TarkXT |
1 person marked this as a favorite. |
Most Relevant Build and World Information Will be Here.
So this is a homebrew experiment on a series of houserules meant to allow heroes, to well, be heroes.
You are newly recruited agents of the secret society that calls themselves the Red Sentinels. Claiming to act above any guild or law they work relentlessly to resolve the plague that has been devouring the city of Freeden for years. You have been chosen, either from the guilds, the populace or perhaps even among members of the Church of The One Lord to help solve this menace and release the city from the plague once and for all before another Flesh Harvest begins.
If you have any questions do let me know. I answered some in the interest thread already.
This will be up until Sunday night. I figure that's enough time for those truly interested to get something together.
Ultimately what I want is two things. A solid sheet and a very compelling character. The length of the game depends very much on the strength of the characters and the reliability of the palyers. If I can have reliable players with very strong and interesting characters with hope for development than who knows how long this will go for.
Dommer |
Temporary submission... Mostly to start conversations with the GM :) I'm interested in the "Blood" magic from the document, so I created a Spelleater Bloodrager (Tiefling, Demonspawn, with the Abyssal bloodline). I'm working on the background and sheet might still suffer some changes.
How do we do about gold? Also, on traits - could we get Regional traits, and adapt them to Aveira (under your approval)?
Are we using background skills or the variant multiclass system? :)
TarkXT |
Temporary submission... Mostly to start conversations with the GM :) I'm interested in the "Blood" magic from the document, so I created a Spelleater Bloodrager (Tiefling, Demonspawn, with the Abyssal bloodline). I'm working on the background and sheet might still suffer some changes.
How do we do about gold? Also, on traits - could we get Regional traits, and adapt them to Aveira (under your approval)?
Are we using background skills or the variant multiclass system? :)
Gold is appropriate for level(3000). Regional traits are fine.
Nay on the VMC and background skills.
Bloodmagic is, as stated, pretty mysterious. Partly because no proper studies have really been done on it. Being born with innate magical ability isn't seen as something special. Most people can take a course in college, even night school, and learn at least how to use cantrips. So being born with it might be considered intriguing or weird but not entirely aberrant.
Dragonflyer1243 |
I'm still working on the background for my submission, but here's the stats for my Zwiehander Warder, Kalin.
LG Medium Humaniod (Human)
Init +3; Senses; Perception +4
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Defense
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AC 18, touch 11, flat-footed 17
HP 34/34
Fort +6, Ref +3, Will +7(+4 vs. compulsion)
CMD 17
Aegis +1
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Offense
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Speed 20 ft.
Melee
Glaive-Guisarme +7 (1d10+5/X3)
Longsword +6 (1d8+3/19-20)
Range
Longbow +4 (1d8+3/X3)
BAB +3
CMB +6
Armiger’s Mark 3/3
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Statistics
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Str 16, Dex 12, Con 14, Int 14, Wis 13, Cha 10
Skills(ACP-6): Appraise +4, Heal +4, Knowledge(Geography) +5, Knowledge(History) +6, Knowledge(Local) +6, Knowledge(Martial) +6, Knowledge(Nobility) +6, Perception +4, Ride +6, Sense Motive +6, Spellcraft +4, Stealth -3
Feats: Combat Reflexes, Pushing Assault, Weapon Focus(Glaive-Guisarme)
Languages: Common, Dwarven, Gnomish
Traits: Reactionary; Strip the Veils
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Maneuvers Known
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Hunting Party, Encouraging Roar, Pride Movement, Red Zephyr Strike, Scything Strike, Tactical Strike, Momentum Crash
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Stances Known
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Running Hunter’s Stance, Pride Leader’s Stance
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Special Abilities
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Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
Aegis (Ex): At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
Armiger's Mark (Ex): At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).
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Gear
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Composite Longbow(Str. +3)
40 Arrows
Mwk. Glaive-Guisarme
Warhammer
Dagger
Banded Mail
Fighter’s Kit
+1 Cloak of Resistance
2 Potions of CLW
2 Spring-Loaded Wrist Sheathes
915
TarkXT |
He has all of them.
No really.
I'm letting players interpret them a bit.
Right now there's only two facts particularly well known as far as the deity is concerned.
1. Magic other that granted by the One Lord is considered aberrant and sinful.
2. The One Lord became the one lord by defeating the other selfish and petty gods. The details of this are widely debated in the church.
Dragonflyer1243 |
Okay, so here's the fluff for my character, completing my submission!
Since his youth, Kalin has always been a fighter for those who couldn’t fight for themselves. He will do anything for his fellow Sentinels, and has spent years working with the city guards to defend the city. These days he works to train new city guards to protect Freeden.
Kalin is a serious individual, carrying a long polearm across his armored back. He is loyal and honest, but takes things very seriously and will not change his judgments of people after he’s been around them for awhile. This can both lead to misled trust and to skepticism of those who have proven themselves over and over.
TarkXT |
So far I have 4 completed(?) submissions so far.
Dreadguard Lienhol
Dommer Heineous
Brittiri Longtread
Geralt Snacko
Two Warders, Two Bloodragers. Hilarious. :P
I may go back into the interest thread and PM some people who had ready submissions in that thread already to see if they're still interested.
In the meantime it's 5 hours until I need to close.
TurtSnacko |
And Ryzern's here, Poor Wandering Ones entry to this merry tale.
Comp ate this thing twice so I am getting this here while I keep working just in case. Sorry for the crude look. All the choices are there and everything but gear is correct.
I feel your pain, piazo love to just eat posts.
It happens to us all sadlyZZTRaider |
Ryzern wrote:And Ryzern's here, Poor Wandering Ones entry to this merry tale.
Comp ate this thing twice so I am getting this here while I keep working just in case. Sorry for the crude look. All the choices are there and everything but gear is correct.I feel your pain, piazo love to just eat posts.
It happens to us all sadly
Yeah, I just lost my backstory >_<
Aiseilura Saravosa |
I'm going to go ahead and post this, even though it's not quite done... I need to take a break and get dinner.
I still need to add some detail to the physical description, show the breakdown of what's changing each level, figure out equipment, and choose gambits and maneuvers.
The background is there, though, and there should be enough to see where I'm going with it.
Jideon Bloodmane |
Would like to submit Rubick! He is a bard (Sandman). He is not 100% complete, since he is supposed to be a jack of all trades and would need to know witch are the players before finishing him.
His basic idea is that Rubick, the Grand Magus knows every spell already or yet to be created! lol
SAMSARAN BARD (SANDMAN) 3
Medium humanoid (samsaran) N
Init +2; Senses low-light vision, Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 21
Fort +2, Ref +5, Will +3; +2 vs. death and negative energy effects, Fortitude to remove negative levels
Defensive Abilities lifebound, trap sense +1, well-versed
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OFFENSE
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
Ranged dagger +4 (1d4/19-20)
Special Attacks bardic performance 11rounds/day (countersong, distraction, fascinate, stealspell), sneakspell +1
Samsaran Spell-like abilities (CL 3rd, concentrate +3)
1/day - comprehend languages, deathwatch, stabilize
Bard spells known (CL 3rd, concentrate +3)
1st (2/day) - charm person, cure light wounds, disguise self, silente image
0 (at will) - dancing lights, detect magic, ghost sounds, mage hand, prestidigitation, read magic
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STATISTICS
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Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Lingering Performance, Magical Aptitude
Traits Dangerously Curious, Underlying Principles
Skills Acrobatics +6, Bluff +10, Diplomacy +9, Disguise +7, Escape Artist +6, Linguistics +6, Knowledge (arcana) +6, Knowledge (local) +6, Perception +6, Perform +7, Sense Motive +4, Sleight of Hand +7, Spellcraft +10, Stealth +9, Use Magic Device +13; Armor Check -0
Languages Common, Draconic, Samsaran, *, *
SQ master of deception +1, mystic past life
Combat Gear none; Other Gear 3000gp
Carrying Capacity
Total Carried Weight: 57,5 lbs. (47,5[combat]/10[other gear])
Light Load: 33 lbs. or less
Medium Load: 34 - 66 lbs.
Heavy Load: 67 - 100 lbs.
Lift Over Head: up to 100 lbs.
Lift: up to 200 lbs.
Push or Drag: up tp 500 lbs.
Bard Features
Bardic Performance: Countersong, distraction, fascinate, stealspell.
Master of Deception: A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability.
Sneakspell: At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.
Trap Sense: At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd.
Well-versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Racial Traits
Lifebound: Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Low-light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Mystic past life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Samsaran Magic: Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Ichyban’s secret was that the discovered a connection between all kinds of magic and what he lacked in determination to discover unique and personal spells, he flourished in the art of copying and stealing the works of other magicians. Ichyban gained countless enemies with this practice, enough to make him fake his own death, but not before his ultimate con: the creation of the legendary Rubick, the Grand Magus, the one who knows every spell.
Hidden behind a mask and expert in hiding his identity, Ichyban is now ‘dead’, but the destiny of Rubick is a great uncertainty.
Aiseilura Saravosa |
Holy crap, I didn't realize how in depth all of the discipline and maneuver stuff can get. I've chosen my gambits and stances and made a start on the maneuvers, but looking at some of the requirements for the later ones, I really want to plan that stuff out further.
I've made a quick pass on gear, but I still have another 2100gp to spend.
Caun Stratego |
Dropping in my application, not done yet but getting close, just wanted to make sure I didn't accidentally miss the deadline. Would have been done sooner but was originally going for a Warlord and saw a lot of common interest in that sort of character so decided to change it up at the last minute.
Cuan is a Human Inquisitor with the Monster Tactician archetype. Should have most stuff done within an hour or two. Just need to finish backstory and work out the nitty gritty of spells+equipment.
If I get picked, I'll have a few questions about everything just to make sure I understand it all, but I think I know enough for now.