Drastic Times, Desperate Measures (Inactive)

Game Master Fallen_Mage

Having located the second amulet, the adventurers must now assault a cult fortress to earn it. Map


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I feel I am ready for the selection process. I have been playing around with the crunch but am not going to post any of it until characters are chosen. This way the background is the primary influence.

Unless the GM prefers me to do different.

I will probably tweak the background in minor ways (the main gist of the story will not change, only things that relate to who he is).


Rolling for stuffs
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (6) + 7 = 13

Hmm looks like I'll probably be doing this set.
Foible: Str
Focus: Int
Str: 8 = 8
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (3) + 7 = 10
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 18 = 18
Cha: 1d10 + 7 ⇒ (5) + 7 = 12


Have to work late tonight no access to stuff at work. so actual character creation will have to wait till I get home.

unless you want to look at the 9th level version of my character (which will be the one I will be adjusting for this game.

Sczarni

anything about my guy? or just not standing out to you?


lantzkev wrote:

anything about my guy? or just not standing out to you?

I can comment on your submission but I will not on in thread becuase I don't want to bias the GM in either direction for selection. If you want I can PM you my personal observations based on what I see so far.


@ Lantzkev: My apologies, I thought I had commented earlier. I like the background, the only thing about it I would as is, could you possibly fill in a little more about life with the nomads? Mainly their culture, that would make it a little easier to integrate with the setting.

@ Grand Moff Vixen: If you could at least PM me the crunch you have, so I could get baseline at least. It would be appreciated.


Coming a little late to the party, but I'm intrigued. I think I'll put together... a BARD. Now, focus would be Charisma, but foible... I'm thinking Constitution? I'll do that and hope for good Dexterity...

Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 1d10 + 7 ⇒ (1) + 7 = 8

Str: 1d10 + 7 ⇒ (3) + 7 = 10
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis: 1d10 + 7 ⇒ (10) + 7 = 17

Ouch... I'll go second set. So, Str 10, Dex 14, Con 8, Int 15, Wis 17, Cha 18. This guy's definitely gonna be a skill monkey and supporter, not much he can do otherwise. I think I'll sink the level 4 into Intelligence, and we'll see what we get.


Well seeing a lack of full arcane here I'll have to go with wizard. An elf wizard. Trained as a battle mage to fight the legions of unspeakable horrors.

Just a quick quick question though, can I use Hunter's Blood trait? But reflavor it to the unspeakable horrors that are terrorizing the land?


Basic character sheet is up. Crunch is done, but need to work out the backstory.


I'll get the fluff together and post it in a hot minute but here's my crunch:

Captain Piers Makepiece

Human Fighter 5 (Tactician)
Initiative: 4 HP: 40

STR 18 (Focus)
DEX 16 (Level +1)
CON 13
INT 17
WIS 13
CHA 10 (Foible Racial +2)

Defense:
AC: 22 (24)
Touch: 14 (16)
Flat-Footed: (18)
Fort: 6
Ref: 5
Will: 3
CMD: 22

Offense:
BAB: 5
CMB: 9

Weapons:
+1 Greatsword
Attack Bonus: 11 (PA/CE: 9)
Damage: 2d6+7 (2d6+10)
Crit: 19-20x2

Skills:
(Class+Bonus+Ranks+Misc)
-Acrobatics* 3 (0+2+3-2)
--Jump 5
-Bluff* 1 (3+0+0+1)
-Climb 8 (3+4+1)
Diplomacy: 8 (3+0+5)
Handle Animal 8 (3+0+5)
Intimidate 8 (3+0+5)
Perception* 8 (0+0+5+3)
Ride 8 (3+2+5-2)
Sense Motive 8 (3+0+5)
Survival 8 (3+0+5)
-Linguistics 7 (3+3+1)
-Swim 6 (3+4+1-2)

Equipment:
Gold: 47

Equipped:
+1 Agile Breastplate
AC: 7
Max Dex: 3
AC Penalty: 2 (Climb/Jump: 0)

Cloak of Resistance +1
Amulet of Natural Armor +1
Ring of Deflection +1
Bead of Newt Prevention: soaks one hostile polymorph effect if the save is failed.

Carried:
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x1
Potion of Shield of Faith +2 x1

Parade Armor
AC: +3
Max Dex: +6
Penalty: 0

Soldier Uniform
Masterwork Backpack
Ranger’s Kit (bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, torches x10, rations x5 days, waterskin)
Shaving Kit 50/50
Gear Maintenance Kit

Class Abilities:
Tactical Awareness: +1 to initiative
Armor Training 1: Move at full speed in medium armor, +1 to max dex, armor check reduced by 1
Tactician: Bonus teamwork feat, standard action, grant to allies within 30ft for 5 rounds (3+1 per 2 class levels), once a day.

Feats, Traits, and Racial Abilities:

Traits: Fast-Talker: +1 to Bluff checks, always a class skill
Indomitable Faith: +1 to Will saves

Racial
Skilled: +1 skill rank per level
Focussed Study: Skill Focus as a bonus feat at 1st, 8th, and 16th level

Feats:
1st: Weapon Focus: Greatsword
Focussed Study: Skill Focus: Perception
2nd: Combat Expertise
3rd: Improved Called Shot
4th: Power Attack
5th: Furious Focus
Tactician: Escape Route

Development Plan:
6th: Greater Called Shot
Tactical Awareness: +1

7th: Vital Strike
Armor Training 2

8th Swift Aid
Focussed Study: Skill Focus: Bluff
+1 to Int

9th Improved Critical
Weapon Training 1

10th Devastating Strike
Tactical Awareness: +1
Tactician: +1

11th Improved Feint Improved Vital Strike
Cooperative Combatant

12th Improved Vital Strike
+1 to Wis

13th Greater Weapon Focus Weapon Specialization
Weapon Training 2

14th Weapon Specialization
Tactical Awareness: +1

15th Improved Devastating Strike
Tactician: +1
Armor Training 3
Battle Insight

16th Greater Weapon Specialization
Focussed Study: Skill Focus
+1 to Con

17th Greater Vital Strike
Weapon Training 3

18th
Tactical Awareness: +1

19th
Armor Mastery

20th
+1 to stat
Tactician: +1
Weapon Mastery

Edit: Fixed somethings I overlooked


Actually, Tie, just re-flavor it from undead to Void Raiders, and I'll allow it.


Sent you a PM GM Scary Ceiling Voice.


YoricksRequiem wrote:
[EDIT] Actually, screw it, I'm going to try to make set 2 work.

Really g%@&+&n happy I decided to give it a go anyway. I'm very excited for how this character came out. Everything is in the profile and awaiting feedback.

I'll probably make another pass on the background in the next day or two just to tighten some things up & add/remove details.


Stat Rolling:

1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11

Hmm. I guess set 1. Paladins who dump cons aren't a bad idea, right, right?

How'd the backstory look?


@ Grand Moff Vixen: Good crunch.


Fluff for Captain Piers Makepiece

Background:
My name is Captain Piers Makepiece, formally the commanding officer of the 33rd Auxiliaries. You would probably know us better as Hodag Company. The Hodags and I were the ones in charge of cleaning up for the Council. Being a bunch of irregulars, we had a little bit of everything in our ranks and somehow I made it work. Criminals, veterans, casters, fanatics, outcast Wodelings, half a tribe of orcs, two ogres and plenty of guts between the lot of us. The lot of us fought plenty of nasty, bitter battles for the Council. Some in the hopes of freedom, respect and a decent military pension when we finally retired and others because they had no idea what else to do with their lives. We had fought Raiders and the weird they brought with them many a time. We thought we knew what we were doing. Then the call went up to lay siege to the Void Tower again.

I'll give you two guesses as to who was attached to this latest effort and the first one doesn't count.

Three times Hodag Company was thrown against the walls and three times the Tower held. We tried everything, but our sappers were blocked and butchered at every turn. The air around the tower was filled with the acrid smell of stray magic and blood as the dead were trampled into the mud by the Council's forces and Tower's countless defenders as their hordes threw themselves at us for the merest scrap of land.

After three weeks of blood, mud and magic the generals met and the orders went out. We were to make one final push, hit the tower with everything we could muster. All casters were requisitioned to refill the losses suffered by the artillery units and the ground forces were left naked to whatever terrible magics the Tower would turn against us. I'll never forget that desperate charge, all around me men fell to the arrows and spells of our enemies as we rushed the Tower. My lieutenant collapsed next to me as his skeleton materialized a foot to his left. Four men fell into the maw of some kind of eyeless subterranean monstrosity. Ahead of us, a heavy infantry unit was torn into by dog sized ants with the faces of children. Yet on we charged, shields raised and lungs burning from the magic and poisons in the air.

As one we cut our way through any obstacle that presented itself even as our ranks thinned and thinned. We lost an ogre to the twisted remains of one of my fellow captains who had been fused to his mount and controlled by fell magic. My orcs made a valiant push, driven to the brink of madness by their shaman's medicines, but finally succumbed to their wounds after hewing their way through a squad of raiders. Explosions filled the air as the artillery battery began indiscriminately bombarding the side of the tower with weapons mundane and magical.

I was a foot from the wall when I heard the trumpets blaring the order to retreat. Don't ask me how I got out of there. Adrenaline, terror, and exhaustion left it all a blur. Hodag Company was broken and those of us that remained were laid up in the care of the clerics. I was told I would never breathe properly again after I ended up breathing in so much caustic gas in the final retreat. I was supposed to consign myself to a life of wasting away in a bed and waiting for the Raiders to come for me.

Then one day a representative from the Council arrived. Hodag Company's actions and sacrifices had reached the ears of the Council. The representative stepped aside and His Holiness Father Gregor Hycanth, the mortal voice of the Lord of the First Law stepped into the room. Long story short, I told him just where he could stick his fancy hat then spat blood onto his shiny shoes and he healed my lungs and gave me a job.

Appearance:
Captain Makepiece is a man soon to be leaving youth behind, but still a soldier at heart. He stands ramrod straight with a strong and well proportioned frame. His hair is always trimmed short and while it was once pitch black, streaks of grey have begun to show up. Whether from the cruelty of time of the cruelty of his office on his patience is a matter up for discussion.

He wears the uniform well, with the magical gear afforded to an officer of his rank worn proudly. The only non-issue piece of gear he usually has on his person is a small green ceramic bead with a stylized black lizard on it. He wears the bead on a thin piece of string around his neck and often absently plays with it. His right eye is glassy and judging from the impressive scar running from his hairline to his chin, likely blind

Personality:
A fair man to those under his command and fellow officers. He resents the Council for forcing him to throw the lives of his men away in the last siege of the Void Tower but is altruistic enough to accept the task of finding the amulets. His time with Hodag Company has taught him how to handle odd allies and maintain a level of moral flexibility. Of course, there are limits to this stance.

His memories of the last Tower siege have caused him problems and since he is used to shouldering his burdens mostly alone, he has no idea how to ask for help dealing with the emotional trauma he has suffered. So far he has kept a tight lid on it and remained in control.

He is not a spiritual man, but is prone to doing a bit of 'catching up' whenever he is in a temple. The Captain understands that gods are something to be revered but sees the relationship between mortals and deities as being something not unlike the relationship between landlords and their tenants. This view is, of course, much to the irritation to the more religious figures in his life

Tactics Explained:
Some of this may be moot if you decide that you don't like called shots but the idea is to make a combat leader. His purpose is to lead troops from the front lines through a mix of martial prowess and cunning. I succeeded in making him pretty skill heavy for a fighter, greatly aided by a good set of rolls and the Tactician archetype, so he should be able to both deal with the social side of the game handily and make use of some varied practical skills.

In combat his major advantage will be the ability to apply his bloody huge sword to things and functionally cripple them in various ways, the majority of his attacking will be done as a vital strike with power attack adding to the damage. At higher levels, he'll get some very good action economy by feinting as a move action and aiding adjacent allies as a swift with improved feint and swift aid. At 11th level, he be able to aid more than one ally at once as well letting him become the center of a cohesive unit of troops.


Here we have it:

Backstory:

It started off as any normal day, but would soon become known as the Firebow Deception. The last hope for civilization as we know it laid in the hands of the Firebow Protectorate, one of the first groups of heroes who led the greatest siege of the Void Tower! Deception and betrayal was waiting in the shadows for these great heroes, who quickly found themselves cut off, deep from any help or allies. It was this day that the Protectorate died as we know it.

Lomas, last known elvish ranger of the Longstrider clan was one of only a handful of survivors. Leading a last ditch effort to save as many lives as he could, Lomas sounded the retreat and helped slow the rampaging hordes of darkness spewing from the Void Tower. What came as an army of tens of thousands was reduced to a mere hundred. But the face of betrayal wasn’t done with the Protectorate, for on that day, death awaited them. Their base camp, tended by their wives, children, servants and whores was even bloodier then the battlefield they left behind. Whether it was an unknown host of vile darkness from the tower, or something even more sinister, the last hundred were left in shock, and more than a dozen claimed their lives that day.

But a small ray of sunshine started to smile through the overcast of clouds. And amidst all the creature of carrion, Lomas spotted movement! Struggling his way through all the gore and viscera, Lomas encountered the last thing he had been expecting, a lone child.

***

For many years, Alaeron trained with his adopted father and always felt at home in the forest, even when his father would curse his human senses for being so loud. Lomas taught him to respect nature as it was intended and to honor the fey folk for their great gifts. Learning much of the fey, Alaeron made several friends among the pixies and dryads who lived close to the forest home he shared with Lomas.

Not as deft with his fingers as his elven father, Alaeron took to himself a deeper understanding of his own abilities and strengths for himself. Lomas would always guff when his adopted son would fail to grasp the intricacies of the bow, and would shake his head when Alaeron would play at “swords”.

Soon Alaeron grew to a man, and his time in the forest was running out. Lomas knew his son needed to experience the wider world and his own people, so he sent him to the only group he knew, the Protectorate. A shadow of its former self, the Firebow Protectorate operated simply as wardens and swords for hire. A harsh lesson was in store for our young ranger, one that he was ill suited for. The Protectorate took kindly to his skills and immediately set him to the task as a bounty hunter. Hunting his own race quickly took its toll, and Alaeron would do anything to leave that life behind and lead an adventure, just like his Father!

Crunch:

Alaeron Longstrider
Human Ranger 5
LN Medium Humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 44 (5d10+10)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Falchion +10 (2d4+7/18-20/x2)
Ranged +1 Paueliel Composite longbow (Str +4) +9 (1d8+5/x3)
Special Attacks favored enemies (humans +4, magical beasts +2)
Ranger Spells Prepared (CL 2):
1 (2/day) Longstrider, Gravity Bow
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 13, Int 17, Wis 15, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Boon Companion (Animal Companion), Deadly Aim -2/+4, Endurance, Power Attack -2/+4, Quick Draw, Rapid Shot
Traits Adopted, Reckless, Warrior of Old
Skills Acrobatics +8, Bluff -1 (+3 vs. humans, +1 vs. magical beasts), Climb +10, Escape Artist +1, Fly +1, Handle Animal +7, Heal +7, Knowledge (dungeoneering) +9 (+13 vs. humans, +11 vs. magical beasts), Knowledge (geography) +7 (+11 vs. humans, +9 vs. magical beasts, +9 while in forest terrain), Knowledge (nature) +10 (+14 vs. humans, +12 vs. magical beasts), Perception +10 (+14 vs. humans, +12 vs. magical beasts, +12 while in forest terrain), Ride +9, Sense Motive +2 (+6 vs. humans, +4 vs. magical beasts), Spellcraft +11, Stealth +9 (+11 while in forest terrain), Survival +10 (+14 vs. humans, +12 vs. magical beasts, +12 while in forest terrain, +12 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Elven, Sylvan
SQ animal companion link, combat styles (archery), favored terrain (forest +2), hunter's bonds (nemesis, leopard), share spells with companion, track, wild empathy
Combat Gear Wand of cure light wounds; Other Gear Chain shirt, +1 Falchion, +1 Paueliel Composite longbow (Str +4), Cold Iron Arrows (50), Belt of incredible dexterity +2, Ranger's kit, 16 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Nemesis
Leopard
N Medium Animal
Init +5; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+5 Dex, +3 natural, +1 dodge)
hp 32 (+10)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint (1/hour)
Melee Bite (Leopard) +8 (1d6+4/x2) and
. . Claw x2 (Leopard) +8 x2 (1d3+4/x2)
Special Attacks trip
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 23 (27 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Dodge, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fighting [Trick], Flank [Trick], Flee [Trick], Sneak [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +9 (+17 jump), Climb +8, Perception +5, Stealth +9 (+13 in Undergrowth), Swim +8
Languages
SQ +4 stealth in undergrowth, attack any target [trick], fighting [trick], flank [trick], flee [trick], sneak [trick], track [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Flee [Trick] Attempts to run away or hide.
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.
Sneak [Trick] Creature stays hidden.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

May tweak the story line a bit and add in the part about my kitty friend


You'll have to forgive me for not going ahead and making an alias for my submission just yet. I have so many already and I wanted to hold off until I knew whether I'd actually be playing the character.


I have ironed out some little details and barring any revisions I may decide to suddenly go through I believe I am done. The alias has the background & crunch posted.

I eagerly await selection time.


Ok here is the start of character crunch:

Terra:

terra
Human Fighter (Unarmed Fighter) 1 Oracle 4
CG Medium Humanoid (human)
Init +3; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 39 (1d10+4d8+10)
Fort +5, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft., noble born - garess
Melee Unarmed strike +10 (1d3+6/x2)
Ranged Sling +7 (1d4+2/x2)
Oracle Spells Known (CL 4):
2 (4/day) Stone Call, Cure Moderate Wounds, Groundswell
1 (7/day) Divine Favor, Magic Stone, Cure Light Wounds, Hairline Fractures (DC 15), Mighty Fist of the Earth, Stone Shield
0 (at will) Resistance, Stabilize, Read Magic, Purify Food and Drink (DC 14), Detect Magic, Mending, Guidance, Light, Vigor
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 15, Int 12, Wis 8, Cha 18
Base Atk +4; CMB +6 (+8 Grappling); CMD 19
Feats Abundant Revelations (Mighty Pebble [+1 to hit, 2d6+1]), Blind-Fight, Extra Revelation, Improved Unarmed Strike, Snapping Turtle Style +1, Weapon Focus (Unarmed strike)
Traits Noble Born - Garess, Quain Martial Artist
Skills Acrobatics +8, Diplomacy +12, Escape Artist +4, Heal +4, Intimidate +12, Knowledge (planes) +6, Perception +2, Sense Motive +4, Spellcraft +6, Survival +3; Racial Modifiers noble born - garess
Languages Common, Terran
SQ brawling, mysteries (stone), revelations (crystal sight [4'] [4 rounds/day], mighty pebble [+1 to hit, 2d6+1] [2/day] [dc 16], shard explosion [10', 2d6] [1/day] [dc 16])
Other Gear +1 Brawling Leather armor, Sling, Sling bullets (10), Amulet of mighty fists +1, Handy haversack (empty), 339 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Crystal Sight (4') (4 rounds/day) (Ex) - 0/4
Mighty Pebble (+1 to hit, 2d6+1) (2/day) (DC 16) (Su) - 0/2
Shard Explosion (10', 2d6) (1/day) (DC 16) (Su) - 0/1
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Brawling Unarmed strikes count as magic for bypassing DR.
Clouded Vision You cannot see beyond 30'
Crystal Sight (4') (4 rounds/day) (Ex) See through 4' of stone, earth, or sand, or 1/12 that distance through metal.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mighty Pebble (+1 to hit, 2d6+1) (2/day) (DC 16) (Su) Thrown pebble (+1 to hit) deals 2d6+1 Bludgeoning damage, and half that to adjacent creatures (Ref none).
Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
Shard Explosion (10', 2d6) (1/day) (DC 16) (Su) Explosion of shards deals 2d6 piercing damage to all creatures within 10', Ref Half. The area is difficult terrain until your next turn.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free


Intrigued as well. Lets see what the dice say lol

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
--------------
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11


I think everything is about right and working. Give me a yell if there's any issues.

Okana:

Okana
Female Half-Orc Invulnerable Serene Barbarian 3, Lore Warden Fighter 1, War Scholar Monk 1
Neutral Good Medium Humanoid (Orc, Human)
Initiative; +6 Perception +11
--------------------
Defense
--------------------

AC 21, touch 19 flat-footed 12
hp 47
Fort +11, Ref +10, Will +8
--------------------
Offence
--------------------

Speed 40 ft.
Melee Scimitar +12 (1d6+7 damage, 18-20x2)
--------------------
Statistics
--------------------

Str 8 Dex 22, Con 15, Int 11 Wis 16, Cha 8
Base Atk +4; CMB +13; CMD 19
Feats Endurance, Dervish Dance, Weapon Finesse, Extra Serenity x 2
Traits Adopted (Enlightened Warrior) Fate’s Favored
Racial Traits Sacred Tattoos, Shaman’s Apprentice, Darkvision (60ft)
Skills Perform (Dance) 10, Perception 11, Survival 11, Knowledge (local) 4, Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4, Linguistics 5, Climb 5, Swim 5, Sense Motive 8, Craft (food) +9
Languages Common, Orc, Draconic, Infernal
SQ Damage Reduction 1, Serenity (24 rounds, +4 Dexterity and +4 Wisdom)
Combat Gear + 1 Scimitar, +1 Silk Ceremonial Armour
Other Gear +2 Belt of Dexterity, Handy Haversack, Courtier’s Outfit, Adventurer’s Clothes x 3, Medium Tent, Collapsible Bathtub, Soap, Bedroll, 100ft Hemp Rope, Compass, Signal Horn, 5x Drawf Trail Rations, 5x Elf Trail Rations, 5x Halfling Trail Rations, 5x Gnome Trail Ratios, 10 Trail Rations
466 gp, 8 sp, 9cp
--------------------
Special Abilities
--------------------

Extreme Endurance (Cold), Fast Movement, Lesser Celestial Totem, Scholastic, Monk AC Bonus, Wisdom of War, Monster Lore, Battle Focus,

During Serenity:
Initiative; +8 Perception +13
--------------------
Defense
--------------------

AC 25, touch 19 flat-footed 12
hp 47
Fort +13, Ref +14, Will +12
--------------------
Offence
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Speed 40 ft.
Melee Scimitar +14 (1d6+9 damage, 18-20x2)
--------------------
Statistics
--------------------

Str 8 Dex 26, Con 15, Int 11 Wis 20, Cha 8
Base Atk +4; CMB +13; CMD 21

Appearance:
Okana is a thin, almost gangly Half Orc, her dark green skin covered in vivid purple tattoos across her body. The tattoos run in a pattern - on one half, swiling across the left side of her face, across the right side of her body and then down the left legs are intricate swirls and whorls of colour. On the right side of her face, left part of her body and right leg are the sacred blessings of her people, prayers and charms of protections and luck. Even the palms of her hands and soles of her feet are covered.

Okana is and odd looking woman - the merging of human and Orc blood in her giving her a look that is alien to both. Her face is soft and calm, her jaw bones human, but her eyes are deep and intense. She shaves her hair, to expose the tattoos there, further adding to her odd look in most peoples eyes.

Instead of the heavier armour most would expect, Okana wears a heavily embroidered robe as armour, over a light, thin chemise. Although she owns them she almost never wears boots or shoes unless something makes her, instead preferring to keep her connection to the earth.

Personality:
Okana is an oddity. Blunt to the point of rudeness, honest above all else, Okana never seems to realize she may be annoying - or possibly doesn’t care. She lacks the temper of her people, and will more often act in surprise if yelled at, or not react at at all.

Okana is loyal, brave and intelligent - and she rarely hesitates in pointing these things out. She is fastidious about her appearance - much of the space in her handy haversack is taken by a portable bathtub - and generally encourages other to be so as well, often berating enemies if they smell or are dirty while attacking them. She has a very limited concept of personal space and boundaries - nude is how we come into the world, why should we be ashamed of it?

All in all, Okana often winds people up. But those who can see past her many, many personality flaws and self righteous attitude discover a deeply loyal, trustworthy friend who works exceptionally well in a team, a pragmatist who won’t always take the easy way if it isn;t the right one..

Background:
Born a half-orc in a Orc tribe, Okana’s life was not simple nor easy. She was obviously weaker than most of the Orcs, even the females, from a young age - it was only her mother’s protection that saw her safe. Okana’s mother was the orc tribe shaman, a powerful woman and one very few dared cross for any reason if they didn’t feel like discovering if they could dodge lightning.

The safest way to stay would be to follow in her mother’s footsteps. But Okana wasn’t suited to such a life. Although she survived the process of tattoos that gave her the right, she instead chose to try and be a warrior. Her mother was uncertain, but proud that her daughter had chosen the difficult path through life.

Okana wasn’t strong, but as the other Orcs soon found out, she was fast and lithe and accurate. They rarely hit her, but she almost always landed her blows, and although they lacked the power of a true Orc they did enough damage if there were enough of them. Soon, however, Okana realized that she didn’t fit into the Orc’s martially - and the Orcs didn’t have time for a member to find there own way. They lived near the Void Tower, and spent much of their lives battling the dark things that came from it. Okana was unique. Okana was a burden. So she bid her farewells and left, looking for more peaceful lands where she could learn her own way.

After attempting to live within human society, and learn their ways, Okana heard of a group of Aasimar that had found balance. The word struck a note within her. Since her first fight as a child, she’d been searching for balance - it was how she lived, how she thought, how she did battle. So she went. And learned.

The Aasimar taught her that discipline did not mean following rules without thought,as so many others did, but that it was vital to control one’s self. She had never suffered from the Orc rages her people were famous for - indeed, she only found herself growing calmer. Although she would never be a true monk, as they were, she was able to fold there there teachings into her own battle style and continued onwards.

Seeking to perfect her abilities, Okana journeyed. One day, drinking in a bar, she heard the tale that the council was looking for heroes. To release the Tarrasque, and destroy the tower. Okana saw the beauty of balance in the act - to use the greatest force of destruction to save a world. So she went to offer her services.


May I just say that those characters submitted so far, have some amazing creativity behind them. I thought I was decent at character building, but I could stand a few lessons after reading some of these. If I get more submittions like the ones so far, I'm going to be hard pressed to make a decision.


Yep...that is the trouble with offering up such a tasty campaign. It pulls the best character-builders out into the open.

Grand Lodge

Hehe good luck DM


I didn't think it was that juicy.


GM Scary Ceiling Voice wrote:
I didn't think it was that juicy.

The end goal is to unleash a Tarrasque in the hopes of being able to control it, with failure at any step of the way ensuring the end of the world. That's definitely juicy.


Yeah, we're unleashing the Armageddon Engine to save the world. It tastes delicious.

Grand Lodge

I know i can defeat the tarasque as a level 17-18 Arcane caster

i probably could pull it off as a level 20 magus, but i wonder if i could do at a level 17-18 magus?

hum let's see if i can pull it off with a nice magus build. I'll run some numbers tomorrow.


PMed with interest, hopefully I can still make it.


Johnnycat93 wrote:
PMed with interest, hopefully I can still make it.

Recruitment closes on July 8th.


Plenty of time to tweak my background even further, then. :)


Grand Moff Vixen wrote:
Johnnycat93 wrote:
PMed with interest, hopefully I can still make it.
Recruitment closes on July 8th.

Fantastic, thanks for the info


That is a looooong time for recruitment to be open.

Liberty's Edge

Question: in accordance with the intro post, GM, how much of this plan is made public knowledge? just the seven artifacts? Or the whole thing? Would we have heard "hey we're gonna get seven trinkets to ride the terrasque and bash down the void tower and hope we can put it back to sleep afterwards!" or just "collect seven amulets that may or may not exist."

Just need that little detail to hook my character's story into the plot, and I'll have me some adequate fluff to submit.


Maeltheron Timmerond wrote:
That is a looooong time for recruitment to be open.

GM SCV did state it would be open for 2 weeks and since the thread was created on the 24th it stands that July 8th would be the cutoff date.


Just commenting on the length of time, that's all. :-)


@ Daynen: I would say the official call to arms is the Council is looking for seven ancient artifacts. However, there is a rumor circulating that the seven artifacts are to release the Tarrasque.

Liberty's Edge

Ah, ok. that's fine then. Should be back soon with an initial submission, crunch to follow later.


These are the ones I have so far. If I'm missing any let me know.

Submissions:

Liberty's Edge

Woooooow. Ever run into one of those little details that you somehow completely missed at first, but now that you see it, it completely derails an entire project?

Yeah, just found one. Ranger's trophy hunter archetype. Basically gives you a firearm combat style, and some nifty features to go with it, but NO PROFICIENCY WITH FIREARMS. Unbelievable. May have to rethink my submission.


Paizo do have there moments sometimes...

It's possible GM SCV would be cool with a fix - such as this- but that is really a bit of a kicker. The only suggestion I have is the Heirloom Weapon trait, off the top of my head, but that only works if you want to work with a single gun (and hope it doesn't get rended). I'm guessing dumping feats and a level dip into Gunslinger aren't easy to add in.

Grand Lodge

Yes DM you are missing mine

Onoko Female Magus
(right under your initial post)


Sorry about that.

Updated submissions:

Grand Lodge

no worries DM

Grand Lodge

Ok done with first part of number crunching. An 18th level magus could do it magic wise.

I wonder if he could do it melee wise. (initial test shows that not really but i'll keep trying)


Daynen wrote:

Woooooow. Ever run into one of those little details that you somehow completely missed at first, but now that you see it, it completely derails an entire project?

Yeah, just found one. Ranger's trophy hunter archetype. Basically gives you a firearm combat style, and some nifty features to go with it, but NO PROFICIENCY WITH FIREARMS. Unbelievable. May have to rethink my submission.

I believe the intent was to have that archtype for when guns are common place. Nonproficiency is only an issue with emerging firearms. When firearms are commonplace they are considered martial weapons and therefore the trophy hunter has proficiency with them.

Liberty's Edge

If that were the case, I would think, from an objective design standpoint, they'd cover the bases there and mention it, or recommend it for that rule set, otherwise, you're literally playing a class that cannot use its primary weapon. So much facepalm.

In any case, yeah, no worries, life goes on. If GMSCV wants to houserule it, I'll roll with it. Still thinking about an alternate right now, just in case.


@ Daynen: Well I can give you a choice. You can either take the safe route and take Exotic Weapon Proficiency: Firearms as your first (or one of your first in the case of humans) feat(s) or you can take a risk and try to write a really good backstory and I can give you the feat for free. I leave it to you.

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