purposes of overcoming DR
1 pt - Make one additional attack at his highest attack bonus when making a flurry of blows attack
1 pt - Increase his speed by 20 feet for 1 round
1 pt - Give himself a +4 dodge bonus to AC for 1 round.
1 pt - Increase thrown weapon range increment 20'
Swift Action to activate above items.

Sczarni

1: 4d6 ⇒ (4, 5, 3, 3) = 15 12
2: 4d6 ⇒ (3, 1, 2, 4) = 10 9
3: 4d6 ⇒ (4, 6, 6, 3) = 19 16
4: 4d6 ⇒ (5, 1, 3, 2) = 11 10
5: 4d6 ⇒ (4, 6, 4, 3) = 17 14
6: 4d6 ⇒ (5, 1, 2, 5) = 13 12
7: 4d6 ⇒ (3, 3, 5, 2) = 13 11

I was thinking it would be fun to play one of these Draconic Exemplar Who has turned against the dragons and is helping the the others fight against them. Let me know what you think before I roll it up.

Also, I could use the 3rd level ability to gain humanoid form, to make things easier in certain situations.


The knowledge for a lot of the background would be local and history.

If someone takes the history knowledge They will get almost everything on the crowns, minus a few interesting details, in addition to many other things.

The war is Chromatic dragons, who want the orbs to exists for reasons to randomly kill people, and Metallics who wish them destroyed. that is another part of the world that will make sense over time. The chromatics do have a large army of creatures, so be prepared. you will be working for metallics at least because of the main plot. I do like the idea of the draconic exemplar, and the drago profit is great. love te ideas


Cool! I was already giving my eidolon the Skilled: K History and Smaug has the Fanatic trait (they have some overlap :p) so i have sone good knowledge skills ^_^


Okay, in that case I will adjust my characters background; I was going to have him fostered by Djinn, but it might make more sense to have been fostered by a Brass dragon.


Has there been a decision on how hp will be handled?


Stat: 4d6 - 1 ⇒ (1, 5, 5, 4) - 1 = 14
Stat: 4d6 - 1 ⇒ (1, 5, 5, 5) - 1 = 15
Stat: 4d6 - 1 ⇒ (1, 4, 6, 1) - 1 = 11
Stat: 4d6 - 2 ⇒ (2, 5, 6, 3) - 2 = 14
Stat: 4d6 ⇒ (2, 1, 2, 3) = 8
Stat: 4d6 - 2 ⇒ (2, 5, 6, 2) - 2 = 13
Stat: 4d6 - 1 ⇒ (4, 6, 1, 6) - 1 = 16

Regardless of which campaign comes to fruition, I would be interested in playing a Dwarven cleric of Angradd, Dwarven God of the Forge with Fire and War as my Domains. He is a combative sort, who likes to swing his great axe first and bestow blessings later. In the case of the Dragon campaign, he is seeking a weapon with which to strike at the heart of Dragon-kind, due to his ancient homeland being completely devastated during a battle between warring dragons in his youth.

In the case of the space opera, he is looking for new, mythic metals from which he can craft dedications to his deity.

Thanks!


4d6 ⇒ (5, 1, 1, 6) = 13
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (6, 3, 3, 3) = 15
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (6, 2, 1, 5) = 14
4d6 ⇒ (6, 4, 1, 1) = 12

12, 20 (17+2+1), 12, 13, 16, 13

I would like to submit this alias for consideration. The profile should be fully updated with consideration to the guidelines you have given so far. The backstory is also complete, I tried not to make any assumptions of the setting but I'd still like feedback regardless if anyone is willing. I have also assumed Max HD at first level and then 1/2 HD +1 for each subsequent level.

My character is a monk-turned-fighter who has left his home in the hopes of protecting his people from the threat of impending conflict.


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

18, 16, 13, 12, 12, 11, 10,

Sczarni

I would like to present Gandall the Draconic Exemplar.

Still working on equipment. It is kind of hard to pick stuff for a dragon.

Discription and Backstory:

Discription
Taninim looks like a cross between a cloud dragon and a serpentine dragon. He has four large ridges growing from his forehead, huge wings with tapered claws able to grip things relatively well, and huge clawed feet.

His body is the size of a Man, and is covered in sparkling scales, some of which seem to have a mirrored sheen. His head, attached to a serpentine neck, has curious eyes that seem to dart from object, while his mouth is framed by two

large teeth with hollow tips.

Draconic Physiology: Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and

wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying

the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip

combat maneuvers from their extra legs.

Length 7'5"
Weight 250 lbs

Personality
He has a playful personality. Very protective and loyal to his friends. Trusting to most non dragons, almost to a fault. Being a dragon he has a tendancy to hoard his treasure, rarely willing to trade or sell it. He is very adventrous wanting to explore every place and every thing of interest.

Backstory

Gandall was hatched in a nest like any other dragon. He was raised up in a normal dragon childhood. Like many dragons he found a liking for loot and had his own secret stash. In his youth he was always either looking for adventure or reading about it. He took up arcane research just to learn about magical artifacts. When he first heard about what the Chromatic dragons were doing, he quickly realized the orbs were not loot that anyone shoot keep. He quickly realized that those orbs needed to be destroyed. Gandall then set out looking for others that would help him in his quest to find and destroy those orbs, before the evil creatures could use them.


That kind of looks like rolls for a spellcaster.

Boomkin wizard might be fun here. Is something like that adviseable?

Also, will the crowns be filling my headslot so I can't wear a headband of int? That might be a bit of a let-down.


I think even if it does fill headslot, the bonusses would be right up the ally for the caster


Depending. each crown does raise one stat and a random defence position all of which will stack. All hp is max hp for the first 4 levels


Max HP....?

so 72HP and 84HP while raging...

i like this idea


I'd recommend everyone able to set aside some gp for potions or wands of healing. I don't think anyone has submitted a character with cure capabilities.

Also Headband and Head have different slots so even if the crown took up the head slot you'd still be able to wear a headband.


I thought that was face(as in mask or goggles) and head(headband or hat/crown).

Edit: Can we grab campaign traits? I kind of want Lore Seeker from Rise of the Runelords.


Looking at the wondrous items page on the SRD is both a head and a headband slot (though no face slot unfortunately). Crowns, masks, and hats take up the head slot, Headbands take up the headband slot, and goggles take up the eyes slot.

Though there's no way of telling what slot the actual crown would take until we've actually gotten one.


As a Cleric of Angradd, I would have curing capabilities. With spontaneous casting I would be able to support the party in that regard. It would just not be my focal point.


Oh, so there's three above the shoulders slota. I must be thinking in 3.5e mechanics, or maybe it never came up and I just assumed that it worked like that.

Thanks for enlightening me on that :)

On the healing side of things, I'll be contributing by purchasing a wand of CLW. Beyond that, I plan on getting Resist/protection from energy, so there's that.


My apologies Gudbjorn, I had overlooked your submission. Though it may still be wise for us to invest at least something into our own healing responsibilities to shift some of the pressure off of you. It wouldn't be fair to make you focus on managing five other peoples vitality given when your own priorities in a combat.


question: Is it worth picking up Craft Feats, or are we better off not worrying about that sort of thing.


Alrighty. So I have spent the last two days mulling over what I wanted to enter into this game and I have decided I want to make a Magus(Kensai). I was wondering if I could play Drow though I don't know if that would work in your world or if the race is too over powered. If drow are out, then I will be going human. I am working on the crunch as we speak and will have this up by later this evening for consideration.


I had thought about making him a Black Blade/Kensai, but I saw someone thinking about going Arcanist(Blade Adept) and decided against it. Redundancy is a bit boring. :D

I was wondering if Spellblade/Kensai would mesh well. What do you all think?


Personally I don't really see the value of the Spellblade class in addition to a Kensai.

Kensai itself is a decent archetype but you do lose out on some of the Magus spell capacity so you'd want to make sure to keep your INT fairly high to take advantage of Canny Defense while also keeping your spell casting up to snuff.

Bladebound is kind of situationally beneficial. Its value depends mostly on how available other magic weapons are in the setting. If they're really rare then having a scaling magic weapon for free is quite helpful. On the other hand, if magic weapons are easy to come by then getting a black blade at the cost of less Arcane Pool (which you want for Kensai) and less Arcana (which you want in general) is harder to justify.

What are your overall intentions for the character if I may ask?


Well, I wanted the black blade less for the build and more for the RP aspect of it.

My original idea was to make a lawful evil or lawful neutral drow who was lead out of the drow city by the black blade.

Oblivion:

The blade itself actually found its way to Arlathian by way of dozens of wielders over the last few centuries. The blade would play off the chaotic nature of the other drow, getting them to over reach their skills with promises of improved status and great power. Eventually each of the predecessors would get too cocky and take on someone they shouldn't have. The blade would coerce them to have the battle or attempted assassination in strategic places so the blade could move on to another wielder during the death throws of the previous. The blade hates the chaotic nature of the drow and is desperately looking for a way to escape the endless darkness. It's last owner had heard of the strange Arlathian in passing conversation. It was said that this particular drow seemed to be out of place. No ambition for a higher station. No drive for power. He simply practiced and studied during every waking moment. His prowess was not to be underestimated though. Arlathian's never ending and unrelenting devotion to his discipline had paid off after all. He was an amazingly skilled Magus and the nobility were beginning to take note. Notice was not a good thing in the city of the drow. The blade decided to suggest that his current wielder attempt to kill Arlathian. If his wielder succeeded, there would be one less powerful drow to come into wicked greatness. If his wielder failed... Well...

The nameless drow (for his name was unimportant and insignificant to the black blade itself) had actually struck up a conversation with Arlathian during one of his many training sessions in the hall of fighters. The drow hoped to get some intel on Arlathian. Some insight on how best to dispatch this dangerous creature while maximizing his own enjoyment of the kill. Oblivion was disgusted. Appalled at the idea that it remained in the hands of this wretched creature. Then the blade came out of its contemplation suddenly as his wielder suddenly pulled it out of the scabbard. When its thoughts came back into focus and it surveyed its surroundings it realized what was happening. It's wielder had convinced Arlathian to have a match with the wooden weapons on a near by rack. Arlathian agreed and went to retrieve the weapons for the two of them when his own wielder had decided to take advantage the unarmored and defenseless drow aiming for his spine. With incredible speed and grace though, Arlathian spun on the nameless drow, his hand moving in a blur and his blunt weapon tip streaking in a crossing slash before him. When Arlathian's wooden practice stick connected with the nameless drow's chest a sudden severe shock passed through him and in turn the black blade. The drow convulsed weirdly for a moment as his eyes rolled, smoke rolling off of the singed slash across the drow's chest. He then fell dead and the black blade clattered from his hand sliding noisily to Arlathian's feet.

Sorry if this was kind of convoluted or long winded. It is just a little thing I threw together on a whim. Mind you this was the original concept IF drow are acceptable. This is kind of a moot concept since I am not going with the Black Blade idea... but it was fun to put into writing.


So I kind of ran out of time, but here is what I have so far. I will finish up the rest hopefully tomorrow night, including a background. I went with human since I didn't want to make any assumptions about the race. I hope everything is up to par, and I am open to suggestions from anyone else who wishes to take the time to check out the submission. :D

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Statistics:

CG Human Magus(Kensai) 4
Medium Humanoid (Human)

Init +6 (Dex+4, Trait +2)

Senses: Normal Vision
Str 12, Dex 20, Con 16, Int 17, Wis 11, Cha 16
(+2 Dexterity for Human, +1 Dexterity for Level 4 Ability score Bonus)
(12, 17, 16, 17, 11, 16 Pre Mod)
B.A.B. +3

-------------------------------------
DEFENSE:
-------------------------------------

AC 18, Touch 18, Flat-Footed 10 (+5 dex , +3 canny defense)
HP 44/44 (d8+3/level)
Fort +7, Ref +6, Will +4
CMD 19

-------------------------------------
OFFENSE:
-------------------------------------

Speed 30'
Reach: 5'
Melee: +4 (+8 with Finesse)
Ranged: +8
CMB: +4

-------------------------------------
Racial Traits
-------------------------------------


  • Bonus Feat(Weapon Finesse)
  • Skilled +1 skill ranks/level


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

Traits:

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

    To be determined


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

Class Features:

-------------------------------------
Weapon and Armor Proficiencies: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (Scimitar). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.(6/day:1/2 level(2)+Int Mod(3)+Favored Class Bonus(1))

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. [Scimitar]

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.


  • Wand Wielder: The magus can activate a wand or staff in place of casting a spell when using spell combat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

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Favored Class Bonus:


  • 1:Magus Arcane Pool 1/4
  • 2:Magus Arcane Pool 2/4
  • 3:Magus Arcane Pool 3/4
  • 4:Magus Arcane Pool 4/4


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Feats:

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

  • Weapon Focus(Scimitar) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
  • Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.


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Trained Skills:

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6 Total Skill ranks (2 Magus, 3 Int, 1 Human)

Skill:(total=rank+ability+trained+misc)

  • Climb: 5= 1+1+3+0
  • Craft: 0= 0+3+0+0
  • Intimidate: 3= 0+3+3+0
  • Ride: 9= 1+5+3+0
  • Knowledge (Arcana): 10= 4+3+3+0
  • Knowledge (Dungeoneering): 10= 4+3+3+0
  • Knowledge (Planes): 10= 4+3+3+0
  • Profession: 0= 0+0+3+0
  • Ride: 9= 1+5+3+0
  • Spellcraft: 10= 4+3+3+0
  • Swim: 5= 1+1+3+0
  • Use Magic Device: 10= 4+3+3+0


  • -------------------------------------

    Equipment:

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

    Carrying Capacity: 43/86/130
    Lift: 0 Drag: 0


      To Be Determined
    • Item: +0 Attack | 1d0+0 Damage | 0-0 Threat | x0 Crit | x | Material/Quality Description (0 lbs)

    0 gp 0 lbs

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

    Bio:

    -------------------------------------
    To be determined


    Looks very interesting.
    :)


    Drow are okay. no chance of drow nobles however. umm campaign traits are ok, please understand I will modify them a bit, so they can fit with this campaign. The crowns take up the head slot, and offer competence bonuses.


    Craft feats may be wise. The gear for each crown is good, but its not all slot consuming. Also since I only plan to get the crown and other a few other slots; (braces/gauntlets, boots, 1 ring)


    This is GenThunderfist, and here is my submission Arkus Grugal. I still have to add in a backstory but the crunch is done. I should have a backstory up within the hour.


    Craft wise.

    Gyro can make weapons. We need a magic user to make the weapons all hocus pocus stuff.


    I was also wondering if crafting could be done in conjunction. An example is, one has craft wonderous item while another has long strider, can they work together to make boots of striding and springing?


    For the magus all I'd recommend is investing in an Agile Scimitar or picking up Dervish Dance. At first glance it looks like you still have 1 feat and 18 skill ranks to assign so you should be able to swing it without giving up anything else.

    Other good things to look at getting are Pearls of Power, a Wyroot grip for your scimitar, and getting Spell Blending as your first Magus Arcana so you can pick up Mage Armor from the wizard spell list (which is incredibly useful when combined with your spell combat ability).


    Ive never done item creation. all i know is for enchants etc, a weapon or armor piece needs to be master worked. there he can help.

    If the GM will allow craft(blacksmith) and it covers both armor and weapons, so much better for group as a whole :P

    and i dont need to split skill points :P

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