AZ's Broadened Horizons R2 G1 (Inactive)

Game Master Azure_Zero


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I use Golaripedia for the most part, here is their page on the Shoanti, but they don't range near the world wound I'm afraid. I think they are about two thousand miles away in Varisia, but then a lot of people come to the wound to fight demons so you can justify a characters presence by giving them a reason to want to fight them. The Land of the Mammoth Lords is right next door, geographically speaking, but those tribesmen are Kellid not Shoanti.


Alright, I've been keeping an eye on this, and finally figured "why not see what would happen"...

Races: elf, gnome, half-orc, suli

Assault: Cleric, Monk
Skilled: Ranger, Rogue
Divine: Druid, Paladin
Arcane: Bard, Wizard

What say you, sir?


Ass/Skill c: 4d100 ⇒ (11, 21, 58, 43) = 133 Cleric, Monk, *Ranger, *Rogue
Div/Arc c: 4d100 ⇒ (34, 48, 47, 52) = 181 Druid, *Paladin, Bard, *Wizard
Final: c: 4d100 ⇒ (53, 26, 67, 28) = 174 *Ranger, Rogue, *Paladin, Wizard

Race1: r: 2d100 ⇒ (24, 34) = 58 Elf, *Gnome,
Race2: r: 2d100 ⇒ (19, 28) = 47 Half-orc, *Suli
Race: Final r: 2d100 ⇒ (60, 95) = 155 Gnome / *Suli

Result: Suli Ranger Paladin

please select 4 archetypes for each class.

Liberty's Edge

Sorriel Larkstongue wrote:
Alice Margatroid I'm surprised you couldn't get something you were happy with with that combo, it seems brilliant. Off the top of my head being a rogue with the ability to get a animal companion is great since it ought to make flanking virtually an always on effect. And +2 dex +2 wisdom is amazing for a rogue cleric. Heck you could take the feather domain and be a large sized roc riding badass bird lady! Get yourself a rod of extend or two and use most of your spells for long duration buffs, like greater magic weapon, and magic vestment, use rogue talents to fill out your feats, etc., keep the rest of the spells for healing and undoing negative conditions out of combat.

I had some ideas but I was just not happy with them, somehow. Every combination of mechanics/flavour just had something 'off' with it. I considered the Feather domain for sure, but the only deities with it are Erastil (who I hate, for various reasons -- and also doesn't really work with a strongly CG themed aasimar) and an Empyreal Lord (who was kind of tempting, to be fair), but they both have a bow as their favoured weapon, and I couldn't figure out how to make my sneak attack abilities useful with archery. I actually even considered using my rogue talents to get the ninja's invisibility tricks, but then couldn't figure out why, exactly, I could do that. :) Then my next was a cleric of Desna using starknives, or a cleric of Cayden Cailean using unarmed brawling, or... I don't know.

... Maybe I'll apply, maybe I won't. Haha.


Here is the beginning of my character, let me know what you think and if I am on the right track. Thanks :)

Celes Rose


Updated:

Completed Randomisation:
(?)Alice Margatroid -> Female Aasimar(Garuda-Blooded) Rogue(Swashbuckler), Cleric(Normal)
Seranov -> Male Human Paladin(Normal) Ranger(Skirmisher) Char
Gilthanis -> Female Aasimar(Azata) Barbarian(Savage), Sorcerer(Starsoul) Char
DM Carpe -> Female Aasimar(Azata) Paladin(Normal) Bard(Chelish Diva) Char
GM Blood -> Female Tiefling Paladin(Undead Scourge) Alchemist(Chirurgeon)
wolfman1911 -> Male Suli Monk(Weapon Adept) Oracle(Seer)
Summoner Moone -> Female Changeling Bard(Sound Striker) Fighter(Mobile Fighter) Char
Nylissa -> Female Changeling Bard(Dervish Dancer) Inquisitor(Infiltrator)
Camris -> Female Changeling Oracle(Life) Paladin(Shining Knight)
imimrtl -> Male Half-Elf Rogue(Spy) Bard(Dervish Dancer)
Old Mammoth -> Male Dhampir(Moroi-Born) Fighter(Unarmed) Alchemist(Chirurgeon)
Edward Sobel -> Female Human Fighter(Brawler) Oracle(Normal)
Enchanter Tim -> Female Changeling Paladin(Sacred Shield) Oracle(Normal)
Corerue -> Male Tiefling(Demon) Fighter(Unarmed Fighter) Sorcerer(Martyred)
Digger Chandler -> Female Tiefling(Demon-Spawn) Fighter(Archer) Rogue(Spy)

Initial Randomisation complete:
(?)Tim Woodhams -> Human Rogue Witch
Oladon -> Suli Ranger Paladin


Data so far

15 complete, +2 partial (excluding my result)

Class:
Alchemist: 2
Barbarian: 1
Bard: 4
Cleric: 1
Druid: 0
Inquisitor: 1
Fighter: 5
Monk: 1
Oracle: 4
Paladin: 5 +1
Ranger: 1 + 1
Rogue: 3 + 1
Sorcerer: 2
Witch: + 1
Wizard: 0

Race:
Aasimar: 3
Changeling: 4
Dhampir: 1
Half-Elf: 1
Human: 2 +1
Suli: 1 +1
Tiefling: 3

Gender:
Female: 6 (+4 Changelings)
Male: 5

Dark Archive

DM Carpe wrote:
I use Golaripedia for the most part, here is their page on the Shoanti, but they don't range near the world wound I'm afraid. I think they are about two thousand miles away in Varisia, but then a lot of people come to the wound to fight demons so you can justify a characters presence by giving them a reason to want to fight them. The Land of the Mammoth Lords is right next door, geographically speaking, but those tribesmen are Kellid not Shoanti.

Hmmmmmmm. I need to do some thinking. Thanks for the link. :)


DM Azure_Zero wrote:

Result: Suli Ranger Paladin

please select 4 archetypes for each class.

Ranger: Hippogriff Rider, Infiltrator, Warden, Woodland Skirmisher

Paladin: Divine Defender, Holy Tactician, Oath of Loyalty, Oath of Chastity

(If you consider Oathbound Paladin to be a single archetype, we'll go with Shining Knight as the fourth.)

Seranov:
I'd be happy to help with any Shoanti-related questions you might have if you can't find info... I've done a good bit of research on them for "another character" ;). Might even be able to dig up a link to the page that I found most useful.


Ranger: a: 4d100 ⇒ (85, 21, 90, 40) = 236 Hippogriff Rider, Infiltrator, *Warden, Woodland Skirmisher

Paladin: a: 4d100 ⇒ (70, 28, 26, 19) = 143 *Divine Defender, Holy Tactician, Oath of Loyalty, Oath of Chastity

Gender: 2d8 ⇒ (6, 4) = 10

End Result:
A Female Suli Ranger(Warden) Paladin(Divine Defender)


Hmm... alright, let me think about that combo and see what I can come up with for a backstory, then flesh out the build.


finally got something together.

basic concept is a rich girl that ran away from home bcuase of over strick and nearly abusive parents.

she has run away several times in the past and each time she was forcibly returned home.

she learned to fight on the streets learning to fend for herself.
she became an oracle actually by accident. she always had an innate talent for magic but never understood its origin. she only kne she prefered the solid foundation of stone and earth.

she loved the feel of dirt between her toes. she practiced in secret without her family's knowledge and learned to manipulate earth with her magic as well as harness other forms of magic.

her impared vision is a result of her beatings as a child she has since learned to adapt to her handicap and use her magic to compenste.

more to follow...

Valterra:

female Human Gestalt Fighter (Brawler) 8 / Oracle 8
N Medium Humanoid (human)
Init +2; Senses oracle's curses (clouded vision), darkvision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+2 armor, +1 shield, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 60 (8d10 +8)
Fort +7, Ref +4, Will +7 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +15/+10 (1d8+11/x2)
Ranged Sling +10/+5 (1d4+3/x2)
Ranged Mighty Pebble +12 (4d6+2/x2/range 20')
Special Attacks close combatant +2/+4
Attack bonus breakdown {attack} = +8 BAB, +3 Str, +1 Weapon Focus, +2 Close combatant, +1 Amulet
Damage bonus breakdown {damge} = +3 Str, +4 close combatant, +1 Amulet, +1 trait, +2 weapon Specilization
Oracle Spells Known (CL 8):

4 (3/day) Blessing of Fervor (DC 17), Cure Critical Wounds, Wall of Stone (DC 17)
3 (6/day) Magic Vestment, Cure Serious Wounds, Meld into Stone, Stone Shape, Raging Rubble
2 (7/day) Stone Call, Restoration, Lesser, Cure Moderate Wounds, Bull's Strength, Darkness, Shatter (DC 15), Groundswell
1 (7/day) Divine Favor, Bless, Sanctuary (DC 14), Magic Stone, Cure Light Wounds, Hairline Fractures (DC 14), Mighty Fist of the Earth, Stone Shield, Sun Metal (DC 14)
0 (at will) Spark (DC 13), Stabilize, Read Magic, Detect Poison, Purify Food and Drink (DC 13), Detect Magic, Mending, Sotto Voce (DC 13), Guidance, Light, Vigor
took additional spell known as oracle favored class bonus

--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 12, Wis 13, Cha 16
Base Atk +8; CMB +11 (+13 Bull Rushing, +13 Dragging, +13 Repositioning); CMD 23 (25 vs. Bull Rush, 25 vs. Drag, 25 vs. Reposition)
Feats
Abundant Revelations (Mighty Pebble [+2 to hit, 4d6+2])
Blind-Fight
Dodge
Improved Unarmed Strike
Ironhide
Racial Heritage (Dwarf)
Snapping Turtle Style +1
Stunning Fist (5/day) (DC 19)
Weapon Focus (Unarmed strike)
Weapon Specialization (Unarmed strike)

Traits Quain Martial Artist (+1 damage unarmed strike), Rice Runner (+1 acrobatics and class skill)

Skills
Acrobatics +14
Appraise +6
Diplomacy +8
Heal +12 (+15 to treat poison)
Knowledge (planes) +7
Knowledge (religion) +5
Perception +8
Profession (farmer) +5
Sense Motive +9
Spellcraft +12
Survival +7 (+9 to avoid becoming lost when using compass)

Languages Common, Terran

SQ menacing stance -1/-4, mysteries (stone), revelations (earth glide [30'] [8 minutes/day], mighty pebble [+2 to hit, 4d6+2] [3/day] [dc 17], shard explosion [10', 4d6] [2/day] [dc 17])

Combat Gear Scroll of Cure Serious Wounds, Bloodblock (4), Thunderstone (3), Tindertwig (10); Other Gear Masterwork Leather armor, Sling, Sling bullets (10), Amulet of mighty fists +1, Belt of incredible dexterity +2, Handy haversack (empty), Headband of alluring charisma +2, Ioun torch, Monk's robe, Ring of protection +1, Ring of sustenance, Antidote kit (10 uses), Bedroll, Belt pouch (empty), Compass, Healer's kit, Reinforced scarf, Spell component pouch, 100 GP
--------------------
TRACKED RESOURCES
--------------------
Antidote kit (10 uses) - 0/10
Bloodblock - 0/4
Earth Glide (30') (8 minutes/day) (Su) - 0/8
Healer's kit (10/10 uses remaining) - 0/10
Mighty Pebble (+2 to hit, 4d6+2) (3/day) (DC 17) (Su) - 0/3
Shard Explosion (10', 4d6) (2/day) (DC 17) (Su) - 0/2
Sling bullets - 0/10
Stunning Fist (5/day) (DC 19) - 0/5
Thunderstone - 0/3
--------------------
Special Abilities
--------------------
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +2 (Ex) +2 to Will save vs. Fear
Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons.
Clouded Vision You cannot see beyond 60 ft
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide (30') (8 minutes/day) (Su) Move through unworked stone at your normal movement speed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to concentration checks.
Mighty Pebble (+2 to hit, 4d6+2) (3/day) (DC 17) (Su) Thrown pebble (+2 to hit) deals 4d6+2 Bludgeoning damage, and half that to adjacent creatures (Ref none).
Racial Heritage (Dwarf) You count as another race for the purpose of prerequisites.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shard Explosion (10', 4d6) (2/day) (DC 17) (Su) Explosion of shards deals 4d6 piercing damage to all creatures within 10', Ref Half. The area is difficult terrain until your next turn.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (5/day) (DC 19) You can stun an opponent with an unarmed attack.

image of Valterra

Dark Archive

Oladon wrote:
** spoiler omitted **

That would be fantastic. I'd appreciate it a lot. I've got a general idea of what I'm doing here, and part of it involves spending a lot of time with a Shoanti tribe. Whether Toryn happened to meet them on his travels, or they happened to stumble into him, either way is fine. More info never hurt, though. :D


@Edward Sobel, I'm getting a "Avatar: The Last Airbender " feel (Toph Beifong) from that image, nice.


yes just worked out that way kind of funny when I started with it, just had to give it a try and see where it went.

of course not a bender but a spell caster and I can cast cure spells as well as other abilities.

of course toph did not come from an abusive household. small change there, and the backstory will include time as a slave on a rice farm.


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Seranov wrote:
Oladon wrote:
** spoiler omitted **
That would be fantastic. I'd appreciate it a lot. I've got a general idea of what I'm doing here, and part of it involves spending a lot of time with a Shoanti tribe. Whether Toryn happened to meet them on his travels, or they happened to stumble into him, either way is fine. More info never hurt, though. :D

Try this one. :) Hope it helps!


DM: What are your posting expectations (for yourself, as well as your players)? Are you willing to provide suggestions for things like favored terrain based on what module is selected? Additionally, do you have any house or variant rules we should know about?

Thanks!


Alice Margatroid wrote:

I had some ideas but I was just not happy with them, somehow. Every combination of mechanics/flavour just had something 'off' with it. I considered the Feather domain for sure, but the only deities with it are Erastil (who I hate, for various reasons -- and also doesn't really work with a strongly CG themed aasimar) and an Empyreal Lord (who was kind of tempting, to be fair), but they both have a bow as their favoured weapon, and I couldn't figure out how to make my sneak attack abilities useful with archery. I actually even considered using my rogue talents to get the ninja's invisibility tricks, but then couldn't figure out why, exactly, I could do that. :) Then my next was a cleric of Desna using starknives, or a cleric of Cayden Cailean using unarmed brawling, or... I don't know.

... Maybe I'll apply, maybe I won't. Haha.

What's wrong with a bow? Is there something with the way you see the character shaping up that is the problem, or is it mechanical, because you can use a bow for sneak attacks, so long as you are within thirty feet.

Anyway, I'm finally done with the mechanics, I'll have it posted up as soon as I get equipment done. Anyway, I'm not sure how in depth we should be going for background. I haven't put that much thought into it, to be honest.

I have decided that he is somehthing of a Cassandra. He can speak propheysy, but he is ignored every time, not because he is dismissed as a lunatic, but because he could not help but speak Celestial when he does. Given the ways in which prophecy comes to him (mostly dealing with watching nature) he believes that his patron is Erastil, and his inability to speak it is a curse put on him by one of Erastil's enemies, probably Lamashtu. He became a monk out of a desire to help people, and that is where I am. Any thoughts?

No ideas on origin or anything like that, he is a Suli, so that has some implications. . .


Its not optimal since flanking is so much more reliable a way to gain sneak attack, but its only a favored weapon it doesn't really give you any benefit other than proficiency so I'm not sure why it matters?


All right, here it is. I think everything is right, but it was kind of a big task, I've never built a level 8 gestalt character from scratch before. I hope all of the formulas aren't too much of a burden, they were there so I could easily recalculate it each time something improved rather than wondering if I'd already incrimented it or not. That certainly saved my sanity with the Flurry modifiers.

I took all the knowledge skills because if I'm reading it right, I can get a +10 to any one skill roll any time I take a minute to watch a flock of birds.

Basics:
Full Name: Dolan Ustori
Race: Suli
Class: Monk (Weapon Adept)/Oracle (Seer) level 6
Gender: Male
Size: 5'1” 180lbs
Age: 23
Alignment: Lawful Good
Deity: Erastil
Location:
Languages: Common, Celestial, Auran
Occupation: Prophet

Strength 18 (14 +2 level bonus +2 belt)
Dexterity 10 (1o)
Constitution 16 (14 +2 belt)
Intelligence 8 (8)
Wisdom 16 (14 +2 amulet)
Charisma 18 (16 +2 amulet)

Background:

Combat stats:
Perception +10
Initiative +4

Saves
-Fortitude +10 (6 +3 con +1 cloak)
-Reflex +8 (6 +0 dex +1 Deft Dodger +1 cloak)
-Will +10 (6 +3 wis +1 cloak)
+2 against Enchantment spells and effects

AC/Flatfoot AC 21/17 (10 + 0 armor bonus + 0 shield Bonus + 4 cha + 3 wis +2 AC bonus +1 Dodge +1 ring)
Touch AC 20

CMB +12 (8BAB +4 Str) (+ 2 when tripping)
CMD 29 (10+ 6BAB +4 Str +4cha +3wis +2AC bonus)
CMD Against Trip 31 (10 + 6BAB +4 Str + 4cha +3wis +2AC bonus +2 Improved Trip)

Hit Points: 79 (Half HD+ 1 +Con = 7 per level +5 favored class bonus + 1 toughness)

BAB +6/+1
To Hit (Unarmed Flurry) +18/+18/+13/+13 (monk level + strength mod + flurry mod)
Power Attack +15/+15/+10/+10
To Hit (Unarmed) +10/+5
To Hit (Weapon Flurry) +19/+19/+14/+14 (monk level + strength mod + flurry mod + 1 weapon focus)
To Hit (Weapon) +11/+6

Unarmed Damage 1d10+4
Unarmed Power Attack Damage 1d10+4+6 (weapon Damage + str + power attack bonus)
Sword Damage 1d10+4+2
Sword Power Attack Damage 1d10+4+2+6

Speed: 50

Skills:

3 skill points per level

Acrobatics +8 (3 in class + 5 rank (+5 for jump rolls))
Diplomacy +9 (3 in class + 3 rank + 3 cha)
Knowledge (History) +3 (3 in class +1 rank -1 int)
Knowledge (Nature) +3 (3 in class +1 rank -1 int)
Knowledge (Planes) +3 (3 in class +1 rank -1 int)
Knowledge (Religion) +3 (3 in class +1 rank -1 int)
Perception +10 (3 in class + 4 rank +3 wis)
Spellcraft +9 (3 in class + 7 rank – 1 int)
Swim +4 (3 in class +1 rank)

Feats and Traits:

Traits:
Deft Dodger: +1 to Reflex
Desperate Focus: +2 on concentration checks

Race Abilities:
Energy Resistance 5: resistance to acid, cold, electricity, and fire
Negotiator: +2 to Diplomacy and Sense Motive
Elemental Assault: Once per day as a swift action, the suli can shroud his arms in an element and unarmed strikes deal +1d6 points of damage of the appropriate energy type, lasts one round per level.
Level 4 Attribute Increase: Strength

Monk Abilities:
Bonus Feat: Deflect Arrows
Bonus Feat: Improved Trip
Flurry of Blows: make an additional attack during a full attack using monk level as BAB.
Perfect Strike: make an attack roll twice and take the better with select weapons, if one roll threatens critical, the other confirms. Usable a number of times per day equal to monk level plus one more per four levels in classes other than monk
Unarmed Strike: gains Improved Unarmed Strike, unarmed attacks do lethal damage, 1d8
Way of the Weapon Master: Gains Weapon Focus with a selected weapon, at sixth level, gain weapon specialization in the same weapon.
Fast Movement: +10 to movement speed
Maneuver Training: Use monk level in place of BAB for CMB
Still Mind: +2 bonus on saving throws against enchantment spells and effects.
Ki Pool: 4 (½ monk level (2) + 2 wis)
Slow Fall 40ft: takes damage as if fall was 40ft less if near a wall.
High Jump: Add level to all acrobatics rolls to jump, always considered to have a running start
Purity of Body: Immune to all diseases
Wholeness of Body: monk can heal himself

Oracle Abilities:
Mystery: Nature
Oracle's Curse: Tongues
Orisons

Revelations:
Natural Divination: read entrails for a insight bonus equal to Charisma modifier to one saving throw, or observe and interpret the flight of birds for a +10 competence bonus on any one skill check. Finally, chart marks in dirt or stone, or observing the behavior of sand thrown into the wind, gain a +4 insight bonus to one initiative check, bonuses last the next 24 hours and then expire.
Gift of Prophecy: Once per day, enter a minute long trance to gain the benefits of Augury at 90% effectiveness.
Nature's Whispers: add charisma modifier instead of dexterity modifier to AC and CMD

Ki Abilities (All cost a swift action)
Ki Strike: allows unarmed attacks to be treated as magic weapons for overcoming damage reduction, improves with monk level. Usable as long as monk has at least one ki point.
Spend 1 ki point to:
Make one extra attack at highest attack bonus when making a flurry of blows
Increase speed by 20 ft for one round
Give himself a +4 dodge bonus to AC for one round.
Gain +20 to acrobatics checks to jump
Spend 2 ki points to:
Heal a number of hit points equal to monk level, only works on self.

Feats:
Improved Initiative: +4 to Initiative
Deflect Arrows: Once per round can deflect a ranged attack that would have hit with a free hand. (free)
Improved Trip: do not provoke AOO when using trip, also gain +2 to trip checks and to CMD when tripped (free)
Weapon Focus (Temple Sword): +1 bonus to attack rolls with the selected weapon (free)
Weapon Specialization (Temple Sword): +2 to damage with selected weapon (free)
Power Attack: -1 to hit for +2 damage, each time BAB increases by four, an additional -1 to hit and +2 to damage
Toughness: +1 hp per level
Dodge: +1 AC
Extend Spell: extended spells are cast at one level higher and have their duration doubled

Spells:

Orisons: Detect Magic, Mending, Create Water, Light, Read Magic, Stabilize, Guidance, Spark

Level 1 (7 per day) Divine Favor, Shield of Faith, Doom, Cure Light Wounds, Charm Animal, Obscuring Mist, Liberating Command

Level 2 (7 per day) Cure Moderate Wounds, Pilfering Hands, Detect Thoughts (1 CP), Grace, Restoration (Lesser)

Level 3 (6 per day) Cure Serious Wounds, Magic Circle Against Evil, Clairaudience/Clairvoyance, Ki Leech

Level 4 (4 per day) Scrying, Cure Critical Wounds, Blood Crow Strike

Weapons:

+1 Temple Sword of Ki Focus 1d8 19-20/X2 3lbs S monk, trip

Armor:

Belt of Physical Might 10000gp (+2 to Str and Con)
Headband of Mental Prowess 10000gp (+2 to Wis and Cha)
Amulet of Natural Armor 2000gp (+1 AC)
Cloak of Resistance 1000 (+1 to all saves)

Equipment:

920gp

Wand of Cure Light Wounds 750gp 50 charges


Oladon wrote:

DM: What are your posting expectations (for yourself, as well as your players)? Are you willing to provide suggestions for things like favored terrain based on what module is selected? Additionally, do you have any house or variant rules we should know about?

Thanks!

Posting expectations are once a day, though weekends are relaxed.

The house rules are in the OP,

DM_Azure_Zero wrote:

...

If you want a PrC you need take 2 PrC at the same time and need to fullfil both PrC requirements before starting.
PrC requirement modifications:
Arcane Archer has it's original racial requirement
Brother of the Seal has no Alignment requirement
Master Chymist Modified requirements: Spells: 2nd Level Extracts, Special: Bombs 3d6, and (Feral Mutagen or infuse mutagen discoveries) and any two discoveries.
.....
Note I house rule that all Cure and Inflict spells are a static number of 10 HP per d8 of the spell, i.e. CLW/ILW = 10HP, CMW/IMW = 20HP, etc..
....

as for favored terrains, I won't be providing any as I stated in the OP that A group chooses the module.

i.e. If two games are going one could be Demon within and the other is The Tomb of Horrors.

Dark Archive

What Oladon is getting at, and what is also relevant to me, is that it would be pretty painful to pick a favored enemy/terrain and then never, ever use it.

It's honestly part of the reason I was hoping to get the Infiltrator Ranger archetype, because then I don't have to worry about the Favored Terrain at all, just Favored Enemies.


The only common favored terrain for all three modules is underground.
Then I would say urban, forest, mountain or hills.


Thanks, DM.

As discussed in our PM conversation, I'm going to forgo this game.

Best to everyone else; I hope you have an enjoyable experience!


do you need alias's created already?

also I think you mentioned a role play or discussion thread. is this created or have decided to not bother. no biggie eitherway. just wondering.

anyway if you want an alias I'll create it but here is the first draft of Valterra's (AKA Terra) story.

also the character alignment was supposed to be CN but the C got cut when I did the copy and paste thing.

backstory condensed version:

Valterra hates her life. Her parents are nobles and so she must behave as such. She dosen't openly rebel knowing that she won't be able to practice her magic if she does soemthing that displeases her parents. So she wears the dresses and her fake life as gracefully as she can with out erupting. She plans to run away one day whee she can forever be free of her stupid parent rules.

she goes by the nickname Terra

personality:

Valterra is respectful on the outside but on the inside she wants to rip off people heads. Her only vent for her anger is using her oracle abilities. It's the only way she's allowed to destroy things.

In the following story I inserted a character for interaction but intentionally left parts unfilled to added later. this is the place to provide a connection to another player. the other person's profession, name, etc are really just left blank to allow a tie-in.

more detailed story (a page of her life):

I sighed and simply said, “Yes Mother.” I stared down at my pillow while my mother continued.
“You cannot go running around every time you feel like it. You must act like a proper general’s daughter and stop acting like such a wimp!”

I tightened my hands into fists but continued to look down at the pillow my hair making a curtain over my face. “Yes Mother.” I whispered this time in a tighter voice.

I felt her hand grab my chin and jerk my head up. My hair fell away and I was looking into her dark brown eyes. I didn’t blink as she coldly said, “You’ll do as your told or trust me you’ll find that this recent punishment is nothing.”

I couldn’t stop my mouth. My stupid filter less mouth. “Like being in this hell hole isn’t punishment enough.” I mumbled.

I felt the sting on my cheek before my brain had registered what had happened. Have you ever watched tar trying to go down a hill? Even if it’s a really steep hill it takes awhile. That’s how my brain was. It took a minute to register the slap. I had been slapped before of course. Usually once or twice a week ever since I started roaming the streets at night. Something about this slap was different though. It felt as if there was some finality about it.

I closed my eyes deeply and felt my fists begin to shake. The pots in my ever so beautifully disgusting room started to quiver and I took a deep breath.

I opened my eyes to look into my smug mother’s face. She quickly humped and left through my door.

My mother had no idea the damage she was causing. each slap each punch to the face, I lost more and more of my vision. was it the punishment or the fact that I was going blind what got me angry, did I even care.

I felt a tear escaping from one of my eyes and quickly wiped it away. I went to the bathroom and changed out of the elaborate dress I had been wearing into loose pants and a matching loose shirt. I grabbed a cord from one of my drawers and put up my hair out of my face.

I moved my stuff out of my way then stood in the middle of my bedroom. I got into my fighting stance, the same stance I had been tuaght since I was old enough to walk and started breathing in and out very slowly. Suddenly I made all the pots in my room come flying toward me. I closed my eyes and shatered them all together while I ducked. The shards flew everywhere in my room and I made the pieces avoid hitting me. Next I looked at the wall in front of me and yelling in anger I hurled a block of stone ripped from the floor and blew it out. A servant outside stared at me wide eyed and scurried away down the hall. I slammed another stone block into the next wall. Now my room had shards all over the floor and two of my walls were condensed to rubble. I then screamed as the shards around me exploded in every direction impailing themselves in the remaining walls and shattering everything around me that I didn't destroy yet.

I pulled the cord out of my hair and let it fall around me. I grabbed a bag and stuck a few pairs of cloths in there. I walked out of my non-existent wall into a new room down the hall.

My room would be cleaned in a day or two. New walls pots and cloths included. Sadly I did this frequently. I flopped on the bed of the new room, and stared up at the ceiling. Suddenly I had the urge to runaway again. So what if my mother said I can’t. I-I just want to leave. Go someplace. Maybe even to the Lower districts this time. I quickly packed my clothes and some money into a backpack and changed into some used cloths that didn’t look as expensive. I left my room through the window and landed in the rose bush that sat under it. I winced as my face and arms got cut but moved around the bush.

I avoided the guards around the house and climbed over the high wall that surrounded my family’s house. I landed barefoot on the pavement. There were people all around me and some looked at me oddly as I jumped over the wall but then ignored me. I walked quickly not even noticing where I was going.

Hopefully Mother didn’t realize I was gone or at least I hope she won’t find out any time soon.

Okay I read this again and realized how much she sounded like Toph >< However awesome that would be no... she isn't like Toph. I don't know how to explain it really but it's diffrent.... she's more.... I don't know.... tame I guess. Inside she's terrified of the world and she's afraid someone will find out so she hides it by being destructive. Anyway lets continue...

Lots of people started glancing at a person behind me. I tried not to look back hoping whoever it was wasn’t one of the big body guard people my mom regularly sent to find me when I ran off. I heard a voice behind me and turned around.

"This is going to sound really weird, but shouldn't you be, you know...home? It's getting late and you look pretty young. I could take you back to your house if you want.”

I flinched at the sound and I recognized the face. Famous local kid. Hot attractive, had fan girls running after him frantically all the time.

Oh look I DON’T CARE!!!!!

Now I was really irritated. Apparently I still looked to rich or what ever it was that had made this boy (I couldn’t remember his name) offer to walk me home. I crouched down before I answered him and got as much dirt on my hands as possible then rubbed it roughly onto my face.

I now looked like I had rolled in mud.

Now, turning to the boy I glared fiercely at him. “First off, I don’t want to go home.” I held up one finger. “Second, I can take care of my self.” I ticked off another finger. “Third and last, buzz off.” I now held up three of my fingers and smirked at the boy in irritation. “Got it macho?”

"I'm not actually deaf," he replied, "and despite the fact that you seem to think I'm an idiot, I can understand what you're saying." he glared back at me fiercely, not willing to back down to any opponent, no matter that he wasn't in an arena or on some stage surrounded by thousands of fans.

I sighed and said, "I never said that I thought you were stupid. You wouldn't be so good at whatever it is that you do if you were." I took a deep breath trying to calm myself down. I tended to have some problems with filters. My mother had gotten mad at me allot. I hope she didn't get mad at me when I got home.....

I was shocked. I realized then that I wasn't going to go home. I wouldn't. I hadn't realized until now that that was what I was planing. I had just been trying to get away from them. Away from everything that my family imposed on me. A small smile lit my face up.

I started saying softly, "I'm not going back. I'm never going back." I was in complete and utter awe. The fact that I would make such a choice. I looked back up at the boy, I had completely forgotten about him.

"I-I..." I smiled at him and said, "Today is the happiest day of my life! Thank you so much! I'm never going home! Never again!" I started laughing hysterically and when water started coming out of the sky I tilted my head back to feel it on my face.

I had never been allowed to stand in the rain before, my mother had said 'It was bad for my hair.' Or something like that. I laughed again and started spinning in circles splashing through the small puddles that were all ready accumulating.

"I'm not going back. I'm not going back." I stated singing happily. I think this is how kids were supposed to feel.

Officially the BEST moment of my life!


Crunch is done for the archer/spy. She's kind of terrifying. After I get that up I'll put the flavor down ...I've got ideas.


I am still working out some things in my head for my Paladin (Undead Scoure)/Alchemist (Chirugeon). I wish I could change the Undead Scourge to Oath against fiends, but I can make do with this.

What I know:
is that Senniki will be born and raised in Cheliax by Hell Knights of the Gate. They worked out a deal with a powerful fiend to have a daughter. Even as a tiefling she is a horror to look at. (Tail, batwings, extra arm, burning eyes).

Little did they know there was a clause in the contract that her parents would have to give her up to the fiend on her name day. Unwilling to do that they fled to hide her. During the fleeing, whether by the fiend or by chance, they were over run by undead. Her father sacrificed himself for them to escape, but her mother was injured and diseased. Soon her mother was dead and she couldn't do anything about it.

Senniki had gravitated more toward the Order of the Godclaw. Here I would like to be a paladin of the Godclaw's aspect of the 5 lawful gods if possible, otherwise she gravitates towards Iomedae due to her holy warriors battling both undead and evil outsiders. After surviving the undead attack and knowing a fiend out there wants her for its own purposes, she becomes a paladin but is not well received at first glance by her looks. She begins experiments with alchemy to both heal and to change who she is.

Now here is where I am stuck.

Some of My Ideas:
I would like to have a level or two of Hell Knight. Needing a second prestige class I looked at Master Chemyst and liked the mutagen second personality thing. As a twist, instead it being more monstrous looking, the alternate form would be LN and mainly human and beautiful looking other than the extra arm, tail, and wings (angelic wings in this form however). The alternate personality would follow the God Claw perfectly where as Senniki is a member but not as forceful to make people convert .

It has great flavor, but to use it which would give me +4 to Str or Con, I would lose all of my paladin abilities while changed (Smite Evil, aura of courage, extra saves, weapon bond, aura of life, lay on hands, channeling) and make the character much weaker. While I don't mind it on flavor and roleplaying side, it doesn't make a lot of sense mechanically.

Does whoever is reading this think that gives too much up on one end for flavor? I can find another prestige class to go with hell knight, but wanted to get thoughts and opinions

Thank you for whomever has an opinion/suggestion for me.

Dark Archive

I love the idea and wood love to see him in action.


The Archer/Spy is ready to murde--I mean, slay evil.


Allysandra Demonikan wrote:
The Archer/Spy is ready to murde--I mean, slay evil.

Nice...


I'll be putting up the RP bar in the discussion tomorrow.


I am changing some of my character crunch to better match the backstory will post it as soon as completed.


Sounds odd let us see what happens...

Assault: Druid and Cavalier
Skill: Bard and Ninja
Divine: Oracle and Witch
Arcane: Sorcerer and Alchemist

Oops forgot race
Human, Dwarf, Halfling, Elf

And the winner is?


DM Azure_Zero wrote:
You forgot race...

Thanks for the heads up. Edited post to include choices.


Poor Wandering One wrote:

Sounds odd let us see what happens...

Assault: Druid and Cavalier
Skill: Bard and Ninja
Divine: Oracle and Witch
Arcane: Sorcerer and Alchemist

Oops forgot race
Human, Dwarf, Halfling, Elf

And the winner is?

Ass/Skill c: 4d100 ⇒ (64, 27, 39, 26) = 156 *Ninja, Bard, *Druid, Cavalier

Div/Arc c: 4d100 ⇒ (62, 77, 87, 8) = 234 Oracle, *Witch, *Sorcerer, Alchemist
Final: c: 4d100 ⇒ (72, 50, 59, 100) = 281 *Ninja, Druid, Witch, *Sorcerer

Race1: r: 2d100 ⇒ (13, 74) = 87 Human, *Dwarf,
Race2: r: 2d100 ⇒ (65, 86) = 151 Halfling, *Elf
Race: Final r: 2d100 ⇒ (92, 80) = 172 *Elf / Dwarf

Result: Elf Ninja Sorcerer

please select 4 bloodlines for Sorcerer.


Ok.... elf ninja sorcerer

Hmmmm

Bloodlines
Aberrant, Celestial, Maestro, Martyred

The envelope please....


Sorcerer: a: 4d100 ⇒ (78, 1, 96, 45) = 220 Aberrant, Maestro, Celestial, Martyred

Gender: 2d8 ⇒ (6, 7) = 13

End Result:
A Male Elf ninja sorcerer(Celestial)


Elf ninja channeling the powers of the angels. Now is it possible NOT to make this too anime?

We shall see....we shall see.


Heck, my character is a hot chick with green hair wielding a devil forged greatsword I'm pretty sure she's already got an anime ;)


well here is my character Toph... err... I mean Terra

Valterra

I changed some feats and traits from the prior post.

Dark Archive

You guys should see my Synthesist Summoner. I don't think it's possible to get more anime than her, unless I start shoving in unecessary Japanese. ;)

Anyway, I think I'm going to work on Toryn's backstory a little more, and maybe futz with his magic items, but he's mostly ready to go.

-e-

And on second thought, I can't think of anything in his background to change without being sure of which campaign he'd be in. Suffering!

Maybe inspiration will strike me between now and next Wednesday.


These would make a pretty amazing party.


Camris here.
Not ready yet, still under construction...


Allysandra Demonikan wrote:
These would make a pretty amazing party.

I hope you are considering Terra in your assessment of party amazement.

it is nice to be partly amazing


Most definitely. She's an awesome kung fu badass.


Temporary RP bar up


DMAZ: I have Allysandra's alignment as neutral, but I want to run it by you. I made her neutral due to "cancelling out" more than true neutrality. Her abusive tiefling upbringing has made her viciously spiteful towards the idea of evil. She's willing to do absolutely anything in order to destroy evil, so she's not exactly classic Good aligned ...thoughts?


Since alignment is actions, thoughts and morality.
it could fit, but with alignments you could add the words
"tilting towards XX" (XX is one step from current) saying you are one alignment but close to another alignment.


That actually reminds me. I couldn't really find this anywhere, but is an Animal Companion the same alignment as the character?

At the very least, the concept that Toryn raised Seras from just a pup to be a Lawful Good wolf sounds pretty cool, to me. Though technically, as Toryn's a Sarenraen, it's more LG-leaning-NG. But you know what I mean. :)

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