DM Brainiac's Ruins of Azlant: Ladies of Adventure! (Inactive)

Game Master Brainiac

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Pathfinder Roleplaying Game Superscriber

Hmm. Even though I have Aquatic Adventures selected and paid for in Hero Lab, none of the options are showing up...


I'm thinking of building a Drowned Channeler (Spiritualist) if Occult classes are ok. Not sure about the race yet.


Dotting. :)

Thinking of either a human or aasimar barbarian...

Would you allow variant heritages for aasimars & tieflings?


Pathfinder Roleplaying Game Superscriber
Tarondor wrote:
Hmm. Even though I have Aquatic Adventures selected and paid for in Hero Lab, none of the options are showing up...

Oops! There they are!


changeling kraken caller druid coming up... been wanting to try one

Scarab Sages

Money: 3d6 ⇒ (5, 3, 6) = 14


dot

Scarab Sages

Kip Blacklake:
Kip Blacklake
Grippli shaman (deep shaman) 1 (Pathfinder Campaign Setting: Aquatic Adventures 51, Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 2 149)
CG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee dagger +4 (1d3-1/19-20) or
. . kunai +4 (1d3-1) or
. . rapier +4 (1d4-1/18-20)
Shaman (Deep Shaman) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds (2); hydraulic push[S,APG]
. . 0 (at will)—create water, detect magic, read magic
. . S spirit magic spell; Spirit Waves Wandering Spirit
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 14, Int 7, Wis 17, Cha 14
Base Atk +0; CMB -2; CMD 11
Feats Alertness, Weapon Finesse
Traits fast-talker
Skills Bluff +7, Climb +6, Diplomacy +4, Handle Animal +6, Intimidate +4, Perception +5, Profession (sailor) +7, Sense Motive +5, Swim +2; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common, Grippli
SQ aquatic hexes, aquatic spirit abilities, jumper[ARG], spirit animal (pufferfish named Gerald), wave strike
Combat Gear acid; Other Gear studded leather, dagger (2), kunai, rapier, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, 14 gp
--------------------
Special Abilities
--------------------
Aquatic Hexes (Su) Beckoning chill hex causes fatigue & entangle, crashing waves hex applies to spirit abilities.
Aquatic Spirit Abilities (Su) Wave strike does lethal B dmg & pushes 5 ft. Fluid Mastery torrent does 1d6 dmg in 30 ft cone.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Jumper You always are considered to have a running start when jumping.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (pufferfish named Gerald)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Wave Strike (5/day) (Su) As a standard action, melee touch drenches and pushes 5 ft.[/b]

He currently is short 1 trait, waiting on HeroLab adding the campaign traits to their files, since the traits only just came out today.

Kip Blacklake picture

Gerald picture

Backstory time:
Kip Blacklake. Daring explorer. Master sailor. While not many who have met him consider his two foot stature particularly tall, the same cannot be said about the tales that he often spins. While it is true that he was the first in his tribe to cross Black Pond, the swampy body of water he once called home, and it is true that he has since spent his time traveling across any body of water he can find, the details are frequently stretched and distorted nearly beyond recognition. Kip loves to recount the tales of his harrowing crossing of the vast expanse of Black Lake, a body of water that grows in size with each telling. The stories he tells of his time fighting (and joining) river pirates are among his favorite, despite the fact that the closest he ever got to pirates was his time spent working a river barge and they smuggled a halfling out of Cheliax. And of course, no night of loosened tongues would be complete without an elaborate retelling of his heroics in Twisttree Bay, when Kip saw a wayward sea monster thrashing about, devouring everything in sight. Naturally, our hero baited the creature into swallowing him whole, only to slash his way out with his rapier, and accidentally rescuing Gerald in the process.

While his stories frequently have only the smallest grain of truth within them, Kip is well-liked and a fierce friend. His constant companion, Gerald the pufferfish, can frequently be spotted poking his face out from behind the lip of Kip's cap, his water-less survival vexing many of his former crew. Recently, Kip heard of an expedition to a far away land, across the sea - the largest body of water Kip has ever seen. Eager to experience such a thing, Kip quickly signed up,
and now he has taken the first step to discovering what sort of discoveries have been driving him to the deep water.


Consolidated list of completed applicants so far:


So, with the release of the players guide, I figured I'd take a second pass at character and backstory for a better fit. So once more (while trying to play it cool and not come of as overly needy) I give you Aenon Malas


Pathfinder Adventure Path, Rulebook Subscriber

You did have a question above about tiefling/aasimar that wasn't answered Brainiac. Dragoncat asked it. I'm curious in the answer as well as one of the two competing ideas I have uses an aasimar/tiefling. Also have an idea for a kitsune I'm considering.


Oops, missed that question. Variant heritages for aasimar and tieflings are fine. Kitsune works too.


Pathfinder Adventure Path, Rulebook Subscriber

Cool, now to decide between the two concepts. Both could be fun, just gotta decide!

x_x


Thanks for the answer. :)


Here is Tarondor's submission, a half-orc bloodrager with the aquatic bloodline.


@Makoran, it looks like you have three traits but I didn't notice a drawback. Did you choose one?


Cuàn wrote:
Player's Guide is up!

Thanks, Cuàn!


I will be taking the Athletic trait, i think.


Working up a Forgepriest, with either the Protection or Earth blessing. Using the 'Resourceful' campaign trait.

The campaign guide mentions that until we start getting high-speed travel magic, it might be difficult to buy things, so having a crafter in-party should be helpful.


I'll be taking Azlanti Scholar as the campaign Trait, that should finalize the build.


I am super keen on this AP! Been wanting to have an aquatic type campaign for ages.

Either going to go with an Oceanrider Cavalier or that Shark Shaman Druid I've been itching to try.


Flow will be taking the healthy trait.

RPG Superstar 2008 Top 32

The more I think about it, the more I worry that a straight warpriest will have trouble as the fraction of aquatic encounters increases (Warhammers are not piercing weapons) until we get to the point that he can start crafting underwater items. I'll ponder alternative ideas over the weekend.


Pathfinder Roleplaying Game Superscriber

A war priest could a piercing weapon, can't he?


Spears and daggers would be just fine for a warpriest.


Updated.


Touched:
Female Half-Orc Druid (Tempest[Aquatic])) level 1
CN Medium humanoid
Init +1; Senses: Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 Shield)
hp 12 (1d8) +1 FCB,
Fort +3, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft

Melee
Trident 15 gp +1 1d8+1 x2

Greataxe 20 gp +1 1d12+1 x3

Ranged
Trident 15 gp +1 1d8+1 x2 10 ft.

--------------------
Statistics
--------------------
Str 13, Dex 12, Con 10, Int 10, Wis 18(+2 racial), Cha 14
Base Atk +0; CMB +1; CMD 12

Feats:
Toughness

Traits:
Sea-Souled (Coastline)
You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Expert Explorer (Knowledge Geography): Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.

Skills
Total=Rank+CS+Stat+Trait+Misc

4 per level

Heal 8 =1+3+4
Perception 8 =1+3+4
Survival 9 =1+3+4+1
Swim 6 =1+3+1+1

Background skills

Knowledge(Geography) 4 =1+3+0+1
Handle Animal 6 =1+3+2

Languages: Common, Orc

Gear:
Hide shirt 20 gp +3

Buckler 5 gp +1

Kit, Fighter’s
Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Money
1 gp

Special Abilities
--------------------
Aquatic Domain

Granted Powers:

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

Spells
Orisons x3

1st Level x2

Class features

Armor and Weapon Proficiencies
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
A tempest druid is proficient with the trident. This is in addition to the armor and weapon proficiencies of a normal druid.

Spontaneous Domain Casting
A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This replaces the druid’s normal ability to spontaneously cast summon spells.

Nature Bond (Ex)
A tempest druid may not choose an animal companion, and must instead select a domain when she gains the Nature Bond ability. A tempest druid must choose the Air or Weather domain, the Cloud, Storms, or Wind subdomain, or the Aquatic or Swamp domain.

Sodden Shore Sense (Ex)
A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands.
This ability replaces nature sense.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Favored class bonus
Half-Orc Add +⅓ to the druid’s natural armor bonus when using wild shape.

Standard Racial Traits
• Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
• Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Half-orcs have a base speed of 30 feet.
• Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Offense Racial Traits
• Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
• Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
• Sea Raider: Half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession (sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision

Other Racial Traits
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Background:
This remarkable girl was born to an elven slave of an Orc Raiding tribe. The Boneblades Clan was a nomadic coastal terror. The clan was so hard to kill, because it was always on the move on the land and on the sea. Most slave children are not given names until they prove themselves. Touched gained he name earlier than any in living memory. She would start to spasm, then go into obscene tirades biting into the recipient with the darkest truths of themselves.(Tourettes with supernatural bent)

Luckily, the Chief Jawbreaker saw the gods touched child for what she was. She was Power. Unfortunately that power did not save them. While raiding a merchants ship off the coast, the local authorities sprung a nautical trap. While swarmed by enemy ships, the Boneblades fought to the last warrior. Touched slipped herself beneath the waves and escaped unnoticed during the fog of battle. She found her way to Bountiful Venture Company. They saw her value and hired her on the spot.

Scarab Sages

Left a slot open for a campaign trait.

Some other tweaks are possible once the campaign guide is available, but the core won't change.

Ah, I saw it is up now. Will definitely be taking the Azlanti Scholar trait. Hopefully it will be available in Hero Lab soon, but I'll edit the changes in.


Given what's been submitted so far, I've changed direction. (This is Jesse Heinig.)

Tobar Iverrov is a bolt ace from Andoran. He has an unfortunate background that he's trying to leave behind him, by traveling to the new colony in Azlant to make a new start.

In terms of party role, Tobar is a ranged attacker, plus he has a few potentially useful support skills. Most notably, he's skilled at Disable Device, in case the group doesn't have a rogue, or the rogue wants a buddy who can Aid in disabling locks and traps. He's not a super-tanky melee combatant but he does have a wide range of weapons in case of running into various low-level kinds of monsters (light mace for skeletons, machete for zombies, etc.).

His background skills include Knowledge (engineering), which may be handy in the ruins, and Craft (weaponsmith), so that he can make more bolts for his crossbow, and he has all of the necessary tools. He is also trained in Survival (handy if we're crossing uncharted terrain), and he can climb and swim (and has a rope & grapple for those inevitable cliff-faces).

His free crossbow from being a bolt ace is a masterwork underwater light crossbow, so if he's forced to fight underwater he has a ranged weapon that can work!

I took average starting gold for this character.

Tobar has the Set Mind campaign trait, as he's a bit stubborn - which will hopefully protect against compulsions by those pesky... whatever is in the AP!

About me: I'm a regular on the boards, I run several games and play in a few others, so I'm not going to suddenly vanish (barring some horrible accident). I like good role-play and I like to contribute to party cooperation. I also enjoy a bit of dungeon crawling. I'm happy to have character background connections with others in order to foster ties.


not quite done but just going ahead and putting this up here


I've gamed with Jesse on the forums for years. They are an excellent player and have been on the forums for longer than I have, with great attendance.


Jesse's character seems rad. Would dig to play with him. Also wanted to play a Bolt Ace but never got around to it. He seems cool.


Rungok always makes interesting characters, both in mechanics and personality. He's been in several games with me now!

@That Sean fellow: What did you have in mind? I see you mentioned an oceanic cavalier or a druid. We could start with a prior connection or set up a potential way for our characters to interact if we both get picked.


For my Locathah I'd be looking at making him a Cavalier using the Daring Champion archetype and following the Order of the Eel, which is also from Blood of the Sea. It would be a fantastic fit for a multi racial group like the one signing up so far.

Trait wise I'd be looking at grabbing Eagle Knight Recruit. It would be a great fit with the cavalier order.

Order of the Eel:
Cavaliers who join the order of the eel believe communication
and negotiation are the true paths to greatness and success
for all. They seek out new individuals to befriend, offer their
services as guides or mercenaries, and negotiate the terms
of mutually beneficial arrangements. Locathah eel riders
were the founders of the order of the eel, but other aquatic
races have since joined. Even a few land-dwelling cavaliers
along the coastline have pledged themselves to this order of
diplomats and negotiators.
Edicts: The cavalier must greet all strangers with an open
mind and show a willingness to cooperate with others. The
cavalier must never turn down the opportunity to forge
alliances or strike bargains, so long as the terms of such
agreements remain fair. The cavalier must punish those who
have reneged on bargains struck with the cavalier or others
of his order.
Challenge: Whenever an order of the eel cavalier issues a
challenge, allies of a different race than the cavalier receive
a +1 circumstance bonus on attack rolls against the target
of his challenge whenever he is threatening the target. This
bonus increases by +1 for every 4 levels the cavalier has.
Skills: An order of the eel cavalier adds Knowledge (local)
(Int) and Perception (Wis) to his list of class skills. An order
of the eel cavalier can attempt Knowledge (local) skill checks
untrained. In addition, whenever an order of the eel cavalier
uses Diplomacy to negotiate the terms of an agreement, he
receives a bonus on the check equal to half his cavalier level
(minimum +1).
Order Abilities: A cavalier belonging to the order of the
eel gains the following abilities as he increases in level.
Temporary Alliance (Ex): At 2nd level, an order of the eel
cavalier gains the ability to create a meaningful, if temporary,
alliance with another individual. As a full-round action,
the cavalier enters into an alliance with a willing creature
that has an Intelligence score of 4 or higher. The creature
thereafter receives a +1 competence bonus on attack rolls
against targets the cavalier threatens and on saving throws
against spells and effects generated by those targets. These
bonuses last for 1 hour for every 2 cavalier levels the order
of the eel cavalier has or until the cavalier creates a new
alliance with a different creature. A cavalier can have only
one alliance active at a time; if he creates a new alliance
while under the effects of an existing alliance, the existing
alliance immediately ends and the new one takes effect.
Rally Allies (Ex): At 8th level, an order of the eel cavalier
inspires diverse groups of allies against their common
enemies, bringing them together based on their similarities
while downplaying their differences. As a swift action, the
cavalier can grant a competence bonus on weapon damage
rolls to all allies within 30 feet. The bonus is equal to
the number of distinct races in the ally group, including
the cavalier’s race, up to a maximum bonus equal to the
cavalier’s Charisma modifier (minimum +1). This bonus
lasts for 1 round. The cavalier can use this ability once per
day, plus one additional time per day at 12th level and every
4 levels thereafter.
Share the Danger (Su): At 15th level, an order of the eel
cavalier can form a pact to share danger with an ally. As a
full-round action, the cavalier enters into this pact with a
willing creature that has an Intelligence score of 4 or higher.
The cavalier and his partner each gain a deflection bonus
to AC equal to the cavalier’s Charisma modifier (minimum
+1). A partner that takes damage from attacks and effects
that deal hit point damage (including from special abilities)
takes only half damage, and the other half of the damage is
dealt to the other partner in the pact. Forms of harm that
do not involve hit points, such as charm effects, ability score
damage and drain, negative levels, and death effects, are not
affected. If either partner in the pact suffers a reduction of
hit points from a lowered Constitution score, the reduction
is not split, as it is not hit point damage. This effect ends if
the cavalier makes a new pact (at which point the existing
pact immediately ends), if the partners in the pact move
more than 1,000 feet apart, or if either partner in the pact
takes a swift action to dissolve the partnership. Damage
already divided is not reassigned when the pact ends.


Dot. I'm thinking a Grippli Hunter with a Giant Frog. If Grippli is a no-go, then Halfling. Still with a Giant Frog. Frogs are cool.

Silver Crusade

Dotting.

Was thinking of a Deepwater Rager as I love Ragadahn and Linnorms but someone else already brought them up >_<

Will try to think of something.

Silver Crusade

@GM Brainiac:
Going off Blood of the Sea and Skull and Shackles: Raiders of the Fever Sea would it be okay to submit a Malenti, the Sahuagin mutants that look like Sea Elves? Their stats would like this:

Quote:

+2 Strength, +2 Wisdom, –2 Charisma: While sahuagin are powerful and cunning, they are repulsive creatures.

Monstrous Humanoid: Sahuagin are monstrous humanoids with the aquatic subtype.

Medium: Sahuagin are Medium creatures and have no bonuses or penalties due to their size.

Blindsense: Sahuagin have blindsense with a range of 30 feet.

Darkvision: Sahuagin have darkvision with a range of 60 feet.

Normal Speed: Sahuagin have a base speed of 30 feet.

Fast Swimmer (5 RP): Sahuagin have a swim speed of 60 feet.

Blood Frenzy: Once per day, whenever a sahuagin takes damage, it can flyy into a frenzy for 1 minute; gaining a +2 racial bonus to Constitution and Strength but a –2 penalty to AC.

Speak with Sharks (1 RP): Sahuagin can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “attack,” “come,” and “defend.”

Languages: Sahuagin begin play speaking Aquan and Common. Sahuagin with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Draconic, Giant, Goblin, and Infernal.

I can see the Blindsense and 60ft swim speed being a deal breaker though. If not I'd probably submit a Human or a Changeling or a Sharkkin Skinwalker.


@Rysky, I'd rather you play something other than a malenti.

Silver Crusade

Okies :3


@DM Brainiac, Just a check - is Grippli fine with you?


Pathfinder Adventure Path, Rulebook Subscriber

Coming up with what I want to make is turning into quite the challenge.


@Madcaster, grippli is fine.


Peet wrote:

I will have to submit a Gillman character for this game.

Now I'm just thinking about what class.

DM Braniac: I am looking at a gillman oracle right now.

There are only four favored class bonuses listed for Gillmen (not much support for them). All four are the same for humans of those classes. Would you allow me to use the human favored class bonus for oracles if I play a gillman?


Just a notice, my character is a gillman.

So if multiple gillmen are chosen, do you guys wanna do a little reworking of backstory so we all come from the same community?


@Peet, you can use the oracle favored class bonus for humans.


heh, glad that people are choosing gripplis. I love those little guys. Think it would be cool to have a whole group of gripplis for a game like this :)


Tobar Iverrov wrote:

Rungok always makes interesting characters, both in mechanics and personality. He's been in several games with me now!

@That Sean fellow: What did you have in mind? I see you mentioned an oceanic cavalier or a druid. We could start with a prior connection or set up a potential way for our characters to interact if we both get picked.

Yeah I think that would be cool. I'm keen. Actually I decided to go with a Pearl Seeker Paladin. Trying to decide between Human, Half Elf or Gillman (don't know enough about gillmen though)

He's a carpenter looking for work so heading to the new colony he thinks it'll provide some great business there as a carpenter. Busy Herolab-ing the details at the moment. Drop me a DM and maybe we can come up with summin cool and hopefully get picked.


2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

You do realize what people would start saying if they heard about the Grippli group to the doughters?
...
Waaaaait for it...

Gripplis! Believe it or not!

Let the groans commence!


Anyways...

I'll admit, I went back and forth between the Athletic and Set Mind campaign traits for a while. Then, after starting to write my character's backstory, I was struck by a flash of inspiration.

So, here's my character, for your consideration!

Meet Victrix Bloodmane: aasimar barbarian, and prospective Eagle Knight Recruit!


DM Brainiac wrote:
@Peet, you can use the oracle favored class bonus for humans.

Awesome sauce. Crunch is basically done and doing up backstory now.

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