DM Morvius's Chelish Heroes

Game Master Tourach


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Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
DM Morvius wrote:
John Woodford wrote:
DM Morvius, I've been looking at a recently-added character in a game I'm running on the boards, and it gave me a couple of ideas. If possible I'd like to change Pontia's crunch somewhat, w/no changes to background & personality. Would that be OK with you?

Go for it.

Revamped crunch:
Current XP 2000(+/-)/2000

Female Chelaxian human conjuror (teleporter) 2
LN Medium humanoid (human)
Init +1 Perception +1/+4 on item searches

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp TBD
Current hp
Fort +1, Ref +1, Will +4

OFFENSE
Speed 30 ft.
Melee Staff, dagger
Ranged light crossbow
Special Attacks None
Spells Known Prot/Chaos
Grease
Mage Armor
Obscuring Mist
Summon Monster I
Enlarge Person
Stumble Gap (APG)
Identify
Comprehend Languages
Ray of Enfeeblement

STATISTICS
Str 10, Dex 12, Con 12, Int 20, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 12
Feats TBD
Skills
Spellcraft +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (Arcana) +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (Religion) +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (Planes) +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (Dungeoneering) +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (Local) +10 (+2 rank, +5 INT, +3 class skill)
Knowledge (History) +9 (+1 rank, +5 INT, +3 class skill)
Sleight of Hand +7 (+2 rank, +1 DEX, +3 class skill, +1 trait)
Profession (Courtesan) +5 (+1 rank, +1 WIS, +3 class skill)
Traits Dump Salvager (+3 on Perception checks to search for items), Focused Mind (+2 on Concentration checks), Child of the Streets (+1 on Sleight of Hand checks; Sleight of Hand is a class skill)
Racial Modifiers none

Languages Common (Taldane), Infernal, TBD

SQ Conjuration (teleportation) specialist; opposition schools Enchantment and Illusions

Justification:
Given her personality and history, I can see her being reluctant to use charms and glamors, and conjuration is something that Cheliax is known for.

Liberty's Edge

Here you go.

Geminus:
GEMINUS AGRIPPA LEROUNG CR 1
Male Human (Chelaxian) Sorcerer (Crossblooded, Wildblooded) 2
NN Medium Humanoid (Human)
Init +1; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 14 (2d6+4)
Fort +2, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longspear +4 (1d8+4/20/x3) and
. . Unarmed Strike +4 (1d3+3/20/x2) and
. . Whip +0 (1d3+3/20/x2)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 2, +4 melee touch, +2 ranged touch):
1 (5/day) Grease (DC 15)
0 (at will) Daze (DC 14), Light, Detect Magic, Prestidigitation (DC 14)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Boon Companion: Sorcerer (Crossblooded, Wildblooded), Cosmopolitan: Handle Animal, Knowledge (History), Eschew Materials
Traits Child of the Temple: Knowledge (Religion), Scholar of Ruins: Knowledge (Dungeoneering), Theoretical Magician
Skills
Handle Animal +5,
Knowledge (Arcana) +11,
Knowledge (Dungeoneering) +10,
Knowledge (History) +9,
Knowledge (Nature) +9,
Knowledge (Planes) +9,
Knowledge (Religion) +10,
Spellcraft +13
Languages Azlanti, Common, Draconic, Elven, Infernal, Sylvan, Undercommon
SQ Animal Companion Link (Ex), Arcane Bolt (1d4+1) (7/day), Sage, Share Spells with Companion (Ex), Sylvan
Combat Gear Longspear, Whip; Other Gear Alchemist's fire (flask), Backpack (empty), Bedroll, Blanket, Rations, trail (per day) (6), Rope, hempen (50 ft.), Scrolls: Obscuring Mist, Comprehend Languages, Comprehend Languages, True Strike, True Strike, Magic , Waterskin, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion: Sorcerer (Crossblooded, Wildblooded) +4 levels to calc familiar/animal comp abilities (max of your HD).
Eschew Materials Cast without materials, if material cost is <= 1gp.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Nassus the Wardog:
NASSUS CR 2
Male Wardog
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 Dex, +2 natural)
hp 17 (+7)
Fort +5, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Wardog) +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Stay [Trick], Track [Trick]
Skills Perception +5, Survival +2 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Defend [Trick], Fighting [Trick], Guard [Trick], Track [Trick]

--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

In addition:

Appearance:
Geminus is a young Chelaxian man (16 years of age) of average height with a strong athletic build (5'7" 170lbs). His features are soft and youthful but he has the appearance of one trying to look older than he actually is. The hair on his head is cut short along with his neatly trimmed goatee - both are very dark forming a stark contrast against his pale skin. He wears a loose fitting tunic and trousers made of softspun fabric and a pair of bone-rimmed spectacles. He carries a whip and a longspear (weapons given to him by a couple house guards against his tutor's wishes).

Personality:
Geminus is friendly and open. He sees these tasks as a chance to live the adventures that have been so far outside his reach his whole life. Raised on the teachings of Asmodeus Geminus has come to believe that order makes for a happy and healthy people but understands the burning desire for freedom. He is respectful and cautious but a bit naive.

Planned Progression:
Level 3: Craft Wondrous, Identify, True Strike
Level 4: Int Bump, Mage Armor
Level 5: Iron Will, Invisibility, Detect Thoughts, Detect Secret Doors, Alarm
Level 6: Share Language, Magic Missile

Edit: Getting all the skills as a sorcerer was REALLY hard. Heh.

Liberty's Edge

Oops Nassus is wrong.

Nassus:
NASSUS CR 3
Male Wardog
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 Dex, +2 natural)
hp 24 (+9)
Fort +5, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Wardog) +4 (1d6+1/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. Trip)
Feats Toughness +3, Weapon Focus: Bite
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Stay [Trick], Track [Trick]
Skills Perception +7 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Defend [Trick], Fighting [Trick], Guard [Trick], Track [Trick]

--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.


Just come across this....here's a wizard I used in a previous game that ended...will create him at the right level...I assume his adventuring has brought him to Cheliax and he doesn't like the way the the people are not free but must cowtow to the draconian laws of the land.


Sir Percival de Looupe wrote:
Just come across this....here's a wizard I used in a previous game that ended...will create him at the right level...I assume his adventuring has brought him to Cheliax and he doesn't like the way the the people are not free but must cowtow to the draconian laws of the land.

Mechanically the character seems fine. With that said, have you read the synopsis of the game? We're heroes of Cheliax, not heroes that happen to be in Cheliax. So playing a character that dislikes the government probably wouldn't endear the character to the government. And so, why would this character be chosen to join this particular group? (Since the government decides.)


Okay. Here's Edward's stats and fluff and shininess.

'Edward Bellones':
Edward Bellones
Male Human (Chelaxian) Wizard (Divination Specialty, Forbidden Enchantment/Abjuration) 2
NG Medium Humanoid (Human)
Init +13; Senses Perception +5 (+7)
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2d6+6=15.5)
Fort +2, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (d4, 19-20/x2)
Standard Wizard Spells Prepared (CL 2, +1 melee touch, +3 ranged touch, Concentration +9):
1 (3/day) Comprehend Languages, Grease (DC16), Vanish
0 (5/day) Acid Splash, Detect Magic, Prestidigitation, Light, Message
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Cosmopolitan (Perception, Sense Motive), Improved Initiative, Scribe Scroll
Traits Reactionary, Egorian School Apprenctice, Desperate Focus
Skills
Knowledge (Arcana) +10,
Knowledge (Engineering) +12,
Knowledge (Geography) +9
Knowledge (History) +9,
Knowledge (Nature) +9,
Knowledge (Planes) +9,
Knowledge (Religion) +9,
Linguistics +10,
Perception +5 (+2 when Familiar is near, +2 when searching in Egorian Style),
Sense Motive +5 (+2 when Familiar is near),
Spellcraft +10
Languages Common, Abyssal, Draconic, Infernal, Celestial, Terran, Aquan, Ignan, Auran, Aklo
Combat Gear Dagger; Other Gear Spell Component Pouch, Spellbook, Alchemist's fire (2), Backpack (empty), Bedroll, Blanket, Rations, trail (per day) (6), Rope, hempen (50 ft.), Signet Ring, Waterskin, Scrolls: Comprehend Languages, True Strike, Silent Image, Silent Image, Obscuring Mist, Unseen Servant (15 gp, 4 sp)
--------------------
SPECIAL ABILITIES
--------------------
Cantrips
Arcane Bond Familiar, Compsognathus (+4 Initiative) (Alertness, improved evasion, share spells, empathic link)
Arcane School Divination, Forbidden Enchantment/Abjuration
Forewarned +1 Initiative, always act in surprise round.
Diviner's Fortune 8/day, +1 insight to attack rolls, skill checks, ability checks, and saving throws for 1 round.
--------------------
SPELLBOOK
--------------------
Book 1: Pages 29/100 (Note: This book is also laden throughout with various mnemonic notes to remember the intricate spell preparation rites. It seems he isn't the best at rituals.)
0: Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark
1: Comprehend Languages, Mage Armor, Grease, Unseen Servant, Obscuring Mist, Vanish, Expeditious Retreat, Silent Image, True Strike, Enlarge Person

'Rex the Compsognathus':
Rex
NG Tiny Magical Beast
Init +6; Senses low-light vision, scent; Perception +4

--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 7 (1/2 of 15)
Fort +4, Ref +4, Will +3

--------------------
OFFENSE
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4 (+6), Swim +7

--------------------
SPECIAL ABILITIES
--------------------
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Alertness
Improved Evasion
Share Spells
Empathic Link

'Fluff':
Edward is best known, to those that know him, as 'That nerd from Egoria.' He was born into a family of well-to-do architects, and was given the classical schooling and training necessary to become one. He proved to be a good student, slow to speak but picking up information given to him remarkably quickly. This, coupled with his good and trusting nature, made him a natural target of bullies throughout his childhood. Being a firm believer in the phrase 'Every problem's answer lies within a book,' he went about looking to solve the problem by finding the right book. He found the arcane arts as a result. Between classes and often late into the night, Edward read up on arcane theories and formulas, trying them out and noting what did and didn't work. He was particularly fascinated with Divination magic, since being able to see an attack coming would let him stop it from ever happening.

By the time he graduated from the academy Edward was a self-taught wizard, using his cunning, guile, and insight to avoid tormentors before they had a chance to do anything. A relative, likely noticing his prowess and cunning in dealing with problems subtly, likely recommended him to the government as part of one of these adventuring groups.

He has no problems working with anyone of any race, and has been heard before saying 'Devils are people too. You just have to make sure to read all the fine print before agreeing to let them help you.' He is also a firm subscriber to the phrase 'Hell serves Cheliax.' With his willingness to assist others and lack of an issue with the regime in power, he seemed a good enough candidate.

'Advancement Plans':
I plan on taking Extend Spell at 3rd, and getting the Quick Study Arcane Discovery and Spell Focus (Conjuration) at 5th, aiming for Augmented Summoning at 7th. I'll allot skill points as needed, and spell selection will also be played by ear based on what's best for the party.

EDIT: Oh FAUX PAS. I typed 'Demons' when I meant 'Devils.'

Asmodeus is coming for me, no doubt.


Something to keep in mind is that the character being replaced is LE and a perfect example of a Chelaxian wizard. There's a range of opinions concerning the government in the party, but all of the characters are primarily pro-Cheliax. This character just happened to be one of the most pro-government characters in the party. It'd be nice to replace him with someone along the same roleplaying lines if possible.

Not to say that another personality is off-limits. But if the party has a choice between a character devoted to the government (or even devoted to using the government for their own personal gain) and one who's only kinda-sorta alright with Cheliax, we'd take the "fanatic".


I did notice that while looking through the ic thread, and if there is a character you'd rather use because of it, that's fine by me. Sadly, the concepts in my brain didn't mesh well with being evil. :/

Liberty's Edge

Marc Baradin wrote:
Not to say that another personality is off-limits. But if the party has a choice between a character devoted to the government (or even devoted to using the government for their own personal gain) and one who's only kinda-sorta alright with Cheliax, we'd take the "fanatic".

This is sort of why I dumped WIS on Geminus. He's simply too young and naive to see the government as anything more than doing what is best for the people. He was raised Chelaxian and has no reason to think any other way.

I actually considered making him LN over TN. LN might actually be a better fit.


Trinam wrote:
I did notice that while looking through the ic thread, and if there is a character you'd rather use because of it, that's fine by me. Sadly, the concepts in my brain didn't mesh well with being evil. :/

I think you're background/alignment is fine as it is. It was obvious that you read both the recruitment post and at least some of the IC thread before making the character, which is a big plus. I just figured pointing out what sort of group we have and the goals of the game might help a few of the other applicants.

(Though speaking of Edward, picking Abjuration as an opposition school in Cheliax might not be the best choice. Other than that, the character looks great.)


Marc Baradin wrote:

(Though speaking of Edward, picking Abjuration as an opposition school in Cheliax might not be the best choice. Other than that, the character looks great.)

As far as abjuration being denied goes, Ed is infinitely better at rooting out information than he is at hiding or protecting it. I do plan on taking the arcane discovery to lose that deficiency around 9th, when the nasty scrying stuff starts being normal. Until then, I will just use two slots for any vital abjuration.

...and I forgot my two bonus spells per day. I'll update when I get home. Thanks for the reminder.


Marc Baradin wrote:
Sir Percival de Looupe wrote:
Just come across this....here's a wizard I used in a previous game that ended...will create him at the right level...I assume his adventuring has brought him to Cheliax and he doesn't like the way the the people are not free but must cowtow to the draconian laws of the land.
Mechanically the character seems fine. With that said, have you read the synopsis of the game? We're heroes of Cheliax, not heroes that happen to be in Cheliax. So playing a character that dislikes the government probably wouldn't endear the character to the government. And so, why would this character be chosen to join this particular group? (Since the government decides.)

Nope I didn't read the synopsis til after, but actually it makes the backstory much easier, in that he can become Chelaxian and thus would support the queen and the lawful rule. The background should have changed and fit more into the game, particularly the bit to Sargava gives him a better motive to prepare himself. So background now gives much better motives and stuff..

Alignment can easily change to LE as he is now a Chelaxian son of a minor noble, makes the whole thing much easier. After all, he would expect that any incursion into Sargava would result in his lordship over lands, better than his father could use. Eventually allowing him to overpower his stupid but strong elder brothers, who don't deserve the legacy being put in place for them. second son will obviously be placed into the temples of Asmodeus as a cleric. It's what happens to second sons. Sir Percival as the third son just gets what's left over, a small help in life, but really its up to him to use his noble connections to improve his lot and power in life.


Fixing a couple things below.

-Noticed in the OOC thread that average HP on a d6 is considered 4. Updated HP to reflect this.
-Realized I had somehow neglected to get Hydraulic Push in the spellbook. According to the rulebook, spells are normally scribing cost to scribe, and half that to get a caster to show you it in their book, so... that'd be 15 gp for a 1st level spell. I updated accordingly; if this isn't something allowed in this game, let me know and I'll change it.
-I have two more 1st level spells a day than I accounted for. That's fixed.

Edward Mk II:
Edward Bellones
Male Human (Chelaxian) Wizard (Divination Specialty, Forbidden Enchantment/Abjuration) 2
NG Medium Humanoid (Human)
Init +13; Senses Perception +5 (+7)
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (2d6+6)
Fort +2, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (d4, 19-20/x2)
Standard Wizard Spells Prepared (CL 2, +1 melee touch, +3 ranged touch, Concentration +9):
1 (5/day) Comprehend Languages, Grease (DC16), Vanish, Enlarge Person, Unseen Servant
0 (5/day) Acid Splash, Detect Magic, Prestidigitation, Light, Message
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Cosmopolitan (Perception, Sense Motive), Improved Initiative, Scribe Scroll
Traits Reactionary, Egorian School Apprenctice, Desperate Focus
Skills
Knowledge (Arcana) +10,
Knowledge (Engineering) +12,
Knowledge (Geography) +9
Knowledge (History) +9,
Knowledge (Nature) +9,
Knowledge (Planes) +9,
Knowledge (Religion) +9,
Linguistics +10,
Perception +5 (+2 when Familiar is near, +2 when searching in Egorian Style),
Sense Motive +5 (+2 when Familiar is near),
Spellcraft +10
Languages Common, Abyssal, Draconic, Infernal, Celestial, Terran, Aquan, Ignan, Auran, Aklo
Combat Gear Dagger; Other Gear Spell Component Pouch, Spellbook, Alchemist's fire (2), Backpack (empty), Bedroll, Blanket, Rations, trail (per day) (6), Rope, hempen (50 ft.), Signet Ring, Waterskin, Scrolls: Comprehend Languages, True Strike, Silent Image, Silent Image, Obscuring Mist, Unseen Servant (0 gp, 4 sp)
--------------------
SPECIAL ABILITIES
--------------------
Cantrips
Arcane Bond Familiar, Compsognathus (+4 Initiative) (Alertness, improved evasion, share spells, empathic link)
Arcane School Divination, Forbidden Enchantment/Abjuration
Forewarned +1 Initiative, always act in surprise round.
Diviner's Fortune 8/day, +1 insight to attack rolls, skill checks, ability checks, and saving throws for 1 round.
--------------------
SPELLBOOK
--------------------
Book 1: Pages 30/100 (Note: This book is also laden throughout with various mnemonic notes to remember the intricate spell preparation rites. It seems he isn't the best at rituals.)
0: Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark
1: Comprehend Languages, Mage Armor, Grease, Unseen Servant, Obscuring Mist, Vanish, Expeditious Retreat, Silent Image, True Strike, Enlarge Person, Hydraulic Push

I also reconsidered advancement plans. Most of the stuff I plan to extend is 2nd level spells or higher, so I'll take Extend Spell at 5th. At 3rd I'll grab Spell Focus (Conjuration) instead, as those ever-so-yummy pit spells start then.

In the event I get picked (which honestly seems a longshot at this moment) I'll set up an alias at that time. Let me know if there's anything else I can assist with.


I'm going to give my players a couple of days if needed to weigh in on the new applicants/updated characters.

Percival - I like the changes quite a bit and personally see a lot to be gained by replacing one of our LE characters with another.

Trinam - The cost for including Hydraulic Push is fine. I certainly like that there is obvious forethought put into the character from a mechanical perspective.

Liberty's Edge

Well since it seems like you guys have your hearts set on a LE wizard I'll offer my take.

Zephyr Cornelia Jeggare

RP Narrative:
Zephyr finished the tale of her exploits and took a breath. She was in her family's study and the windows were all open letting a slow cool breeze in. Sitting across from her on the other end of a large ornate table was her father. Her gaze bored into him watching his eyes for any hints of what he was thinking. His face was expressionless and the his body was still, impossible to read. There was a painfully long pause before either of them spoke.

“Now that I have done everything you have asked of me, may I give up this ranging foolishness and return home?” There was a little too much pleading in her voice but the young woman could not help it.

Her father sat in silence gazing back at her for several seconds. Finally he spoke.

“You have done well. You have traveled our adjacent lands performing the tasks I laid before you honorably and spreading the good name of our house. You have proven to be capable of caring for yourself and you’ve even begun to show some leadership amongst those sellswords I hired to guard you”, her father complimented.

Zephyr allowed herself a small sigh of relief, her father was pleased. Finally this hell would be over. No more crawling through the fields chasing after bandits with more bravado than brains or being forced to sleep on a bed of straw. The best part would be, no more boorish ruffians trying to force themselves on her.

“And yet you are not ready”, her elder continued.

“What? Why?!” the young woman demanded as she was snapped out of her daydream.

“You still have no respect for what it means to be a Jeggare. You’ve been lax in your training”, he accused. He was staring at her accusingly now with that knowing and disapproving parental glare.

“No, I practice daily. I’ve mastered everything the instructors at the academy taught me”, Zephyr pleaded. The gentle breeze became a steady wind. Loose papers could be heard fluttering around nearby.

“What about the things I taught you. Have you ever successfully summoned anything larger than a bird and signed it to your will or pulled a wave of tentacles from the Lord of Law's realm? Our ancestors paid dearly for these powers. No daughter of mine will become an idle brained socialite while such power is within our bloodline. This life,” he said motioning to the luxurious study, ”was earned with discipline, tenacity, and blood”.

Her father stood and pulled a book from one of the shelves lining the walls of the airy study. He gingerly ran his hand across its surface before placing it on the table and deftly sliding it across to his daughter. The tome came to a stop in front of Zephyr. The cover was worn but still legible. It was a tome on Infernal law.

“Come back when you have learned everything you can from that book”, he stated

The young woman picked up the book and flipped through the pages. It was written in Taldane but in an old and difficult to follow dialect. Making sense of its contents would be hard and actually learning anything from it, nearly impossible.

Zephyr was awash with emotion. She was filled with conflicting despair and fury. Her pride kept her from expressing either.

“As you wish father”, she submitted. She gripped the book tightly. Her knuckles turned bone-white. A strong gale now filled the room. Several of the windows were slammed shut from the force.

“That’s a good girl. Now get out of my sight”.

History:
Zephyr is the only daughter of Horatio Jeggare of the wealthy noble house Jeggare. At a young age she was sent away to receive a formal, and very thorough, education focusing on law, the teaching of Asmodeus, and most importantly magic. She showed a particular affinity for conjuration magic and the academy's instructors focused her better part of her lessons on summoning all manners of tiny fiendish creatures.

When she returned home she immediately set out to do her family proud. She went over contracts and loans, some decades old, hunting down those that had defaulted or had outstanding debt. She proved to be quite effective but her father was not satisfied. Wanting his daughter to have a little more worldly experience and to better appreciate the life she had been born into he sent her, along with some guards, to mingle with the common people and tend to their needs. Begrudgingly, she did this, but upon returning home the elder Jeggare was still not satisfied.

Thus why she is level 2.

He sent her away, one last time, to answer a call for adaptable, bright, and strong sons and daughters of Cheliax.

Personality:
Zephyr is a trueborn daughter of Cheliax who wishes for nothing more to see her nation grow and see herself and her house rise in power and wealth. She is polite and honest but has no qualms about taking advantage of a relationship to advance her own ends. She enjoys the thrill she gets from assuming total control over another - something that she gets in spades from her conjurations.

Appearance:
Zephyr is a tall Chelaxian woman with flawless pale skin and shoulder length raven-black hair. She wears simple by elegant jewelry on her fingers and in her ears and dresses in light airy robes. She prefers to carry as little as possible but her time away from the academy and her manor has taught her the necessity of carrying a iron dagger.

Crunch:
ZEPHYR JEGGARE CR 1
Female Human (Chelaxian) Wizard [Infernal Binder] 2
LE Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 14 (2d6+4)
Fort +3, Ref +2, Will +4
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OFFENSE
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Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2) and
. . Unarmed Strike +0 (1d3-1/20/x2)
Wizard Spells Known (CL 2, 0 melee touch, 3 ranged touch):
1 (3/day) Summon Monster I, Summon Monster I, Feather Fall, Grease (DC 16)
0 (at will) Light, Detect Magic, Prestidigitation (DC 14), Jolt
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STATISTICS
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Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Augment Summoning, Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Diabolical Dabbler, Resilient, Rich Parents
Skills Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +9, Knowledge (Religion) +9, Linguistics +8, Profession (Barrister) +5, Spellcraft +9
Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon
SQ +2 to Fortitude saves, Acid Dart (7/day) (Su), Conjuration, Empathic Link with Familiar (Su), Enchantment, Illusion, Share Spells with Familiar, Summoner's Charm (+1r) (Su)
Combat Gear Dagger; Other Gear Acid (flask), Backpack (empty), Ink (1 oz. vial, black), Inkpen, Paper (sheet) (5), Rope, hempen (50 ft.), Scrolls: Comprehend Languages, Enlarge Person, True Strike, Magic Weapon, Magic Weapon, Hide from Undead x2, Jump, Magic Weapon x2, Protection from Chaos, True Strike, Spell component pouch, Unholy symbol, wooden: ????, Wand of Infernal Healing
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SPECIAL ABILITIES
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+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Assume Control (Su) You can attempt to gain control over a summoned creature.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Spellbook:

0
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scoop
Scrivener's chant
Sotto Voice
Spark
Touch of Fatigue

1
Comprehend Languages
Endure Elements
Enlarge Person
Feather Fall
Grease
Infernal Healing
Mage Armor
Magic Missle
Obscuring Mist
Shield
Summon Monster I
True Strike
Unseen Servant

Advancement:
Eldritch Hertigage [Arcane] to get a bonded object. She will work her way toward the Diabolist prestige class.


I'm gonna withdraw Sir Percival, I like Feral's wizard think he's more suited to the game ahead and Feral has more desire to play in this one than I do. Thanks for the consideration.


I think consensus brings us to Zephyr then. Feral, please feel free to check in at the OOC thread and I'll get you going ICly as soon as possible. Thanks to all of the applicants!

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