Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

First fight.


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I got into another game (got the green light this morning). I'll be removing myself from consideration (not finished with character either just yet). Good luck to everyone!


5d6 ⇒ (2, 2, 5, 5, 1) = 1512
5d6 ⇒ (6, 2, 2, 3, 6) = 1915
5d6 ⇒ (1, 4, 6, 5, 6) = 2217
5d6 ⇒ (4, 3, 6, 1, 4) = 1814
5d6 ⇒ (5, 5, 5, 4, 5) = 2415
5d6 ⇒ (2, 2, 1, 2, 6) = 1310
5d6 ⇒ (4, 4, 4, 4, 5) = 2113

Drop 13 to 10, to raise a 15 to 18

18,17,15,14,12,10

Working on build. Hey Wolf, games sounds pretty sweet. I play Tristan in the kingmaker game. Hope I get a concept finished today for you.


I am withdrawing myself from consideration.


Spoiler:

Lord Rayden, The Lightning Blade
Aasimar Paladin 3, Oracle Lore 1, Monk Martial Artist 1
LG Medium Outsider
Init +3; Senses Perception +2
Traits: Finding your Kin, Fates Favored, Working on third
------------------------
DEFENSE
------------------------
AC , touch , flat-footed ( armor, Dex, Natural)
HP:
Fort +12, Ref +13, Will +14
------------------------
OFFENSE
------------------------
Speed 30 ft

STATISTICS
Str 20, Dex 10, Con 14, Int 12, Wis 15, Cha 20
Base Atk +3; CMB +8; CMD 18

Feats: Fey Foundling, Greater Mercy, Weapon Focus Temple Sword

Skills:

Languages:

Special Abilities and Attacks:

Gear:

Gold:

Build not done, posting now, I have a Dr. Appt and will be back lster to finish. Didn't want to make an alias unless selected and started build here at work and will finish at home :)


Could I have a roll call of whos still in for GM Wolf

Built PC
Cap Wombat - Keeya Swish, sylph, Synthesist L5 / Archmage T1
L33Fish - http://www.myth-weavers.com/sheetview.php?sheetid=960617

Rolled stats + Building PC
Ashe - Lord Rayden, The Lightning Blade - Aasimar Paladin 3, Oracle Lore 1, Monk Martial Artist 1
Ahse -
Xentik -
Jubal Breakbottle -
Tirion Jörðhár
Arythain
Ptolmaeus Arvenus
True Repentance
Hymn
DFang

Dotting
GM Mercy

withdrawn
Wanderer82
Donald Robinson


@Xentik
Scion of Humanity (link or description please)
Human Feat Racial Heritage (link please)

I was thinking of taking Racial Heritage: Kobold and Scaled Disciple to build a Paladin/Oracle(Lore)/Dragon Disciple. I'd like to go Aasimar (Emberkin) for the Fire flavor, but I could also go Human if necessary. (I am confused which are you going for?)

Also as far as fire abilities go, would it be possible to get the Boreal Bloodline abilities (especially Snow Shroud and Blizzard) reflavored for Fire instead of Cold? I think the abilities are quite flavorful from an element standpoint. ( entirely possible, submit the originals with the new reflavored spell)

@KeeyaSwift
Natural Born Air-Sailor accepted as written.

Excellent suggestion, I was planning something along those lines:

GM I would use Mythic event to Pull the PCs into the game.
We all had an Event, it changed up, each player can say what, but with in the Mythic start event, we where pointed to a destiny. That destiny is to forge an new land. We where told we would not be alone, that others would be there to help. Each of us has a mark, Again the Player says what on there PC. So that we will know each other. Should we get close we "Feel" each other.

In this way we have a reason to be together and acting for an outcome.

That way we can start with the 1st Mythic Tier.

@DFang
Remember to rerolling any '1's for hit points.

Half elf... Drow and human? Your background story should make the language fairly clear.

@Hymn
do you have six hit die or rerolling for the one? If so subtract one from that total.


Oh goodie someone created a list for me! Thanks wombat, what flavorful feat do you want for free?

Campaign Traits: (so far)

Natural Born Air-Sailor by Cap Wombat - Keeya Swish:

Original trait -> Natural Born Sailor:

You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You came to a tavern in port in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Edited to be Campaign Trait -> Natural Born Air-Sailor:
Natural Born Air-Sailor
You were born aboard an Air-ship high in the sky or down by the Sky-docks in a Hill city on an auspicious day. Old clouds and Sky-Harks nod knowingly and say that the gods of the Sky's, Sky Elements, and winds, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home in the sky than on land, and your keen eyes can easily pick out a Sky-craft on the distant horizon.
Your destiny calls you

Benefit You gain a +1 trait bonus on Perception [this becomes a class skill for you]. and Profession (Sky-Sailor) checks. In addition, once per week you can reroll a Profession (Sky-Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You can also roll Profession (Sky-Sailor) to gain knowledge about the air ways and air-craft that fly them.

The two of you who think are done please post once more so I have access on this page as well. Fish please make an actual link otherwise I can't access it with my mobile.

All traits and feats need to be explained in detail or linked. Also please label when you got the feat. 1,3,5th levels, bonus feat level 2, etc.


@Wombat: Got character edited and made, Just gotta finish story.
@GM Wolf 6d8 is the HD on a Jann. I can subtract one if need though. Few things I'll need to go over with you as well for character story.


Woohoo, re-rolling the 1:

1d8 ⇒ 8

Magnificent. The rest of my build should be finished and up within a few hours.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

Sorry about not formatting it in my earlier post.
http://www.myth-weavers.com/sheetview.php?sheetid=960617

I'm not sure I'm done, particularly with his story. I would like to know a little bit more about the order of the Crimson Knights of the Black Blade so that I can possibly work in his meeting them, his initiation, and his early missions into the backstory. I'm also not yet sure what to do about Flame's ascention to Mythic.

As far as mechanics, I know I don't yet have the elemental stuff ready. I was thinking of giving him the ability to cast a number of holy fire spells each day that deal fire damage to evil creatures, deal nonleathal damage to neutral creatures, and heal good creatures. I was thinking 1 burning hands, 1 scorching ray, and 1 fireball, but if that's too powerful, I'm willing to tone that down a bit. I'm also not sure what to do for the Astral Form thing either.

Feat Listing:
Level 1: Fiendish Heritage
You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisites: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages. (Chose Demon Spawn)

In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability.
Variant Abilities: 3d100 ⇒ (25, 18, 66) = 109
25 You gain acid resistance 5.
18 You gain DR 2/bludgeoning.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.

I choose #25, acid resistance 5.

Level 3: Power Attack (everybody knows Power Attack)

Level 5: Selective Channeling (exclude up to your CHA mod from channel energy)

Trait Listing:
Blade of Mercy (Religion trait, Sarenrae): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict
with a slashing weapon.
Source: Legacy of Fire Player's Guide, Page 9

Unscathed (Magic trait): You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.
Benefit: Each type of energy resistance you have (if any) increases by 2 points.
Source: Pathfinder RPG Ultimate Campaign, Page 58

Holy Conduit (Campaign trait, created by L33Fish): You have a particularly strong connection to the gods which has influenced your life in a profound way. You sometimes receive subtle messages from the gods in the form of dreams or feelings (subject to GM discretion). Whenever you receive magical healing, you receive a +1 trait bonus to the healing per die rolled.
Source: L33Fish, based on the Fey Foundling feat


Phew. Donovan Dyne (Character for Arythian/GM Mercy) is now ready for submission. He'll be taking the Heirophant mythic path when it comes up.

Crunch:

Male Human Cleric of Abadar 1
Lawful Neutral, Domains: Law and Inevitable
Init +0
Senses
Perception +9, Sense Motive +12
--------------------
DEFENSE
--------------------
AC: 20 (with shield, 17 without), touch 10, flat-footed 16 (Armor +7, Shield +3)
HP: 44 (5d8+10)
Fort +6, Ref +1, Will +9
--------------------
OFFENSE
--------------------
Speed 30 ft. (In Armor, 20 ft.)
Melee: +1 Cold Iron Spear +6 (1d8+4/x3)
Melee: Morningstar +5 (1d8+2/x2)
Melee: Masterwork Mithral Dagger

Ranged: Light Crossbow +0 (1d8/19-20 x2)
--------------------
STATISTICS
--------------------
STR 15, DEX 10, CON 15, WIS 20, INT 14, CHA 17
Base Atk +3; CMB +5; CMD 15
Feats:
-Cosmopolitan (+2 Languages Known, +2 Class Skills, Know(Eng) and Perception)
-Persuasive (+2 to Dip and Intimidate checks)
-Versatile Channeler (Channel opposite energy at -2 cleric level)
-Selective Channeling (Exclude up to CHA bonus creatures from channel effects)
-Bonus Feat: Skill Focus(Linguistics)
Skills:
Appraise +6 - (2 INT, 1 Rank, 3 CS)
Diplomacy +12 - (3 CHA, 4 Ranks, 3 CS, 2 Trait)
Heal +9 - (5 WIS, 1 Ranks, 3 CS)
Intimidate +5 (3 CHA, 2 Trait)
Kn(Arcana) +6 – (2 INT, 1 Rank, 3 CS)
Kn(Eng) +9 – (2 INT, 4 Ranks, 3 CS)
Kn(Hist) +7 – (2 INT, 2 Ranks, 3 CS)
Kn(Nobility) +6 (2 INT, 1 rank, 3 CS)
Kn(Planes) +6 (2 INT, 1 rank, 3 CS)
Kn(Religion) +9 (2 INT, 4 ranks, 3 CS)
Linguistics +8 (2 INT, 3 ranks, 3 CS)
Perception +9 (5 WIS, 1 rank, 3 CS)
Perform(Oratory) +8 (3 CHA, 1 rank, 3 CS, 1 Trait)
Profession(Lawyer) +9 (5 WIS, 1 rank, 3 CS)
Sense Motive +12 (5 Wis, 4 ranks, 3 cs)
Spellcraft +6 (2 INT, 1 rank, 3 cs)

Traits:
Beacon of Faith: Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Dedicated Defender: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Lofty Rhetoric (retitled Missionary): Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

Languages: Varisian, Shoanti, Taldoran, Andoran, Chelish, (one other at novice)

Combat Gear: +1 Masterwork breastplate, +1 heavy steel shield, +1 masterwork cold iron spear, masterwork mithral dagger, light crossbow, bolts x20
Other Gear: backpack, bedroll, belt pouch, candles (10), holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, silver holy symbol (Key of Abadar), tomes on his Knowledge topics
Assets 1400 gp
--------------------
SPECIAL ABILITIES
--------------------
Channel Energy(Su) 3d6, Positive Energy
Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Donovan's Backstory:

Donovan began his adult life as a dockworker on the piers of Magnimar, having grown up as part of as the poor child of poor laborers who also worked the dock. His natural gifts allowed him to rise above a common laborer and Donovan learned to read in the employ of his merchant employer, who set him to the task of inspecting incoming cargo.

Donovan and his family had always worshiped Abadar, as so many on the docks did, but religion never played a large role in his life until he felt the call of his deity in the night. In his dreams Donovan saw Abadar in his many forms – Merchant and Judge, Guardian and Peacemaker, and others. He knew that he had been called to serve Abadar in all his aspects. The next day he went to the temple of Abadar and told the priests of his dreams, and was accepted as an acolyte the same day. Giving away his meager possessions, Donovan entered his period of cloistership and training. A year later he walked out of the temple as an ordained priest of the Judge of the Gods.

His first assignment was with a survey team dispatched to island to investigate it's suitability as a location for a new port town. Trouble quickly arose in the form of a splinter tribe of the Shoanti, who worshiped an ancient Thassilonian artifact buried on the island. Donovan helped to defend the expedition camp against Shoanti raids, then joined a diplomatic envoy hoping to end any real conflict before it started. When some of the expedition members discovered and tried to take advantage of the artifact's power, Donovan convinced the others to join the Shoanti against them. Returning to Magnimar, Donovan advised the temple not to attempt a settlement on the island, but rather to partner with the native inhabitants in establishing a safe harbour for passing ships – an arrangement that he had already laid the groundwork for.

Following this, Donovan served as a judge for a time in Andor before he was sent to a frontier settlement at the feet of the Iron Peaks to serve as Adjudicator and adviser to the authorities there. For almost a year he helped them prosper, until a marauding band of ogres descended from the mountains and destroyed the town. With the other leaders dead, Donovan convinced the people to evacuate and flee. He led them south to the nearest city, dodging pursuing packs of ogres. He lost many of his charges to attack, sickness, and starvation, as even his priestly powers were not enough to keep so many healthy and safe at once in such a dire situation. Though he was lauded by his Church for bringing so many of the townspeople through the ordeal, the ones he lost haunt him to this day. Also during the flight, Abadar granted him the ability to project his consciousness as a positive energy spirit while sleeping, which he used to scout the way.

As both reward and rest, Donovan was then given a place on a tribunal sent to mediate a conflict between nations. When it was discovered that cultists of Rovagug were stirring up the troubles in the first place, he fought alongside his brothers of the faith to purge them, losing one of their own in the process. The cult destroyed, the two remaining priest of Abadar successfully negotiated a peaceful end to the war and returned to their temple, weary but triumphant.

Description/Personality/Quirks:

Donovan Dyne's Description:
A large man with bronze-tanned skin and hair on the border between black and brown, Donovan tends to keep his mustache and beard neatly trimmed whenever possible. His stature, angular face, and intense light-blue eyes give him an imposing stare, which he uses to his advantage whenever called to his duties as a judge. Having seen much conflict in his time, he habitually wears his full-plate armor over his robes. A key of Abadar always hangs from a chain on his right wrist.

Donovan Dyne's Personality:
Thoughtful, amiable, and slow to anger, Donovan has proved a popular personality wherever he goes. This has occasionally led to a shock from those that witness his judgments, which possess no more gratuitous mercy than any other judge of Abadar.

Quirks and Flaws:
From his days working the docks, Donovan has a fondness for simple manual labor and enjoys helping with construction, farming, and other other chores that require a lot of lifting and carrying as they remind him of his childhood – a simpler, if not altogether happier, time.

Donovan shows little leniency to those he is assigned to judge, and violent crimes especially are often given harsh sentences.

Though the favored weapon of Abadar is the light crossbow, Donovan himself is a mediocre shot and this is a bit of an embarrassment to the zealous priest.

Possible Plot Hooks:

When working against those members of the expedition who wished to gain the Thassilonian artifacts power, Donovan made several enemies – many of which escaped the island and may well remember him and his meddling.

During the flight from the Iron Peaks ogres, Donovan promised the orphaned children that he would take care of them. He left a sizable fund in the trust of the temple for their care and education, but eventually they might seek him out if they encounter greater trouble...

Due to his experiences, Donovan has a special hatred both for ogres and cultists of Rovagug. Both of them are wantonly cruel and embodiments of destructive chaos, anathema to Abadar and personally insulting to Donovan. Encountering nests of either one – and the chance to destroy them – would likely sidetrack Donovan from most other tasks which were not immediately pressing.

Element and Possible abilities:

If possible Donovan would be associated with the "element" of Law and Order. If those are not candidates, then positive energy will work.

Ability ideas (with the number as placeholders or subject to balance)
Inevitable Domain – Righteous Authority (+20 to Dip checks x times per day)
Law Domain – Reward and Punishment (Ranged touch Heal or Inflict wounds x times per day)
Law Domain - All Those Before Me - Once per day, expend a use of Channel Energy to affect all visible creatures instead of all creatures within a range.
Ability Feat: Balance the Scales - No penalty to channeling with negative energy.

Happy to talk about any of these ideas with the GM.


A Humble Beginning(Campaign trait)- You grew up around those who were less fortunate. You either experienced what it was like first hand to struggle for your livelihood. Because of this you know what it is like to work hard, you gain a bonus of +2 when making profession checks. You also get a +1 to diplomacy check when dealing with a non - aristocrat.


Here's the link,

I would like her special talent to be - edited.

campaign ability - Wind Step (Su): :

A Air creature can move in Gaseous Form up movement their rate as a move action. It may use this ability every 1d4+1 rounds. This Gaseous Form can only be used for a moment action. You can not attack or do any other action with it.
Description

Free campaign feat.

Ok GM wolf I just found this and I think it would be very cool to have in your game.

elemental-commixture-teamwork feat


L33Fish here with my character mostly transferred to the alias.


Ok, here's my character, Serra, an Emberkin Aasimar Paladin/Oracle(Lore) (and starting next level Dragon Disciple: Gold). She'll be going dual-path mythic Champion/Hierophant.

I wasn't entirely sure what to put for the languages beyond who speaks them, as I'm not clear what rules you're using for fluency. Also I've still got some money to spend.

The last spoiler has my suggestion for fire-themed abilities for her, reflavored from the Boreal bloodline.

Additionally, in regards to my earlier question, here's the links to Racial Heritage and Scaled Disciple. The former basically allows a human to count as another Race, in Serra's case Kobold, for the purpose of picking up Scaled Disciple which allows an oracle to qualify for Dragon Disciple. I just wanted to check that you're ok with me using Scion of Humanity, an alternate Aasimar racial trait which makes an Aasimar also count as human, along with those two feats to build an Oracle/Dragon Disciple.

Background and Appearance:

Appearance

Seeming like a traveller from the celestial realms having just arrived on Golarion, Serra has an unearthly serenity to her. Her short, neatly cropped gold hair frames a pale face that some might describe as angelic. Her eyes betray her unique heritage, her irises taking the form of glowing rings of molten gold. She wears a breastplate of gleaming mithral over a set of scholar's robes trimmed in red and silver, the colors of her lord Ragathiel. On her back are a greatsword and backpack containing the few items she owns.

Let me know what you think!

Personality

Serra is quick to defend others when she sees an injustice, and does not hesitate to call out actions she sees as wrong. In combat she is brash, sometimes bordering on reckless when solo, rushing through combat and singling out the largest foe. When in charge of others her actions are tempered, and she has no small amount of natural leadership ability.

In private Serra varies from quiet and pensive to jovial. Her natural tendencies are light hearted and cheerful, but the visions of her past life haunt her constantly. The great wrongs that she witnesses in them weigh heavily on her, driving her need to defend others and right injustices. She frequently calls out in the night, tormented by those same images, and often has trouble sleeping due to their burden.

She spends a significant amount of time pondering the fate of her brother as well. She considers his disappearance during the battle of Kenabres a personal failure, and has spent years in the aftermath searching for any sign of him.

Story

Serra knows little about who she was born to. She and her twin brother Philip were found and delivered to an orphanage in Kenabres when they were both only two. The siblings grew up along the border of the world wound, watching the Rift Wardens and Knights preparing for their ceaseless struggle against the demonic forces beyond the wardstones. Needless to say that when the two siblings began to display traits of their celestial heritage, the children were turned over to the local order for training as future Crusaders.

Things went well until her teen years. It was then that the dreams started for her. Visions of great fires burning, entire towns laid to waste, people burning to death in the infernos began tormenting her nightly. She also began dreaming of a great dragon, his golden scales dulled and speckled with black marks. Along with the dreams came another gift: Her world was slowly engulfed in a mass of cinders and smoke, perpetually swirling about her. This wall of cinders first started obscuring the sky and closed in until she could see nothing beyond a few dozen feet and bathing everything about her in a dim red glow.

This curse upon her might have driven her mad had she not met a Varisian seer in the order. The old woman told her that she was the reincarnation of an ancient fallen gold dragon who had done many wrongs in the early days of the world wound. She also aided Serra in learning how to control the blood burning within her veins and to put it to use to power magic, as well as how to depart her own body for brief periods. This gift, the ability to travel through the astral plane, maybe be what kept Serra from falling herself. Outside her body her vision is not clouded and though she still cannot see color, viewing the world through that silvery veil comforts her greatly.

Before she could finish training as a paladin, however, Kenabres was attacked and laid to waste. During the turmoil of the initial battle she lost sight of her brother, and ended up having to flee the city without him. She spent a year afterwards doing nothing but trying to track him down, but had no luck at all. In the meantime she vowed vengeance against those who wronged the citizens of Kenabres, and began worshipping Ragathiel, who she was introduced to by the old varisian woman. In her time as a crusader her ability to control the blood within her grew, and she began to be able to call upon the dragon's memories to answer questions. She also honed her abilities on the battlefield, never passing up an opportunity to take the battle to the cultists who had harmed so many.

When she was offered an opportunity to join a new order, one dedicated to destroying the darkness and restoring order to the world, she jumped at the chance.

Statistics:

Female Aasimar (Emberkin) Paladin 2/Oracle (Lore) 3
LG Medium Outsider (native) Humanoid (human, kobold)

Init +2; Senses darkvision 30 ft.; Perception +8

Defense
AC 21, Touch 15, Flat-footed 16 [6 armor + 5 cha]
HP 54/54
Fort +12, Ref +11, Will +14
Resist acid 5, cold 5, electricity 5;

Offense
Speed 30 ft.

Melee MW Greatsword +9 (2d6 + 6, 18-20/x2)
Mods Smite Evil (+5 hit, +2 dam), Divine Favor (+3 hit, +3 dam), Power Attack (-2 hit, +6 dam)

Special Attacks Smite Evil
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 5):
at-will--detect evil, halo
1/day--pyrotechnics, bless

Spells Known (CL 5):
1st (7/day) - cure light wounds, divine favor, dream feast, identify (m), know the enemy
0th (at will) - guidance, detect magic, read magic, create water, mending

Statistics
Str 18, Dex 14, Con 16, Int 18, Wis 16, Cha 20
Base Atk +4; CMB +8; CMD 20

Feats Racial Heritage (Kobold), Power Attack, Scaled Disciple
Race Traits Scion of Humanity, Halo, Truespeaker, Celestial Resistance
Traits Tireless Logic, Fate's Favored, Touched by Divinity (Ragathiel, Nobility/Leadership), Magical Knack
Drawback Headstrong
Skills Appraise +8, Bluff +5, Climb +3 Diplomacy +13, Know(History) +8, Know(Planes) +8, Know(Religion) +8, Know(Arcana) +12, Know(Nature) +8, Know(Dungeoneering) +8, Know(Nobility) +8, Know(Geography) +8, Know(Local) +8, Linguistics +11, Perception +8, Perform +5, Ride +1, Sense Motive +13, Spellcraft +12, Stealth +1, Survival +3, Swim +3
Languages (Base;Bonus;Linguistics) Common; Draconic, Sylvan, Tien, Elven; Celestial, Ignan, Abyssal, Infernal, Orc, Gnoll, Goblin, Giant, Gnome, Dwarf
SQ
Limited Use

Combat Gear Masterwork Greatsword, Mithral Breastplate
Other Gear Holy Symbol of Ragathiel (Silver), Scholar's Outfit (Red/Silver), Belt Pouch, Paladin's Kit
Treasure None

Special Abilities (Race)
Halo (Sp): (at will, std act) As light. +2 circumstance to intimidate vs evil creatures and on saving throws vs dazzled or blinded while active.

Special Abilities (Paladin)
Aura (Ex): The power of a paladin's aura of good (see detect good spell) is equal to her paladin level.
Detect Evil (Sp): (at will, std act.) detect evil as spell. (at will, mv. act.) Concentrate on single individual and learn details as if studying for 3 rounds with detect evil.
Smite Evil (Su): (1/day, swift act.) +5 to hit, +1 damage (double on first hit vs evil outsider/dragon/undead), +5 deflection vs evil target. Lasts until target dies or paladin rests.
Divine Grace (Su): Add Cha bonus to Saving Throws
Lay Hands (Su): (6/day, swift or move act.) Heal 1d6 HP

Special Abilities (Oracle/Lore)
Oracle's Curse: Clouded Vision (Ex): You cannot see anything beyond 30 ft., but you see as if you had darkvision.
Revelation: Sidestep Secret (Su): Add your charisma modifier instead of dexterity to your armor class and reflex save. Armor's max dex applies to cha instead of dex.
Revelation: Focused Trance (Ex): (5/day) Enter trance for 1d6 rounds, only move actions allowed. +3 sv vs sonic and gaze attacks. At end make int-based skill check at +20.

Gear Abilities

[bigger]Mythic (Tier 0 Heirophant/Champion)

Ability Score Calcs:

[b]Str:
18 = 17 + 1 ability adj.
Dex: 14 = 14
Con: 16 = 18
Int: 18 = 16 + 2 racial
Wis: 16 = 16
Cha: 20 = 18 + 2 racial

Attack Calcs:

Melee Masterwork Greatsword [+9 (4 BAB + 4 str + 1 enh; 2d6 + 6 (4 str * 1.5), 20/x2]

Skill Calcs:

Acrobatics +1 [2 dex - 1 ACP]
Appraise +8 [1 rank + 3 class + 4 int]
Bluff +5 [5 cha]
Climb +3 [4 str - 1 ACP]
Diplomacy +13 [5 ranks + 3 class + 5 cha]
Disguise +5 [5 cha]
Heal +3 [3 wis]
Intimidate +5 [5 cha]
Knowledge(Arcana) +12 [5 ranks + 3 class + 4 int]
Knowledge(Planes) +8 [1 rank + 3 class + 4 int]
Knowledge(Religion) +8 [1 rank + 3 class + 4 int]
Knowledge(Dungeoneering) +8 [1 rank + 3 class + 4 int]
Knowledge(History) +8 [1 rank + 3 class + 4 int]
Knowledge(Nature) +8 [1 rank + 3 class + 4 int]
Knowledge(Nobility) +8 [1 rank + 3 class + 4 int]
Knowledge(Geography) +8 [1 rank + 3 class + 4 int]
Knowledge(Local) +8 [1 rank + 3 class + 4 int]
Linguistics +11 [5 ranks + 4 int + 2 racial]
Perception +8 [5 ranks + 3 wis]
Sense Motive +13 [5 ranks + 3 class + 3 wis + 2 racial]
Spellcraft +12 [5 ranks + 3 class + 4 int]

Languages:

Common - Humans -
Draconic - Dragons, Kobolds -
Sylvan - Fey -
Varisian - Varisian Humans -
Elven - Elves -
Ignan - Outsider(Fire) -
Celestial - Outsider(Good) -
Abyssal - Outsider(Chaotic Evil) -
Infernal - Outsider(Lawful Evil) -
Orc - Orcs -
Gnoll - Gnolls -
Giant - Giants -
Goblin - Goblins, Hobgoblins -
Gnome - Gnomes -

Favored Class Choices (Oracle):

3 (Oracle): +1 skill
4 (Oracle): +1 skill
5 (Oracle): +1 skill

Gold Calcs:

Starting: 5500
Spent: 3861
Remaining: 639gp

Masterwork Breastplate (Free, worth 200gp + 150gp MW)
+ Mithral (4000 gp - 150 gp for Masterwork above)
Masterwork Greatsword (Free)
Mithral Dagger (Free)

Paladin's Kit (11 gp)

Boreal Bloodline Reflavored:

Boreal Bloodline (Original)

Molten Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the flaming property for a number of rounds equal to 1/2 your class level (minimum 1). At 9th level, you can confer the flaming burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Cloak of Ash (Su): At 9th level, you ignore concealment and Perception penalties in natural or magical smoke, fog, ash, and similar conditions. In addition, you can surround yourself with a cloak of swirling ash and cinders for a number of rounds per day equal to your class level. This power acts and deals damage as fire shield. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your class level in smoke, or on volcanic terrain. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.

Pyroclasm (Sp): At 15th level, you can create a savage fire storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as an ash storm and all in the area are exposed to extreme heat. You may use this ability once per day.


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Built PC
Cap Wombat - Keeya Swish, sylph, Synthesist L5 / Archmage T1
L33Fish - Flame Demonspawn
Xentik - Serra - Female Aasimar (Emberkin) Paladin 2/Oracle (Lore) 3
Arythian/GM Mercy - Donovan Dyne - Male Human Cleric of Abadar 1

Rolled stats + Building PC
Ashe - Lord Rayden, The Lightning Blade - Aasimar Paladin 3, Oracle Lore 1, Monk Martial Artist 1
Ahse -
Jubal Breakbottle -
Tirion Jörðhár
Arythain
Ptolmaeus Arvenus
True Repentance
Hymn
DFang

Dotting

withdrawn
Wanderer82
Donald Robinson


Rolling if still open:

stats: 5d6 ⇒ (3, 6, 4, 1, 6) = 2016
stats: 5d6 ⇒ (5, 4, 6, 5, 5) = 2516
stats: 5d6 ⇒ (3, 5, 6, 2, 6) = 2217
stats: 5d6 ⇒ (6, 3, 5, 5, 4) = 2316
stats: 5d6 ⇒ (2, 4, 5, 4, 1) = 1613
stats: 5d6 ⇒ (5, 1, 5, 6, 6) = 2317
stats: 5d6 ⇒ (5, 1, 4, 1, 5) = 1614

End result: 17,17,16,16,16,14


Here's my vital statistics:

Flame Demonspawn
Male Lawful Good Tiefling Paladin 4/Oracle 1, Level 5, Senses Darkvision 60, Perception +9, Init +1, HP 62/62, Resistances cold, electric, fire, & acid 7, Speed 15
AC 24, Touch 11, Flat-footed 23, CMD 20, Fort +13, Ref +8, Will +14, CMB +9, Base Attack Bonus 4
Mithril Dagger +10 (+6 thrown) (1d4+5, 19-20x2)
Masterwork Scimitar +10 (1d6+5, 18-20x2)
Masterwork Cold Iron Warhammer +10 (1d8+5, 20x3)
+1 Full Plate, +1 Heavy Steel Shield (+10 Armor, +3 Shield, +1 Dex)
Abilities Str 21, Dex 13, Con 16, Int 12, Wis 14, Cha 20
Condition None

Skills:
Diplomacy +10 (2 ranks + 5 cha + 3 trained)
Knowledge Planes +5 (1 rank + 1 int + 3 trained)
Knowledge Religion +5 (1 rank + 1 int + 3 trained)
Linguistics +4 (3 ranks + 1 int)
Perception +9 (5 ranks + 2 wis + 2 racial)
Sense Motive +10 (5 ranks + 2 wis + 3 trained)

Languages:
Osirioni (fluent), Basic Abyssal (novice), Basic Elven (novice), Basic Celestial (basics), Andoran (novice)

Backstory:
Flame Demonspawn knew that he was different from the other children at the temple from a young age. It may have been the looks that the priests gave him every day, ranging from evaluating to venomous. It may have been the strange names he was called, or the fact that he was always confined to the temple grounds. Then again, it might have been the forked tail and the fact that he was both unusually hot to the touch and had no reflection. As you might have guessed, Flame Demonspawn was a Tiefling.
Flame was raised in the temple of Sarenrae in the Osirioni capital of Sothis. There he was taught from a young age the tenets of his religion and trained in the use of the scimitar. As he matured, Flame became one of the most promising young swordsmen at the temple.

Soon it was time for Flame's swordsmanship to be put to the test. The knights at the temple had captured some cultists of Rovagug. The cultists were all offered the chance to repent for their crimes of human sacrifice and other evils. Most chose to repent and be sent to the local prison. However, a few were defiant. Flame was called upon to grant the swift execution of one such criminal. Flame beheaded the evil man in one stroke with his scimitar and was officially a knight of the church.

With his knighthood came a disturbing revelation. Flame had been born to human worshipers of Rovagug who had somehow promised his soul to the lower planes before his birth. The day he was born, the knights of the temple had raided the cultists' secret shrine and killed Flame's parents. Flame had been taken in by the temple, but watched closely and with much distrust because of his origins. Even more disturbing, the man who Flame had just executed had been his older brother.

Flame prayed to Sarenrae for the chance to return his soul from the clutches of the Abyss. The next night he dreamed that he was watching himself in battle against a hoard of demons with an insignia on his shield which he had never seen before. He dreamed of building a great city in the middle of the demon hoards and of raising a huge temple of Sarenrae in the middle of the city.

The next day, he told the head priest of his dreams. The head priest told him to go out into the world and search for the insignia from his dream.

Personality:
Perfectionist: Flame does not accept failures on his part and strives to be the best he can be. He also looks down on those who do not set as high standards for themselves.
Quick to Anger: Flame's demonic blood makes him get angry easily, but he tries to channel that anger against injustices he sees in the world around him.
Quiet and Cautious: Being raised in a temple surrounded by people who expected him to turn evil at the drop of a hat, Flame has learned to keep most things to himself and to carefully think before he says anything.
Mild Introvert: Being different from everybody else at a young age taught Flame to find comfort in alone time.

Sarenrae's Paladin Code::

1. I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
2. I will seek out and destroy the spawn of the Rough Beast (Rovagug). If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
3. I am fair to others. I expect nothing for myself but that which I need to survive.
4. The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
5. I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
6. I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
7. I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
8. Each day is another step toward perfection. I will not turn back into the dark.


GM Wolf wrote:
Ptolmaeus Arvenus wrote:


Would I be able to trade those powers for something less supernatural?
Entirely possible, lets talk!

Everything I've got so far is under this alias

I was planning on building a Lore Warden who would go into Student of War next level. I was also planning on using the Kirin Style feats to add some flavor and damage.

The Astral Projection seems to be needed for the plot but perhaps something akin to a limited Ki pool or Inspiration? The simplest fix would be a few extra feats. He's going to be heavily focused on knowledges and his build will have him using a lot of swift actions already.


Done- Kinda, few detail things I need to work out.

hp reroll=1d8 ⇒ 4

History::

Hymn grew up in a port town in Qadira called Katheer. Hymn’s family consisted of a mother, father and a crazy uncle who would tell him stories. Along with being a weapon smith and a fairly wealthy merchant, Hymn father was very well known and imposing man. He was a very shrewd business man and known for his somewhat shady deals. Hymn always heard rumors that his mother and father weren’t what they seemed. This made him start to wonder why he looked so different from the rest of his family(his uncle), both being pale skinned and having dull life-less eyes. After some investigation Hymn found that his father apparently remarried shortly after his birth.
Wasn’t till Hymn spoke to a relative that he found some of the answers he was looking for. Much like Hymn, his uncle Zanbur had very bronze skin and blue eyes that almost looked like swirling pools of elemental power. Zanbur use to tell Hymn stories of Janni and Efreet when he was young, impressing the fact of how powerful and superior they were to other beings. Zanbur would instruct Hymn on what they could do, if they put their mind to it. Hymn probably spent as much time with his father learning his trade as he did learning Zanbur’s stories. Shortly, after Hymn learned of rumors he asked Zanbur about them, seeing that it is not likely that he will get the truth from either of his parents.
Zanbur explained to Hymn that his mother is not what she seems… His mother Anzawa(Zanbur’s sister) was sold by her father to an Efreet! Hymn’s father was a lowly poor weapon smith who wasn’t great at what he did. Anzawa fell for him in a quick manor which Zanbur could not explain. She used her abilities to forge weapons and armor for him, which was of a superior quality the town. It brought great wealth to Hymn’s father. Then along came Hymn, Anzawa knew of Hymns birth (Full Jann) and informed his father. Hymn’s father informed Anzawa that they would sell Hymn to the Efreet Sulesh, the same that gave him the ring to control Anzawa. Anzawa, fighting the whole way, made the deal that she would work for the Efreet Sulesh if Hymn would be free to live under the tutelage of her brother Zanbur. Shortly, after Hymn’s birth she left for her binding to the Efreet. Little did she know that Hymn’s father had planned all along to take control of Zanbur. Hymn’s father gave Zanbur instructions to instruct but never tell Hymn of what happen… Upon doing so Zanbur starts to turn into a mist and slow starts seeping into a bottle. With his last words Zanbur tells Hymn to run and that they now know.
After several years of running Hymn found himself traveling with a group of fellow Janni/outsiders, most were a mix of half breeds and suli. They were a very proud and arrogant bunch which does not take an insult lightly. Hymn’s abilities really shined among them. He would perform in their dances even make weapons for the group. Being a roaming group of Janni/outsiders it wasn’t long till Sulesh took notice. Sulesh is an evil Efreet that is well known for enslaving Janni and Zhyen into his army. Sulesh knew of Hymn from his mother and father. Also knew that Hymn has very little knowledge of what he can do, which made him a very easy target even in a band of half breeds. Confronted by Sulesh’s army Hymn’s group fell quickly. Capture and indentured to Sulesh, Hymn’s thoughts were taken away and servitude was all that was left.

Current Story::

Over the next 20 years, Hymn had many task in his servitude to Sulesh. Hymns most recent task was to stop a band of pesky Crimson Knights of the Black Blade. He was sent with his father(a very fat and pompous man now), who now controlled him by the same ring his mother did, to put an end to this threat of the Crimson Knights of the Black Blade. After setting up countless traps and several random engagements with this adventuring party, Hymn’s father finds himself alone against the party. Hymn being injured from one encounter with the party, find himself being summoned by his father who is in dire need. Before he is fully summoned, somehow stuck between the ethereal plane and the material world, watches as his father is split in two by a mighty cleave which also destroys the ring by which he is being held….
Hymn felt the shock from that same blow, knocking him unconscious. When he awoke he was surrounded by a party which he was meant to kill, but no longer felt that urge. He almost felt a sense of relief; he no longer was under the control of that ring. To that he owed these adventures a debt, one which he would pay back in full. Sadly, anything in past 20 years Hymn cannot remember. He has some grasp on what his crazy uncle use to tell him, which is that he is a Janni. There are two things he does know: First-After he pays back the adventures, Hymn has a debt to Sulesh that will be paided back eye for an eye. Second- Is to release his mother and uncle provided they are still alive.

Personality::

Hymn’s word is his law. If he says he will do something he will do it or find a way to do so.
Hymn will stand by those whom he feels are friends, but will not put himself out for anyone who is not.
Hymn follows the teachings of his uncle: So, he will not stand for being called a human or anything other than Janni. It is a grave insult which he is willing to fight to the death over.
Hymn knows what he can do, just not how to do it. He’s lost the last 20 years of his life, in which he had full knowledge and potential of his abilities. This makes him very confused and almost angry at times, with himself. It’s an internal struggle he’s not quite fond of.

Appearance::

Hymn’s skin is a dark bronze color. He has very shocking blue eyes that almost looked like swirling pools of elemental power. When traveling he’s in simple adventuring gear, which seems to blend in the scenery. This is very distinctive contrast when he’s wearing his brightly colored Caul.


I like this idea, it sounds VERY cool

I am also in some of your other games and like the way you roll out the story, so I will also apply to this.

My basic idea is a goblin assassin, i will be posting more later.


5d6 ⇒ (2, 6, 4, 5, 4) = 21=15
5d6 ⇒ (6, 3, 2, 3, 1) = 15=12
5d6 ⇒ (1, 5, 5, 3, 2) = 16=13
5d6 ⇒ (1, 3, 1, 5, 6) = 16=14
5d6 ⇒ (4, 1, 6, 4, 2) = 17=14
5d6 ⇒ (3, 6, 2, 5, 1) = 17=14
5d6 ⇒ (3, 6, 4, 4, 2) = 19=14

11/6=1.8

13-3=10...15+3=18?

Is that correct?


Go figure, I read the original post three times over and somehow missed the language section each time. Going to redo the languages based on that. I'm assuming that the Truespeaker racial alternate for Aasimar grants two ranks per skill point in Linguistics the instead of just two languages now.

Languages:

Linguistics 14 (5 skill ranks + 4 int + 2 racial + 3 skill focus)
Truespeaker (x2 linguistics ranks) = 10 ranks
Bonus Skill Focus(Linguistics) from Fluency (Varisian, Draconic, Sylvan, Taldane, Elven)

Native Languages (Start at Fluent)
Varisian - Varisian Humans - Fluent

Int Bonus Languages (Start at Novice)
Draconic - Dragons, Kobolds - (1 rank) Fluent
Sylvan - Fey - (1 rank) Fluent
Taldane - Taldan Humans - (1 rank) Fluent
Elven - Elves - (1 rank) Fluent

Linguistics (Start at Novice due to Skill Focus)
Ignan - Outsider(Fire) - (1 rank) Novice
Angelic - Outsider(Lawful Good) - (1 rank) Novice
Infernal - Outsider(Lawful Evil) - (1 rank) Novice
Abyssal - Outsider(Chaotic Evil) - (1 rank) Novice
Giant - Giants - (1 rank) Novice
Goblin - Goblins, Hobgoblins - (1 rank) Novice


Change of Name to fit Back story GM


> "Recruitment end Saturday, July 20th"

GM, Is today still the deadline day?


Done pending GM approval and few minor details:

Languages :

1st: Common - Native Qadiran - (Fluent)
2ed: Ignan - (Fluent)
3rd: Celestial - (Basic)
4th: Shae - (Fluent, but at the moment unknown to Hymn)

History::

Hymn grew up in a port town in Qadira called Katheer. Hymn’s family consisted of a mother, father and a crazy uncle who would tell him stories. Along with being a weapon smith and a fairly wealthy merchant, Hymn father was very well known and imposing man. He was a very shrewd business man and known for his somewhat shady deals. Hymn always heard rumors that his mother and father weren’t what they seemed. This made him start to wonder why he looked so different from the rest of his family(his uncle), both being pale skinned and having dull life-less eyes. After some investigation Hymn found that his father apparently remarried shortly after his birth.

Wasn’t till Hymn spoke to a relative that he found some of the answers he was looking for. Much like Hymn, his uncle Zanbur had very bronze skin and blue eyes that almost looked like swirling pools of elemental power. Zanbur use to tell Hymn stories of Janni and Efreet when he was young, impressing the fact of how powerful and superior they were to other beings. Zanbur would instruct Hymn on what they could do, if they put their mind to it. Hymn probably spent as much time with his father learning his trade as he did learning Zanbur’s stories. Shortly, after Hymn learned of rumors he asked Zanbur about them, seeing that it is not likely that he will get the truth from either of his parents.

Zanbur explained to Hymn that his mother is not what she seems… His mother Anzawa(Zanbur’s sister) was sold by her father to an Efreet! Hymn’s father was a lowly poor weapon smith who wasn’t great at what he did. Anzawa fell for him in a quick manor which Zanbur could not explain. She used her abilities to forge weapons and armor for him, which was of a superior quality the town. It brought great wealth to Hymn’s father. Then along came Hymn, Anzawa knew of Hymns birth (Full Jann) and informed his father. Hymn’s father informed Anzawa that they would sell Hymn to the Efreet Sulesh, the same that gave him the ring to control Anzawa. Anzawa, fighting the whole way, made the deal that she would work for the Efreet Sulesh if Hymn would be free to live under the tutelage of her brother Zanbur. Shortly, after Hymn’s birth she left for her binding to the Efreet. Little did she know that Hymn’s father had planned all along to take control of Zanbur. Hymn’s father gave Zanbur instructions to instruct but never tell Hymn of what happen… Upon doing so Zanbur starts to turn into a mist and slow starts seeping into a bottle. With his last words Zanbur tells Hymn to run and that they now know.

After several years of running Hymn found himself traveling with a group of fellow Janni/outsiders, most were a mix of half breeds and suli. They were a very proud and arrogant bunch which does not take an insult lightly. Hymn’s abilities really shined among them. He would perform in their dances even make weapons for the group. Being a roaming group of Janni/outsiders it wasn’t long till Sulesh took notice. Sulesh is an evil Efreet that is well known for enslaving Janni and Zhyen into his army. Sulesh knew of Hymn from his mother and father. Also knew that Hymn has very little knowledge of what he can do, which made him a very easy target even in a band of half breeds. Confronted by Sulesh’s army Hymn’s group fell quickly. Capture and indentured to Sulesh, Hymn’s thoughts were taken away and servitude was all that was left.


Current Story::

Over the next 20 years, Hymn had many task in his servitude to Sulesh. Hymns most recent task was to stop a band of pesky Crimson Knights of the Black Blade. He was sent with his father(a very fat and pompous man now), who now controlled him by the same ring his mother did, to put an end to this threat of the Crimson Knights of the Black Blade. After setting up countless traps and several random engagements with this adventuring party, Hymn’s father finds himself alone against the party. Hymn being injured from one encounter with the party, find himself being summoned by his father who is in dire need. Before he is fully summoned, somehow stuck between the ethereal plane and the material world, watches as his father is split in two by a mighty cleave which also destroys the ring by which he is being held….

Hymn felt the shock from that same blow, knocking him unconscious. When he awoke he was surrounded by a party which he was meant to kill, but no longer felt that urge. He almost felt a sense of relief; he no longer was under the control of that ring. To that he owed these adventures a debt, one which he would pay back in full. Sadly, anything in past 20 years Hymn cannot remember. He has some grasp on what his crazy uncle use to tell him, which is that he is a Janni. There are two things he does know: First-After he pays back the adventures, Hymn has a debt to Sulesh that will be paided back eye for an eye. Second- Is to release his mother and uncle provided they are still alive.


Personality(Quirks/Flaw::

Hymn’s word is his law. If he says he will do something he will do it or find a way to do so.

Hymn will stand by those whom he feels are friends, but will not put himself out for anyone who is not.

Hymn follows the teachings of his uncle: So, he will not stand for being called a human or anything other than Janni. It is a grave insult which he is willing to fight to the death over.

Hymn knows what he can do, just not how to do it. He’s lost the last 20 years of his life, in which he had full knowledge and potential of his abilities. This makes him very confused and almost angry at times, with himself. It’s an internal struggle he’s not quite fond of.

Hymn loves a good song or dance, he finds them amusing and they seem to calm him.

Appearance::

Hymn’s skin is a dark bronze color. He has very shocking blue eyes that almost looked like swirling pools of elemental power. When traveling he’s in simple adventuring gear, which seems to blend in the scenery for a very imposing character. This is very distinctive contrast when he’s wearing his brightly colored(Gold, Purple and Blue) Caul.

Hymn’s lost years(Mythic path, Elemental Power and additional background)::

Hymn knows little of the past twenty years. But they are probably what have affected him the greatest. The ring that his father had gave the wearer the ability to completely control a jann. Hymn could fight this but it would take a will that is near impossible to achieve. Hymn’s father took up Sulesh’s cause and offered to control his son for a territory in Sulesh’s reign. Knowing the Janni’s will and urge to fight against the efreet, Sulesh had a way to solve this problem. An artifact in Sulesh’s possession allowed him to make Janni forget who they were. Under Sulesh’s tutelage those Janni became powerful forces in his army, without the thought of rebellion. Hymn had been one of those Janni.
With all of Sulesh’s knowledge he had very little understand of the artifact he had been using. This artifact had a mind and agenda of its own. The artifact had the power to manipulate Janni, Efreet and other djinn types, other than the welder. This allowed the artifact to instill powers and take away memories, by the welders’ choice or its own. This artifact the “Bottle of Amon” sought to be free of Sulesh, but still had to obey his orders. When Sulesh commanded taking Hymns memories away, Amon did so but installed some extra powers into him. The artifact hoped that Hymn would one day be the one to remove Sulesh from control.
Hymn was a lead general in Sulesh’s army, with the power given to him, he known for his speed and how ruthless he was with a blade. He was a Champion among Sulesh’s army and a terrifying sight for the enemy. Hymn would dance through combat and strike so swiftly that his opponents would rarely have a chance to react. It almost seemed if they were unarmored when the blow would land, as Hymns sword would cut into them. Then he would race across the battle field with what seemed to be magical aid. Once Hymn was surrounded and thought dead by his allies, he appeared shortly back into what seemed to be a ethereal form and shifted back to this plane. This is when he had become known among the ranks as a champion of Sulesh. Hymn seemed almost invulnerable.
There was once a story of the fire of Hymn’s rage. In the middle of a battle which Hymn had all but basically lost, he let loose a song of fire. The song itself set fire to the air all around him, charring all those in its path. Those who were there left to witness this display some had thought that the song had channeled fire to come to Hymn’s aid, some wind, some water and some air. They all conclude whatever he had summoned they were happy not to be in its path.
Amon had set Hymn’s memories based on the ring that his father owned. Upon the removal or destruction of the ring Hymn would regain his memories and have the ability to fight its power along with the power of Sulesh. Wasn’t till that day when the adventures rescued Hymn from his fate of being a walking prisoner, that he regained his own thoughts for the first time in a very long time. Amon’s magic and the rings when it was destroyed, cause Hymn to lose his memories of those past 20 years. This might have been a good thing. As he slowly regains them he realizes how horrible he was and feels the need to make amends to those he may have wronged. Forcing him to feel the need to do good, more so than ever.
Mythic Path:
Champion
Champion Strike:
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Champion Path Abilities
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Elemental Power:
Song of (Air, Fire, Water, Earth): Hymn gains the ability to channel elements while using a preform ability. It acts like a Clerics Channel ability but with variant channeling of those different types of damage. (1d6 damage per 2 level/HD) Channeling = to the number of his Charisma modifier.
Song of Elements: Same as above, but Hymn channels all the elements at once. (Use each channel’s damage added together)This uses all of Hymn’s 5 channels and removes the ability for two weeks and is considered exhausted for 2 days time.


Swashbuckler Level 5 - got background in head. True to the swashbuckler theme, a freebooter/freedom fighter. Effectively sailing for Andoran powers, but under no flag as Taldan, Chelian, pirates and most any other ship is a viable target.

Should have everything done by tomorrow night. Busy this weekend.


Sky Ships

Description
Looks like this Sylph Form

Description
Keeya, is a female Sylph, [DC10 Planes to know] She stands 6'1" with white hair, sky blue eyes and pretty face.She carry's no Weapons that can be seen. [In combat she uses a Sky-Sailor Air-Gun and Dagger]. She wears now armour, but dresses as a wealthy SkyCaption. A Fine long coat, blue suit and boots. Keeya always seems to have a breeze blowing around her. There is a blue tint to her skin with a fine patten. On her forehead is the sign of the summoners. In movement she is fast, able to jump out of harms way with ease. Has a person she is self-assured, charismatic and friendly. She has a strong feeling of tight and wrong and will help others if she feels its the right thing to do. She loves the outdoors and find staying in one place hard.

Keeya-Ayraa Eidolon Form
When the Ayraa comes they become Keeya-Ayraa, Sylph and Eidolon form. Keeya-Ayraa is a flying whirlwind shrouded woman, A woman with head and and arms, around her winds always blows. Death follows in her wake for the evil do'er.

Crunch:

Dark Vision 60'
E-Low-Light Vision (Ex)
Cloud Gazer
Can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

Speed of 30' E-feet 30' E-Fly 25'

Str[13E14]+1E+2 / E14+2
Dex[18E18]+4 (15+2race+1levels))/ E[18]+4
Con[12E13]+1 (14-2race)/ E[13]+1
Int[15]+2
Wis[14]+2
Cha[18]+4 (16+2race)

{16/15/15/14/14/13}

HP 8+8+2+6+7/+5 = 36/36

BAB+3 -> MAB+4E+5 ->RAB+7E+7
CMB +4/E+5 CMD +20/+21

AC [20] (10+4Dex+4Mythic +2feats) T16 FF14 ^
ACE [30*] (10 +4Dex +8NA +2Class +4Mythic +2feats) T20* FF24* ^
[Mage Amour +4/5hours]*
^+2 racial bonus to AC against non-magical ranged attacks.

Electricity Resistance 5.

E-Cold Resistance 10
E +2 shield bonus to his Armor Class
E +2 circumstance bonus on his saving throws.

Saves
F+2/E+4 R+5/E+7 W+6/E+8
+2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage.

Weapons:

MW]Heavy Air Gun +8E+9TH DMG1d10 [Crit-19–20/×2] Range-120ft. Magazine[5/5]
[Acts just as Heavy v Crossbow]

MW Mithral Dagger +5/E+7TH DMG1d4+1E+2 19–20/×2 Range 10 ft P

Cold Iron Gladius TH +3/E+4 1d6+1/E+2 9-20/×2 30gp 3lb

All Eidolon Natural Attacks are counted as Magic.
1: wind Slam+6TH DMG 1d8+2 20/×2 (Primary)
2: Tail wind Slap 5' +6TH DMG 1d6+2 20/×2 (secondary)

Feats-Traits:

Feats

Levels
1: Airy Step sylph
2: Cloud Gazer sylph
3: dodge

Mythic
1: Dodge Mythic

Campaign feats
1: Exotic Weapon Proficiency (Sky-Sailor Air-Gun)

E:evation

Traits

1:Desperate Speed +5' Fly
Your eidolon excels at a movement type you do not possess.
Benefit: Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a fly, climb or swim speed.

2: Trifler
A childhood spent at your mystically gifted grandmother's side has taught you the basics of real magic.
Benefit: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st.

3: Wind-Carried Voices (Sylph)
You are a master of seeing through falsehoods and sharing secrets—the wind itself seems to carry your voice to those you trust.
Benefit(s) You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message.

Campaign traits:
1: Airship Captain (Plane of Air)
Your years of piloting airships on the Plane of Air, dodging angry mephits and protecting your passengers from the depredations of capricious elementals, have taught you how to expertly command your vessel, as well as how to arrest yourself even in the midst of the most turbulent planar storms.
Benefit(s): You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see planar rules) and a +2 trait bonus on driving checks (see the vehicle rules).

2: Natural Born Sky-Sailor
You were born aboard an Sky-ship high in the sky or down by the Sky-docks in a Hill city on an auspicious day. Old clouds and Sky-Harks nod knowingly and say that the gods of the Sky's, Sky Elements, and winds, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home in the sky than on land, and your keen eyes can easily pick out a Sky-craft on the distant horizon.
Your destiny calls you
Benefit: You gain a +1 trait bonus on Perception [this becomes a class skill for you]. and Profession (Sky-Sailor) checks. In addition, once per week you can reroll a Profession (Sky-Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You can also roll Profession (Sky-Sailor) to gain knowledge about the air ways and air-craft that fly them.

Drawback
Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Race:
1: Breeze-Kissed [Su]
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity

Whispering Wind: [Ex]
2: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

special talent:

1:Wind Step (Su) 1d4+1 rounds
A Air creature can move in Gaseous Form up to its movement rate as a single move action. It may use this ability every 1d4+1 rounds. This Gaseous Form can only be used for a moment action. You can not attack or do any other action with it.

Skills:

Skill Ranks 5x[2+2]+5=25SP

+8 Acrobatics(+4dex, 1rank +3Class)<
+2 Appraise(+2int, 0rank)
+4 Bluff (+4Cha 0Rank)
+5E+14 Climb(+1E+2str, +1rank +3Class +8E Snake)<
+2 Craft(ALL)(+2int, 0rank)<
+2 Disable Device (+2int, 0rank)
+4 Diplomacy (+4Cha 0Rank)
+4 Disguise(+4cha, 0rank)
+4 Escape Artist(+4dex, 0rank)
+10/E+18 Fly (+4Dex +3Rank +3Class +8 Perfect Manoeuvrability)
+4 Heal (2wis 0rank +2Item)
+8 Handel Animal Naimal (Cha+4 +1Rank +3Class)<
+4 Intimidate (+4Cha 0Rank)
+6 Knowledge (Dungeoneering) (+2int, 1rank +3Class)<
+6 Knowledge (Engineering) (+2int, 1rank +3Class)<
+6 Knowledge (Geography) (+2int, 1rank +3Class)<
+6 Knowledge (History) (+2int, 1rank +3Class)<
+6 Knowledge (Local) (+2int, 1rank +3Class)<
+6 Knowledge (Nature) (+2int, 1rank +3Class)<
+6 Knowledge (Nobility) (+2int, 1rank +3Class)<
+6 Knowledge (Planes) (+2int, 1rank +3Class)<
+6 Knowledge (Arcana) (+2int, 1rank +3Class)<
+6 Knowledge (Religion) (+2int, 1rank +3Class)<
+6 Linguistics(+2int 1rank +3Class)<
+2 Perception(+2wis, 0rank)
+5E+6 Ride (+1E2Str +1ranks +3Class)<
+4 Perform (+4Cha 0Rank)
+2 Profession (all) (+2Int 0Rank)<
+8 Profession (Sky-Sailor) (+2Int +2Rank +3rank +1trait)<
+2 Sense Motive(+2wis, 0rank)
-- Sleight of Hand(+4dex, 0rank)
+6 Spell craft(+2int, 1rank +3Class)<
+12 Stealth(+4dex, 3rank +3Class +4race)<
+8 Survival (Sky)(+2Wis 1rank +3Class +2Item)<
+1 E+2 Swim (+1E+2 Str 0rank)
+10 Use Magic Device(+4cha, +3rank +3Class)<

Race Sylph:

Sylph

Standard Racial Traits

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.

Languages:
Sylphs begin play speaking Common and Auran. Sylphs with high
Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Energy Resistance:
Sylphs have electricity resistance 5.
Magical Racial Traits

Sylphs can use feather fall 1/day (caster level equals the sylph's total level).

Whispering Wind [Ex]
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

Senses Racial Traits

Darkvision:
Sylphs can see perfectly in the dark up to 60 feet.
Other Racial Traits

Air Affinity:Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Breeze-Kissed.
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity

Summoner‎ >Synthesist L5:

summoner

Hit Die: d8.

Class Skills
Skill Ranks per Level: 2 + Int modifier. 5x[2x2]=20

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

BAB +3

Saves +1/+1/+4

Spells per Day

0 level = Unlimited/day / Spells know = 6
1:Mage Hand
2:Mending
3:Detect Magic
4:Read Magic
5:Guidance
6:Jolt
In place of Acid Splash

1st level Spells = 6+1Cha/day / Spells know = 4
BLS:
1:Enlarge Person
2:Lesser Rejuvenate Eidolon
3:Feather Fall
4:Shield

2ed st level Spells = 3+1Cha/day / Spells know = 3
1:Lesser Restore Eidolon
2:Evolution Surge 2EP 5mins
3:invisibility

-:Summon monster I/II/III

Synthesist:

Synthesist

Keeya-Ayraa Eidolon Form

Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.

Eidolon:

eidolons

Keeya-Ayraa Eidolon Form

5th Level HD4
BAB+4
HD 10+10+6+6+4 = HP36
Armor Bonus +2NA
Ability score increase Dex-Str+2

Eidolon Serpentine

Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor;
Saves Fort (bad), Ref (good), Will (good);
Attack bite (1d6),
tail slap (1d6);
Ability Scores Str 14, Dex 18, Con 13, Int --, Wis --, Cha --

Free Evolutions
Limbs (Arms)Replacing EvolutionsBite & Reach (bite)
Slam In place of clime
Tail
Tail Slap

Evaluation points 8

Magic Attacks (Su) 1EP
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction.

Improved Natural Armor (Ex) X2 +4NA 2EP
An eidolon’s has wind force stands giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

Resistance (Ex) Cold-10 1EP
The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Flight (Ex) 2EP+2EP 20' speed +Perfect Flying [+8Fly]
An eidolon gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability.
1: For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magi makes this a supernatural ability.
2: The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
The summoner must be at least 5th level before selecting this evolution.

Mythic Path - Archmage:

mythic-heroes

archmage

HP+3

mythic power 5/day

Archmage arcana x1

Wild Arcana (Su)
(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path ability
Enduring Armor (Su) +4AC Constant.
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic feat
1: Dodge Mythic

language:

1st: Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures level- Novice Fluent Native language
2ed: Basic Celestial - Chaotic Good Outsider
3ed: Basic Sylvan - Fey creatures, plant creatures, unicorns
4th: Basic Common

Items:

Hands: MW Air-Gun 3lb
In Boot: MW Mithral dagger --lb

Body: See Arms
Arms:sleeves-of-many-garments 200gp --lb
Hands: Right of sustenance 2500gp.

On belt:

MWHeavy Air Gun

Air Gun Holster 30gp

Air Gun Magazine x 2 [5/5] Bolts in each 10gp

Minor bag-of-holding
1000gp 3lb. (Kept on belt, Looks like a pouch.)

In Minor bag-of-holding
Travelers Any Tool 250gp 1lb
Fine Grooming Kit 1gp 1lb
Map, Map Case and Cumpuss 150gp 1lb +2 Survived
Fine Small Tent20gp 3lb.
Air Gun Kit 20gp 3lb
Whistle, signal x3 1gp
Small Coffee making kit 5gp
Bag of coffee 1lb 10gp
Cold Iron Gladius 30gp 3lb
Air gun Magazines x4 [5/5] + 20-Bolts.
Air Gun when not in use.

Belt Wand clip - Max 3 10gp
Wands:
1x CLQ 750 gp 50/50 1d8+1
1x Endure Elements 10/50 75gp

Belt Pouch: 10gp
Silver point pen a Notebook.
Whistle signal.
Ear Plugs Wax x2
Shaded goggles 5gp
Ioun Torch 75gp

Mr Nox Hibron-Hass
Message Pseudodragon Dragon 200gp
NPC Pseudodragon Dragon

Funds: 415gp

Starting 5500gp

Back story:

Sky Ships

Her Family where travellers and traders on the Airship ways of sky's. In air going craft the sylph race finds its home. Below them the world, every city and land they lets them trade is open to them. She did not set foot on solid land until she was five. Her family owns a air-craft with a crew of 40, she knew each one. Each with there own story, now all where sylph, human, and elf also lived within its hull. The Magic's that keep it in the air where looked by an old avian Aasimar. She was fascinated by him. Always with story's it was he that acted as tutor and teacher to Children of the craft, her, her brother and sister. Many of the Air-ships are Summoners, riding and flying their Eidolons around the ship. Her mother could fly herself, but her father was an Eidolon Summoner. Of all his children only Keeya had the talent. It was in her blood. On her 8th birthday Ayraa come to her, she came as a wind, passing around Keeya and whispering to her.

"Your father asked the winds of any would be your guild young one, he made the call to the skys and was hard. I have come if you will have me, I will show you the way of the winds and as you grow I will teach you of your destiny. If the winds be willing it will be great. What do you say child will you have me?"

She held out her arms and let he wind pass over them. She had been told from the say of her birth she was meant for great things. All she could say was "yes" and nod her head. She could feel her life shift, fear, worry. All she wanted to do was make her mother and father proud to be what they wanted to be.

As she grow she leaned, Ayraa and the old elf where good teachers. Over time they become as one Keeya-Ayraa a being who worked to mend and protect the Air-Ship. Gaining her place as a SkyCaptin in her own right. She lived in a loving family and life was good, but always inside she had this feeling that her destiny was calling.

Then two weeks ago a dream, she was with Ayraa flying in the airways, A great wind came and in it a being of power. He looked at them, there in front of them The father of the winds

"The time has come little ones, the time to forge a new land, I have come to call you as you both knew I would. Others will be by your side, each has gifts that will aid on the forging. You will know them when you meet them as they will know you. You task is to build this land and make it a safe place for the beings of the air. A port for air-ships and protection for the creatures of the air. Do this and your destiny's will be complete. Before you go back I give you my blessing"

Winds rapped around the, the power of them moved inside them and they where changed.

That day she packed big her family goodbye and headed out to find a land she did not know where and others she had not meet yet.


First I want to say sorry for being unable to be reached today, second no more characters/applications will be accepted after midnight tonight, less than 22 hours away. Weird how 20th was today, Sunday!

Characters accepted into round 2, round 1 was application.
Keeya Swish, sylph, Synthesist L5 / Archmage T1
Hymn
Flame Demonspawn

Characters getting close to get into Round 2
Lord Rayden, The Lightning Blade... Looking for that story.
Aref al-Arzani... Looking for your story
Xenia Fabrenth

If I am missing you please speak up!

Get to working people! Now to answer a few questions.


Here is most of the crunch for Xenia Fabrenth. Will get the Background and other questions finished tonight. On the road most of the day taking my youngest to summer camp.


Hymn your HD is fine, you just won't be leveling up with the others.

Hymn wrote:
Few things I'll need to go over with you as well for character story

And those would be?

Fish wrote:
I'm not sure I'm done, particularly with his story. I would like to know a little bit more about the order of the Crimson Knights of the Black Blade so that I can possibly work in his meeting them, his initiation, and his early missions into the backstory. I'm also not yet sure what to do about Flame's ascention to Mythic.

Don't worry about the Mythic ascention, it will be taken care of soon enough if not done by the player. The order of the Crimson Knights of the Black Blade were created by four groups of adventurers that deemed the actions to address the threat of evil was only being reactive to threats. The guild or order is the answer to be proactive in obliterating evil. All active members are at least fifth level and able to work as a team. Very often groups are approached to come into the order's fold after a great victory. No one has had any missions yet with the order, unless you were a sole survivor of a failed mission.

The next step is the initiation ceremony. If anyone has ideas please PM me them. Do not write any of the initiation ceremony in your background story.

Let me know what else you are looking for, the order is only 5 years old but it has grown quickly with the Pathfinder Society, Order of the Chalice, and other guilds, orders, religions, and kingdoms.

Please post what kind of region you would like to play in, Tundra, Wasteland, Forest, Plains, Desert, Mountains, etc. Feel free to be as vague or specific with your two choices. Very specific would have: warm/temperate/cold, general terrain, humid/temperate/dry, secondary terrain within.

It is too bad there has been very little connection between the applicants.

Fish wrote:
As far as mechanics, I know I don't yet have the elemental stuff ready. I was thinking of giving him the ability to cast a number of holy fire spells each day that deal fire damage to evil creatures, deal nonleathal damage to neutral creatures, and heal good creatures. I was thinking 1 burning hands, 1 scorching ray, and 1 fireball, but if that's too powerful, I'm willing to tone that down a bit. I'm also not sure what to do for the Astral Form thing either.

Elemental is the easiest example... I was hoping to have a spiritualist in the group.

How about Purifying Flame! No that sounds great, I want powerful. But lets use shocking grasp, burning hands and ice storm. ;)

Feat Listing:

Level 1: Fiendish Heritage
You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Prerequisites: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages. (Chose Demon Spawn)

In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability.
Variant Abilities: 3d100 ⇒ (25, 18, 66) = 109
25 You gain acid resistance 5.
18 You gain DR 2/bludgeoning.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.

I choose #25, acid resistance 5.

Level 3: Power Attack (everybody knows Power Attack)

Level 5: Selective Channeling (exclude up to your CHA mod from channel energy)

Trait Listing:
Blade of Mercy (Religion trait, Sarenrae): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict
with a slashing weapon.
Source: Legacy of Fire Player's Guide, Page 9
Unscathed (Magic trait): You are amazingly resistant to energy attacks because of either your upbringing.
Benefit: Each type of energy resistance you have (if any) increases by 2 points.
Source: Pathfinder RPG Ultimate Campaign, Page 58

Holy Conduit (Campaign trait, created by L33Fish): You have a particularly strong connection to the gods which has influenced your life in a profound way. You sometimes receive subtle messages from the gods in the form of dreams or feelings (subject to GM discretion). Whenever you receive magical healing, you receive a +1 trait bonus to the healing per die rolled.
Source: L33Fish, based on the Fey Foundling feat

It all looks great! The campaign trait is accepted as well, I could easily see another taking it as well.

Holy Conduit (Campaign trait, created by L33Fish):
You have a particularly strong connection to the gods which has influenced your life in a profound way. You sometimes receive subtle messages from the gods in the form of dreams or feelings (subject to GM discretion). Whenever you receive magical healing, you receive a +1 trait bonus to the healing per die rolled.
Source: L33Fish, based on the Fey Foundling feat


@GM Wolf Story should be okay as long as things seem to fit. No problem on leveling thing. (For elemental power I did a channel variant, wanted to make sure it would work.)

Looking forward to hopefully playing with you guys.

Climate: Hymn would be use to a Dry, Desert like climate in Qadira. But he's made up of four elements, so any would be fine.


Thanks GM Wolf, can't wait for round 2

GM Wolf wrote:

Don't worry about the Mythic ascention, it will be taken care of soon enough if not done by the player.

In in PC, and she would agree to be in the Crimson Knights of the Black Blade, she has not how ever done any thing yet.

GM Wolf wrote:

The next step is the initiation ceremony. If anyone has ideas please PM me them. Do not write any of the initiation ceremony in your background story.

How about a day of fasting, then a ceremony overseen by other nights, where the new member swears to uphold the aims and objectives of the order. In that way it can be done any place, not fixed to artefact or place.

GM Wolf wrote:

Please post what kind of region you would like to play in, Tundra, Wasteland, Forest, Plains, Desert, Mountains, etc. Feel free to be as vague or specific with your two choices. Very specific would have: warm/temperate/cold, general terrain, humid/temperate/dry, secondary terrain within.

The SkyWays and Sky realms.

temperate to very cold/wet/Still to Storms/

GM Wolf wrote:

It is too bad there has been very little connection between the applicants.

Well only three PCs fully done,

Anyone want to have been on A Swift family Sky-Ship and have meet Keeya?


@Keeya I could change my story a bit. Instead of meeting the knights I could make it A Swift Family Sky-Ship.


Keeya Swish - first look through of everything, it looks in good order. Your wand of endure elements will only have 5 charges on it for that price. So if I understand it correctly you are the airship captain of your own vessel now? To help explain why you are a 5th level character you should add in another chapter to your story about the deeds that you have accomplished, repelling x creatures, taking the fight to x, etc.

Also explain how or why you are joining the order.


Xentik
Truespeaker racial alternate for Aasimar grants two ranks per skill point in Linguistics instead of just two languages now. Correct! :)


Will do


Gilthanis
That is correct

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber
GM Wolf wrote:
Please post what kind of region you would like to play in, Tundra, Wasteland, Forest, Plains, Desert, Mountains, etc. Feel free to be as vague or specific with your two choices. Very specific would have: warm/temperate/cold, general terrain, humid/temperate/dry, secondary terrain within.

Flame is a native to warm, dry, deserts, but he and I are willing to go wherever the light of Sarenrae shines.

GM Wolf wrote:
It is too bad there has been very little connection between the applicants.

I was thinking of trying to work in some loose connection between Flame and Donnovan. Perhaps after Donnovan's village in Andoran was uprooted by ogres, Flame was sent in as part of a group to deal with the ogres.

SkyCaptain Keeya Swift wrote:
Anyone want to have been on A Swift family Sky-Ship and have meet Keeya?

I am still working on my backstory after Flame leaves Osirion. He could have taken a skyship to Absalom, but that would have been well over 25 years ago because of how long-lived Tieflings are. However, Sylphs are similarly long-lived, so you might consider raising your character's age.


Hymn
Looking good for the first run through!

Song of (Air, Fire, Water, Earth): Hymn gains the ability to channel elements while using a preform ability. It acts like a Clerics Channel ability but with variant channeling of those different types of damage. (1d6 damage per 2 level/HD) Channeling = to the number of his Charisma modifier.
So you can do any of the four songs a total of five times in a day. Doing 3d6 damage.

Hymn you may add another chapter after being freed being with the skyships and enjoying the freedom of the air. Following Keeya on her path, also hoping that eventually they will be able to return to your original home. Or something along those lines.

Bracers of armor does not stack with armor, but it can have other armor properties.

I am going to ask and maybe you can explain, why do you have 95 ranks?

Please explain why you would still be on your 'Mythic Path?' It seems that would be for your efritee master.


GM Wolf: Here's my application for Serra. Let me know what you think. Serra's backstory is set in the aftermath of the WotR AP since I think that'd be a great impetus for the formation of the Crimson Knights. I can change that if needed though.

Background and Appearance:

Appearance

Seeming like a traveller from the celestial realms having just arrived on Golarion, Serra has an unearthly serenity to her. Her short, neatly cropped gold hair frames a pale face that some might describe as angelic. Her eyes betray her unique heritage, her irises taking the form of glowing rings of molten gold. She wears a breastplate of gleaming mithral over a set of scholar's robes trimmed in red and silver, the colors of her lord Ragathiel. On her back are a greatsword and backpack containing the few items she owns.

Personality

Serra is quick to defend others when she sees an injustice, and does not hesitate to call out actions she sees as wrong. In combat she is brash, sometimes bordering on reckless when solo, rushing through combat and singling out the largest foe. When in charge of others her actions are tempered, and she has no small amount of natural leadership ability.

In private Serra varies from quiet and pensive to jovial. Her natural tendencies are light hearted and cheerful, but the visions of her past life haunt her constantly. The great wrongs that she witnesses in them weigh heavily on her, driving her need to defend others and right injustices. She frequently calls out in the night, tormented by those same images, and often has trouble sleeping due to their burden.

She spends a significant amount of time pondering the fate of her brother as well. She considers his disappearance during the battle of Kenabres a personal failure, and has spent years in the aftermath searching for any sign of him.

Story

Serra knows little about who she was born to. She and her twin brother Philip were found and delivered to an orphanage in Kenabres when they were both only two. The siblings grew up along the border of the world wound, watching the Rift Wardens and Knights preparing for their ceaseless struggle against the demonic forces beyond the wardstones. Needless to say that when the two siblings began to display traits of their celestial heritage, the children were turned over to the local order for training as future Crusaders.

Things went well until her teen years. It was then that the dreams started for her. Visions of great fires burning, entire towns laid to waste, people burning to death in the infernos began tormenting her nightly. She also began dreaming of a great dragon, his golden scales dulled and speckled with black marks. Along with the dreams came another gift: Her world was slowly engulfed in a mass of cinders and smoke, perpetually swirling about her. This wall of cinders first started obscuring the sky and closed in until she could see nothing beyond a few dozen feet and bathing everything about her in a dim red glow.

This curse upon her might have driven her mad had she not met a Varisian seer in the order. The old woman told her that she was the reincarnation of an ancient fallen gold dragon who had done many wrongs in the early days of the world wound. She also aided Serra in learning how to control the blood burning within her veins and to put it to use to power magic, as well as how to depart her own body for brief periods. This gift, the ability to travel through the astral plane, maybe be what kept Serra from falling herself. Outside her body her vision is not clouded and though she still cannot see color, viewing the world through that silvery veil comforts her greatly.

Before she could finish training as a paladin, however, Kenabres was attacked and laid to waste. During the turmoil of the initial battle she lost sight of her brother, and ended up having to flee the city without him. She spent a year afterwards doing nothing but trying to track him down, but had no luck at all. In the meantime she vowed vengeance against those who wronged the citizens of Kenabres, and began worshipping Ragathiel, who she was introduced to by the old varisian woman. In her time as a crusader her ability to control the blood within her grew, and she began to be able to call upon the dragon's memories to answer questions. She also honed her abilities on the battlefield, never passing up an opportunity to take the battle to the cultists who had harmed so many.

When she was offered an opportunity to join a new order, one dedicated to destroying the darkness and restoring order to the world, she jumped at the chance.

Statistics:

Female Aasimar (Emberkin) Paladin 2/Oracle (Lore) 3
LG Medium Outsider (native) Humanoid (human, kobold)

Init +2; Senses darkvision 30 ft.; Perception +8

Defense
AC 21, Touch 15, Flat-footed 16 [6 armor + 5 cha]
HP 54/54
Fort +12, Ref +11, Will +14
Resist acid 5, cold 5, electricity 5;

Offense
Speed 30 ft.

Melee MW Greatsword +9 (2d6 + 6, 18-20/x2)
Mods Smite Evil (+5 hit, +2 dam), Divine Favor (+3 hit, +3 dam), Power Attack (-2 hit, +6 dam)

Special Attacks Smite Evil
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 5):
at-will--detect evil, halo
1/day--pyrotechnics, bless

Spells Known (CL 5):
1st (7/day) - cure light wounds, divine favor, dream feast, identify (m), know the enemy
0th (at will) - guidance, detect magic, read magic, create water, mending

Statistics
Str 18, Dex 14, Con 16, Int 18, Wis 16, Cha 20
Base Atk +4; CMB +8; CMD 20

Feats Racial Heritage (Kobold), Power Attack, Scaled Disciple
Race Traits Scion of Humanity, Halo, Truespeaker, Celestial Resistance
Traits Tireless Logic, Fate's Favored, Touched by Divinity (Ragathiel, Nobility/Leadership), Magical Knack
Drawback Headstrong
Skills Appraise +8, Bluff +5, Climb +3 Diplomacy +13, Know(History) +8, Know(Planes) +8, Know(Religion) +8, Know(Arcana) +12, Know(Nature) +8, Know(Dungeoneering) +8, Know(Nobility) +8, Know(Geography) +8, Know(Local) +8, Linguistics +11, Perception +8, Perform +5, Ride +1, Sense Motive +13, Spellcraft +12, Stealth +1, Survival +3, Swim +3
Languages (Base;Bonus;Linguistics) f Varisian; f Draconic, f Sylvan, f Taldane, f Elven; n Ignan, n Angelic, n Infernal, n Abyssal, n Giant, n Goblin
SQ
Limited Use

Combat Gear Masterwork Greatsword, Mithral Breastplate
Other Gear Holy Symbol of Ragathiel (Silver), Scholar's Outfit (Red/Silver), Belt Pouch, Paladin's Kit
Treasure None

Special Abilities (Race)
Halo (Sp): (at will, std act) As light. +2 circumstance to intimidate vs evil creatures and on saving throws vs dazzled or blinded while active.

Special Abilities (Paladin)
Aura (Ex): The power of a paladin's aura of good (see detect good spell) is equal to her paladin level.
Detect Evil (Sp): (at will, std act.) detect evil as spell. (at will, mv. act.) Concentrate on single individual and learn details as if studying for 3 rounds with detect evil.
Smite Evil (Su): (1/day, swift act.) +5 to hit, +1 damage (double on first hit vs evil outsider/dragon/undead), +5 deflection vs evil target. Lasts until target dies or paladin rests.
Divine Grace (Su): Add Cha bonus to Saving Throws
Lay Hands (Su): (6/day, swift or move act.) Heal 1d6 HP

Special Abilities (Oracle/Lore)
Oracle's Curse: Clouded Vision (Ex): You cannot see anything beyond 30 ft., but you see as if you had darkvision.
Revelation: Sidestep Secret (Su): Add your charisma modifier instead of dexterity to your armor class and reflex save. Armor's max dex applies to cha instead of dex.
Revelation: Focused Trance (Ex): (5/day) Enter trance for 1d6 rounds, only move actions allowed. +3 sv vs sonic and gaze attacks. At end make int-based skill check at +20.

Gear Abilities

Mythic (Tier 0 Heirophant/Champion)

Ability Score Calcs:

Str: 18 = 17 + 1 ability adj.
Dex: 14 = 14
Con: 16 = 16
Int: 18 = 16 + 2 racial
Wis: 16 = 16
Cha: 20 = 18 + 2 racial

Attack Calcs:

Melee Masterwork Greatsword [+9 (4 BAB + 4 str + 1 enh; 2d6 + 6 (4 str * 1.5), 20/x2]

Skill Calcs:

Acrobatics +1 [2 dex - 1 ACP]
Appraise +8 [1 rank + 3 class + 4 int]
Bluff +5 [5 cha]
Climb +3 [4 str - 1 ACP]
Diplomacy +13 [5 ranks + 3 class + 5 cha]
Disguise +5 [5 cha]
Heal +3 [3 wis]
Intimidate +5 [5 cha]
Knowledge(Arcana) +12 [5 ranks + 3 class + 4 int]
Knowledge(Planes) +8 [1 rank + 3 class + 4 int]
Knowledge(Religion) +8 [1 rank + 3 class + 4 int]
Knowledge(Dungeoneering) +8 [1 rank + 3 class + 4 int]
Knowledge(History) +8 [1 rank + 3 class + 4 int]
Knowledge(Nature) +8 [1 rank + 3 class + 4 int]
Knowledge(Nobility) +8 [1 rank + 3 class + 4 int]
Knowledge(Geography) +8 [1 rank + 3 class + 4 int]
Knowledge(Local) +8 [1 rank + 3 class + 4 int]
Linguistics +11 [5 ranks + 4 int + 2 racial]
Perception +8 [5 ranks + 3 wis]
Sense Motive +13 [5 ranks + 3 class + 3 wis + 2 racial]
Spellcraft +12 [5 ranks + 3 class + 4 int]

Languages:

Linguistics 14 (5 skill ranks + 4 int + 2 racial + 3 skill focus)
Truespeaker (x2 linguistics ranks) = 10 ranks
Bonus Skill Focus(Linguistics) from Fluency (Varisian, Draconic, Sylvan, Taldane, Elven)

Native Languages (Start at Fluent)
Varisian - Varisian Humans - Fluent

Int Bonus Languages (Start at Novice)
Draconic - Dragons, Kobolds - (1 rank) Fluent
Sylvan - Fey - (1 rank) Fluent
Taldane - Taldan Humans - (1 rank) Fluent
Elven - Elves - (1 rank) Fluent

Linguistics (Start at Novice due to Skill Focus)
Ignan - Outsider(Fire) - (1 rank) Novice
Angelic - Outsider(Lawful Good) - (1 rank) Novice
Infernal - Outsider(Lawful Evil) - (1 rank) Novice
Abyssal - Outsider(Chaotic Evil) - (1 rank) Novice
Giant - Giants - (1 rank) Novice
Goblin - Goblins, Hobgoblins - (1 rank) Novice

Favored Class Choices (Oracle):

3 (Oracle): +1 skill
4 (Oracle): +1 skill
5 (Oracle): +1 skill

Gold Calcs:

Starting: 5500
Spent: 3861
Remaining: 639gp

Masterwork Breastplate (Free, worth 200gp + 150gp MW)
+ Mithral (4000 gp - 150 gp for Masterwork above)
Masterwork Greatsword (Free)
Mithral Dagger (Free)

Paladin's Kit (11 gp)

Boreal Bloodline Reflavored:

Boreal Bloodline (Original)

Molten Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the flaming property for a number of rounds equal to 1/2 your class level (minimum 1). At 9th level, you can confer the flaming burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Cloak of Ash (Su): At 9th level, you ignore concealment and Perception penalties in natural or magical smoke, fog, ash, and similar conditions. In addition, you can surround yourself with a cloak of swirling ash and cinders for a number of rounds per day equal to your class level. This power acts and deals damage as fire shield. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your class level in smoke, or on volcanic terrain. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.

Pyroclasm (Sp): At 15th level, you can create a savage fire storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as an ash storm and all in the area are exposed to extreme heat. You may use this ability once per day.


Xentik
A bit strange but I see where you are coming from... Does it make sense to have a dual nature but say that there is only one? I would say you may choose one or the other but not both.

Her appearance is great for kobold... Definetly not for scion of humanity.

Serra
Your languages are not matching the guide so far. Please look back at the newest post.

Why are you a fifth level paladin/oracle. What you have told me so far means you might be second level. What deeds have you done to gotten notice of the order of Crimson Knights of Black Blades? What deeds have you done?

Your abilities:
cloak at 3rd level. Additional use at 6th, 9th, 12th, 15th, and 18th level.
Pyroclasm at 5th level. Additional use at 10th level.
New ability at 7th level.

I would suggest getting some wands, scrolls, and or potions with your left over gold.

Everyone
If your character has at least 8 ranks in linguistics, you should be helping me develop the languages. If you have a regional language you should add it to the list. Once you add it post the entire list!


More for round 2:
Donovan Dyne
Serra

Talk amongst yourselves and see if you can connect to each other somehow. Suggestion as an example, Xerra travels after her home town is destroyed finding some refuge in the mountains where Donovan is, she helps with the evacuation from the ogres. They go their own ways but call on each other to help when needed. As Xerra comes to be inducted she dragged Donovan along.


Donovan
Lofty Rhetoric (retitled Missionary): Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

Which one?!? Just remove the others and add some flavor text ;)

Abilities - Law sounds fun!

Ability ideas (with the number as placeholders or subject to balance)
Inevitable Domain – Righteous Authority (+20 to Dip checks 3+Cha mod times per day)
Law Domain – Reward and Punishment (Ranged touch Cure or Inflict wounds 3 times per day)
Law Domain - All Those Before Me - Once per day, with the use of a Channel Energy to affect all visible creatures instead of all creatures within a range.
Law Domain - once per week draw Abadar's wrath upon those within sight, if innocent healed, if guilty harmed.
Remind me about this feat later, likely after judging a group individually fairly.
Ability Feat: Balance the Scales - No penalty to channeling with negative energy.

What do you think?


GM Wolf wrote:

Xentik

A bit strange but I see where you are coming from... Does it make sense to have a dual nature but say that there is only one? I would say you may choose one or the other but not both.

I'm not entirely clear what part of Serra this is referring to, could you clarify?

In the meantime I'll work on tweaking her appearance and background to fit better, and correct the language entries.


Xerra and Donavan it looks like you are both missing a campaign trait, please look at the others already accepted or submit one of your own!


Guys if you wish to link to my PC please read this
Edit spelling

Log of The Silver-Wind:

"The Silver-Wind" is the small Air-Boat on the bottom right of the image.

From the Ground

Entry SkyCaptain Keeya Swift
Day 1
Today as been an extraordinary day, this morning a messenger came our home Sky-Craft. It was from my elder brother to my father. When my father read it, I know at once something was wrong. Father told us the Skyport city of New-Actuss was blockaded. That some upstart half demon had Marshalled an Army out of the bad lands. His designs on making an empire for itself. My brother Kanran Swift was in the city, his Sky-ship damaged breaking the blockade. Time was short the clan needed to help the Armies of hope brake the Demons hold on the city. The letter said that troops were marching to the city but they would take two days to get there. That would be too late. My father and elders agreed, The clan would take every Air-Ship it had, meeting with the relief troops coming this way. Picking the best, then air fleet would then make a lightning attack on the demons troops. It was risky but of they could hit them on the eve of the next day, they would have to deal with them before the city. That would give time for the 20,000 troops coming from the west to get to them the next day. Th weather was given as stormy and magic would keep it that way. That would help, hit and run was to be the battle plane. Pull the demons troops away from the city at all costs.
During the meeting they talked ships and crew, One main line home ship would take the lead with nine lesser ships. It was then I heard my voice, it was my father. "Keeya, You will take the Silver-wind, she small but fast, with 24 troops on her she count as one of the four fast runners. You up to it." I was shocked a moment, Command.. I had always wanted it but now here it was. I nodded my head and without another word my father went back to planning. An hour later I was on the Silver moon, I held the power activation rod now keyed to me, the Captain.
I meet the crew all three of them, volunteers all. Old Tom a half elf 1st mate, a good navigator. Then Young Billy ween a human around 14, user of the ships one armament a short range Lightning Cannon. Last of all Master Gripin a dwarf cook and Air engineer. I don't think I have ever seen any one so dirty before, but I was told he’s the best engineer in the fleet, By him. humm After that, I told them to make ready, we would be making full speed to our meeting point. Within minutes we were heading to the far away army. I went to my cabin, unpacked and read my orders. After which I entered my name here as new Capitan. In my orders was a simple note from my father.
"The Silver Wind is yours to command lass, and you best look after she cost the family clan and fare penny. So no braking her or your crew, Their wellbeing is in your hands now SkyCaption Swift, Wind speed and blessings."
The words seemed odd I read them, SkyCaption Swift I am now like my father and elder brother, A Caption and all the worry and joy that comes with that.
Day 2
This ship is small but she's fast, we made good time with clear skies and we southerly breeze of 4 nots the whole way. I spotted the ships below and we came with in boarding range. Our troops where waiting for us and odd bunch of ....

Your PC here

L33Fish wrote:
I am still working on my backstory after Flame leaves Osirion. He could have taken a skyship to Absalom, but that would have been well over 25 years ago because of how long-lived Tieflings are. However, Sylphs are similarly long-lived, so you might consider raising your character's age.

Thanks missed that, and very good point, Keeya is now 46


Xentik wrote:
GM Wolf wrote:

Xentik

A bit strange but I see where you are coming from... Does it make sense to have a dual nature but say that there is only one? I would say you may choose one or the other but not both.

I'm not entirely clear what part of Serra this is referring to, could you clarify?

In the meantime I'll work on tweaking her appearance and background to fit better, and correct the language entries.

Two men are talking about a rat, one says its a mouse the other says its a rat. Which is correct?

If they both agree it is a rat, then another man comes by and says it is a meercat. Slightly confusing right? I don't think it conveys exactly what you are trying to do but along the lines.

This is an aasimar that looks human but looks like and works like a kobold. It's too much one or the other. Either the aasimar looks human or looks like a kobold. Scales, horns, coloration, tail, something but now the aasimar does not look like a human anymore.

Does that make sense?


Ahh, gotcha. The point of Racial Heritage: Kobold is entirely mechanical. Her draconic nature comes from being a reincarnation of a fallen gold dragon.

How about a custom feat that better matches Serra's heritage:

Incarnation of the Burning Tyrant:

The blood of Darartaurax the Burning Tyrant, the fallen gold dragon, flows within your veins granting you a small measure of his power. That power comes at a cost, however, and legacy of the tyrant's deeds weigh heavily upon you, filling your dreams with terrible visions.

Prerequisites: You may only select this feat at 1st level.

Benefit: Choose one class that can spontaneously cast spells. If you have access to the Draconic Bloodline you may add levels of that class to your sorcerer level for determining your level for that bloodline. Additionally, you may qualify for the Dragon Disciple prestige class with your chosen class, and advance its spellcasting as you progress in the prestige class. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells. Additionally, you suffer a -2 penalty against sleep effects, as well as dream-related effects whether awake or asleep.


This is long but if you wish to have this in your back story feel free to link in, as a troop in the ship, or army of hope or any thing you like. Hell be a slave in the Half-Demons army or in the city. its just an event you could have lived throw.

Log of The Silver-Wind extended:

"The Silver-Wind" is the small Air-Boat on the bottom right of the image.

From the Ground

Entry SkyCaptain Keeya Swift
Day 1

Today as been an extraordinary day, this morning a messenger came our home Sky-Craft. It was from my elder brother to my father. When my father read it. I know at once something was wrong. Father told us the Skyport city of New-Actuss was blockaded. That some upstart half demon had Marshalled an Army out of the badlands. His designs on making an empire for itself. My brother Kanran Swift was in the city, his Sky-ship damaged breaking the blockade. Time was short the clan needed to help the Amry's of hope brake the Demons hold on the city. The letter said that troops where marching to the city but they would take two days to get there. That would be to late. My father and elders agreed, The clan would take every Air-Ship it had, meeting with the relief troops coming this way. Picking the best, then air fleet would then make a lightning attack on the demons troops. It was risky but of they could hit them on the eve of the next day, they would have to deal with them before the city. That would give time for the 20,000 troops coming from the west to get to them the next day. Th weather was given as stormy and magic would keep it that way. That would help, hit and run was to be the battle plane. Pull the demons troops away from the city at all costs.
During the meeting they talked ships and crew, One main line home ship would take the lead with nine lesser ships. It was then I heard my voice, it was my father. "Keeya, You will take the Silver-wind, she small but fast, with 24 troops on her she count as one of the four fast runners. You up to it." I was shocked a moment, Command.. I had always wanted it but now here it was. I nodded my head and with out another word my father went back to planning. An hour later I was on the Silver moon, I held the power activation rod now keyed to me, the Captain.
I meet the crew all three of them, volunteers all. Old Tom a halfelf 1st mate, a good navigator. Then Young Billy ween a human around 14, user of the ships one armament a short range Lightning Cannon. Last of all Master Gripin a dwarf cook and Air engineer. I don't think I have ever seen any one so dirty before, but I was told hes the best engineer in the fleet. By him. humm After that, I told them to make ready, we would be making full speed to our meeting point. With in minutes we where heading to the far away army. I went to my cabin, unpacked and read my orders. After which I entered my name here as new Capitan. In my orders was a simple note from my father.

"The Silver Wind is yours to command lass, and you best look after she cost the family clan and fare penny. So no braking her or your crew, Their well being is in your hands now SkyCaption Swift, Wind speed and blessings."

The words seemed odd I read them, SkyCaption Swift I am now like my father and elder brother, A Caption and all the worry and joy that comes with that.

Day 2

This ship is small but she's fast, we made good time with clear skys and we southerly breeze of 4 nots the whole way. I spotted the ships below and we came with in boarding range. Our troops where waiting for us and odd bunch of they where.

A...

It did not take long to load them onto the ship, orders where given for range weapons to be out an ready. The Army we where to face had its own troops in the sky's. Harpy's and giant fiendish bats, we had to get past them before we hit the main bulk of the army. This was to be mine and the other light Sky-craft captains job. Pull them away so the bigger sky-ships could get in and drop off their troops an mounts. The Silver wind dos not have the room for 20+ mounts so our guys would be walking or flying.

Entry 2 Second day

Well we are most defiantly in a fight now. 1st contact was a number of bat swarms, A blast from the lighting cannon from range sorted one mass swarm. but it takes time to recharge. A second came in and made life hard for a wile. But from my sharp eyes, over to port I spotted hiding in clouds was the mage sending the swarms. I word to the troops and she was soon falling to the ground below. With her killed the warm left. Then from the sun, a Harpy strike, rocks smashing into the control sails. Braking 2. This time volley shots from the troops and magic cut them down. The damage was not bad but we had to slow to real out more Elemental control sails. What came at us next as not of he plane, a evil thing of wings and claws, landing in deck it tossed two troops over before would knew what had happened. The Fight was hard and I had to call in my otherself to aid in it. In the end it was cut down and thrown over the side. Many where wounded but magic and healing we had, We had done well, behind us the home-ship came on her 100s of troops and mounts. As she came into land we went in close, shooting the enemy, All the wile great volts of fire and Electricity streaked the skys and land.
I could see the home-ship was not going to get off the ground again. Such was the hellish damage raining down on her. I headed to a hill side off to the north, there dropping off most of our troops, form there they could hit the north flank of the army. I said I would be back with in the hour. Then taking the Silver Wind, I headed to the home-ship. There on its top ranks I could see my father and other making a last stand. We dropped smoke, blotting out the sun, then I took her in hast and low. A we past the last of the home-ship crew jumping into the wind. My father one, he was hurt but not badly. He ordered me to the Long Night the second ship of the fleet. There I dropped them off headed back into the fight. We made it to out troops. They had put up one hell of a fight, but it had taken its toll. Few could walk to out ship, most had to be carried. But the force sent to kill them had been themselves killed.
We healed who would could.
Entry 3
Storms
The night drags on, we have done what we could. The Demons army is now wasting time chasing us down. Most of the Skyships have gone from the battle, there troops disembarked. We and a few others are fighting on just to buy time.

Day 3
The Battle is won, Out of the hills the fresh troops came. The Army of hope smashed into the disarranged ranks of the demons hoard. I have never seen such a thing, the enemy braking like a wave, running over each other. Dropping weapons and armour so they could run faster. We went it close to what was left of the home ship. It had been looted and badly damaged but with time it could fly again. We went down every level. Clearing her out, until nothing of the Demon army was left in her. Now we wait until the clan comes.

Day 4
To drunk to wrigh.... Hik!

Day 5
O my head, well yesterday was one hell of a party, the whole city seemed to be drunk. My brother came out to us and with the rest of the family we looked over the damage. It was not so bad. Some of the troops stayed to keep guard wile we all got drunk.

Day 27
The last few weeks has been mopping up, The Demon got away, and it seem his army had gone to ground. I had two Large Air guns fitted and a net thrower. We have a fuller complement now. my Orders are to find and capture any of the demons troops we can. Also to offer help where needed. I had a long talk with one of the troops we had on board, he told me of an order of nights that do very much the same thing we are. Very interesting.

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