Dunjonbowl diaries (Inactive)

Game Master TheNine

The newest recruits to an unlucky team. Will the brand new players shine in the league or will they fail utterly?

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This years 3-day harvest festival brings much excitement, even if the weather has seemed unseasonably colder than normal. Most exciting has been the four traveling teams of the newest excitement to grace the inner sea...Dunjonbowl. A seemingly strange mix of gladatorial combat, wrestling and teamwork The entire town has been enthralled by the spectacle of the teams battling in a limited tourney.

The final game draws near in the morning, but word of trouble for one of the teams has reached your ear. It seems like one of the teams in tomorrows final "The White Bears" has been looking for locals for a problem. Are you that help?

Welcome to my table friend, please take a seat and listen to my offer. Six of my best have come up missing and I sense foul play from my competitors. Im looking to hire help and I pay in gold! A very well fed and well dressed older man sitting at the large table in the center of the common room greets you, running a hand through his grey disheveled hair a look of worry in his eyes.

Homebrew game with no determinate end looking to start up. This is my first attempt at running a game PbP here on the forums, and my first official attempt at running 'dunjonbowl'. Think of it as a mix of rugby, football and pathfinder. Looking for 4-6 to even 8 players depends on the amount of submissions i get that I like. This game will have two distinct parts, The actual dunjonbowl games and normal adventuring type deals.

charector creation rules:
This might seem strange, but all charectors will start at what Im calling Level 0
Steps
1. 15 point buy ( i prefer rounded charectors please no 18 one stat 7 everything else )
2. pick a race (we will be starting in the lovely Cheliax town of Macini )
3. Pick an NPC class (this is by no means a lock for your role. If you want to start as an adept turned barbarian all cool with me. The Aristocrat will not be deemed nobility, but can be council members child or prominent merchants child etc... )
3a. We will be leveling into real classes starting at first level. NO MONKS (breaks the dunjonbowl part of the game) NO UNCHAINED (I dont have the book yet and prefer to not those things til i do)
GUNSLINGERS will be allowed, just realize that part of the game you will not be using your firearms...
4. Starting gold - 1d10 gold peices, 2d8 silverpeices, 4d8 copper peices, a couple sets of standard clothing. (you are townsfolk not traveling adventurers... yet Dont worry you will be getting real gear soon enough)
5. A decent backstory please. Families are great, why are you in Macini. What do your parents do, What do you do? What do you look like. Before the proposition what did you see in your future?
6. Everyone gets 8 hp starting. No bonus from your CON score.
7. SKills - Everyone must take a proffession, craft or perform skill... and it is free. After that spend skill points as normal
8. Two traits
9. There will be a bonus set of things that you will be able to chose from that will be giving to you once my companions on this journey are chosen. :)

Recruitment/interest check will be run for a couple of weeks. maybe less depending on interest.

Silver Crusade

Dot,

Disowned Drunk Tiefling Aristocrat Scribe wastrel, will class into sorcerer

Scarab Sages

Dot for careful contemplation. How do you feel about slavers and devil binders? You did say Cheliax... ;)


Dot. <3


Perfectly acceptible. it is indeed Cheliax.

Scarab Sages

Currently kicking around a bloodrager/skald concept for high fast healing and raging bonuses. He's a slaver's son. Takes a few levels to come online though. Half orc race.


He sounds like a very pleasant fellow to be around. :)

Scarab Sages

Totally, up until he gets angry. Or chooses to sell you...

Grand Lodge

This looks interesting thinking an expert turning into an Investigator

Grand Lodge

Or a Cleric


Interesting, how do you feel about third party content once we level up?


In all honesty it will probably depend on the thing in question. what were you looking at? and do you have a link to it somewhere online?


I don't feel comfortable sharing my copy over the net. But this is the class.

If not it's cool, I can make something else, I'm just really getting into this guys stuff. If you want to see an example of his work a couple of his classes are available on D20pfsrd

Oh, and just for full disclosure I'm the reviewer who gave it four stars.


What about Child/Kid/Young characters? Thinking Dunjonbowl Coach/Trainer's assistant, and/or son/daugther of a player, or something.

Also, any Alignment restrictions?

Grand Lodge

Race restrictions cause i am feeling the Trox Cleric

Scarab Sages

How do you feel about psionics? I have a cryptic and a metacreativity psion who haven't seen the light of day.


I was hoping something heroic as far as alignments but *lawls* that seems rare these days. I dont want screw my party over cause I feel like it alignments. I can say if you think your charector has issues with authority or working for someone this might not be the game for you.

As for race restrictions I didnt place one, mostly because i dont believe in them per say. I mean I have a catfolk samurai whom I love. That being said... You are living in a small town along the coast in Cheliax. If you cant come up with a great reason why you live there and are accepted odds are I will have questions as well.

Kid Charectors might be problematic, because the sporting event is only 1/2 the game. young adults 14+ is workable. 7 year olds well, when the random adventures start the adults might put you in the corner. But other than that child of one of the trainers/assistant coaches/heck cheerleaders is fine.

Grand Lodge

Sweet Ex Slave Smith Trox devotee of Abadar

Silver Crusade

If Psionics is in play I would really like to shift to Psion Telepath.
And make him a Cast out Tiefling Aristocrat, Scribe come Gigolo.
Tricking old lady's out of coin. hehe

Marchog Linli De Rezuss

Aliments would LE be ok


In truth I'm relatively meh against psionics. I'm not actively against it just definitely not pro it either. That being said I tend to take things on a case by case basis.

I also wanted to put forth party balance isn't that important. If I get a good submission I don't worry about the class as much as the charector.

Scarab Sages

No worries. I'll not do psionics then. Just seeing where my build boundaries are. :)

Scarab Sages

Unless you want to see just how well psionics are done... I have a Cryptic itch. I want him to be a sneaky skill monkey. In common terms, a slave-runner. The Bellflower network would like him, though he does suffer from a lack of empathy toward those in authority.


still waiting on yay or nay before building

Silver Crusade

K I'll build one, just to see if I can get you to be less meh, GM, it will be fun, he's a cadso being odd fits in.hes starting to form in my mind, the party face, He's kind of like
"School for scoundrels"

Scarab Sages

And my cryptic the chief student. :)

Scarab Sages

(not for the first time, Choon wishes he could afford Hero Labs)

Scarab Sages

Here is a first level cryptic for you to reference. The class specializes in skills and traps with a cool ranged touch attack for a weapon. He is not fully complete. There are some artifacts from when he was a Vishkanya (and I may play him as such, we'll see), and I haven't chosen a feat. But this should give you an idea of what my Cryptic would look like at full level 1.

My cryptic, first pass:

Male Human Cryptic 1
CG Medium humaniod
Init +2 (+2 dex, ); Senses: Perception +

DEFENSE
AC 17, Touch 13, Flat-Footed 14 (+2 dex.)
HP 8
Fort +1, Ref +5, Will +3
CMD: +12

OFFENSE
Speed 30 ft.
Melee: Wakizashi +0 (1d6+0 18-20*2)
Melee: Touch +0
Ranged touch : Disrupt Pattern +4 1d6+3
CMB: +0

STATS (8,14,12,13,12,16 pre-race)
Str 0, Dex 14, Con 10, Int 16, Wis 10, Cha 10
B.A.B. +1, CMB 0, CMD 14

[spoiler=Powers]
2 pp/day, maybe 3

Talents (2 known, 0 lvl)
Create Sound
Missive

Level 1 (1 known)
Kinetic Legerdemain

Feats

Traits
Reactionary (+2 Init.)
Freed Slave

Trained Skills
(Skill bonus=rank+ability+class+misc)
ACP =?
Acrobatics....... 10=2+3+3
Bluff.............9=2+4+3
Diplomacy ........9=2+4+3
Disable Device....7=2+3+3
Escape Artist ....10=1+3+3+2(race)
Intimidate......8=1+4+3
Perception .......7=2+0+3+2(race)
Slight of Hand....8=2+3+3
Stealth ..........10=1+3+3+2(race)

Total= 9 (4 Int, 4 Class, 1 race)

Languages
Common, Elven, Dwarven, Gnome, Sylvan

Consumables (potions, poisons, etc.)

[spoiler=Special qualities]
Racial
+1 feat, +1 skill

Class-based
Pattern Designs (Su)

Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.

When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su)
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

Absorb: The cryptic gains DR 1/-.

Deflect: The cryptic gains a +1 dodge bonus to his AC.

Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Disrupt Pattern (Su)
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights
Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Scribe Tattoo
At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Gear
Carrying Capacity: 33/66/100 Current:0

Rapier (35gp/2 lbs)
Short Bow (30gp/2 lbs)
Arrows x20 (common) (1gp/3 lbs)

Wondrous Items

-in backpack-
Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Kit, Rogue's
Price 50 gp; Weight 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.

Kit, Scrivener's
Price 2 gp; Weight 1 lb.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.

Kit, Shaving
Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

-Cash-

possible Bio:

Bio
The Exotic. Everyone chases it in the upper levels of any society. This is especially true for the elite of Cheliax. Nothing is denied them. In a land were the Law is iron, these people ride the crests of the golden tide of trade. For them, what is normally Exotic is just barely acceptable.
Then there are the people who make the Extoic and extravagant lifestyles possible. Tolus had always been one of those slaves who made that life possible. He is witness to the heights of luxury, but has never touched it.

It started when he was young. He and his family were captured and sold into slavery by unknown people. Raiders or monsters most likely. His origin is almost laughably stereotypical in that regard. He was sold as a different lot from his parents presumably to raise the price. He was "malleable". He was also Exotic. Not many Vishkanya have the multi-colored scales and the extremely serpentine eyes possessed by this Vishkanya. He was special.

The bidding was a mad house. His price, egged on by the master auctioneer, soon soared over the normal 50 gp price for a household slave. When the gavel sounded he had nearly tripled that price.

His new master was a Guild Master of slave traders named Riyar al Bohoor who instantly recognized Tolus's potential. Terrified, hungry, and scrawny, Tolus was given a place as an apprentice to the head of servers and entertainers for the Guild Master's personal troupes and harems named simply Ashshram. Tolus's earliest memories are of following Ashshram up and down the servants stairs carrying small loads. Learning never to show his fangs. Learning to never look a Mistress in the eye unless asked. Learning never to speak, how to bow, how to speak without hissing when asked, when to bow, how to walk, what to wear, when to wear it, and all the other myriad rules and expectations of the Guild Masters. He also taught Tolus how to listen for rumors. How to read faces, and how to walk in a crowd unseen.

In all things, Tolus excelled. He rarely had to be told how to do or what to do twice. As he grew he became Ashshram's pride and joy, almost like a son.

Then he was sold. Sold for a record setting amount, he overheard. His new master's Book-Keeper had a habit of speaking under his breath and rarely recognized that the slaves had ears, too. Tolus learned a lot from him about the politics of the nobility. Mostly it was who was courting whom and the stir it was causing with such and such, but occasionally Tolus overheard little tips. Like how to hide a knife in your palm. How to drip poison in your foe's cup just so.

It may not be coincidence that his second master died shortly after Tolus overheard this last remark. Myserious blood clotting, or so the frantic whispering said.

Now began what Tolus later came to call the "Parade of Masters". He was bought and sold at a blistering speed, sometimes only spending a few minutes with his new master before a deal was struck and he was ushered the opposite way down a street. All this because he was Exotic. One of a kind. The perfect Serpent-Servant.

Finally, Tolus was deposited in the Menagerie of one of the greatest Merchant Princes of Cheliax. But here he was not a slave, he was a trophy. Apparently, the Master had out maneuvered several others in the quest to acquire Tolus. Tolus was little more than a head on the wall to him. He was marginally better because of the fact that he could walk and didn't have to be mounted somewhere, and was told this often. He was more property now than he ever had been. He was no longer Exotic. He was just another in a long line of chess moves amid mountains of gold and goods that moved every day.

And still, his master hung on to him. He was a trophy after all, and it would not do to sell one's trophies. Finally, the Master died, and his son came to power.

Tolus was no longer even a trophy. He was clutter. He was a relic of a game of commerce that had long moved on. He wasted space and (more importantly) food. So he was given none. He and several other of his friends who had also been Exotic in their time were suddenly not even worth the copper needed to feed them. Tolus alone survived the neglect that ensued. He learned to steal, to swoon, to sweet-talk, to smuggle, and to bribe. He had molted and become the perfect beguiling serpent. He survived at all costs. This is when he learned the power of his own personal poison.

Suddenly, the young Master died. There was much head shaking as he was in his prime and hearty. Tolus suspected it was a different heart condition: He didn't have one. Well, not anymore.

The young Master had no heirs, and had not appointed one, so Tolus and the rest of the Old Master's property were transferred to the Auctioneer's service. Tolus had taken enough. When the opportunity came to earn his freedom, he grabbed at the chance. It took several years and a few expensive bribes while bouncing between a few minor noble houses, but he finally did it.

But freedom was almost as hard as being a slave. He begged and wandered for months before arriving in <town> and settling down.

Of note:
He does not blame his experiences on the institution of slavery. He blames the Young Master, not the system. He holds slavery as a viable and profitable business practice. He even aspires to purchase slaves of my own one day. In the houses of His childhood he wanted for nothing and had the security of food and shelter and constant affection from slaves and Masters alike. If he were not forgotten and neglected, he could be one of the most prized and sought after specimens of any collector of exotic Servant-Slaves, maybe even finding a place in House Thrune one day. His early masters were well meaning and recognized him as valuable. He had value because of his rarity and Exotic nature as highly trained and skilled Vishyanka. He imagines that he would be a benevolent and worthy Master because he has experienced cruelty and brutality and neglect. He would never visit that on an obedient and well mannered slave.

Personality/Appearance
Tolus is a striking figure. Arrayed in complex, well-fitted robes, he is ever and always composed and elegant. His behavior is always courtly and becoming his former station. His serpentine skin is a wash of dark and light green scales that shine ever so slightly in the sunlight and seem to shift in color. After his skin, his golden serpentine eyes grab at you and seem to refuse to let your gaze wander. Those eyes invite you, but invite you to what exactly, you cannot say. His movements are always graceful, almost otherworldly.


Adventure Path Charter Subscriber

Suilemon Kayin:

Race=Dhampir
Lawful Evil
Expert 1

STR 10
DEX 14
CON 10
INT 17
WIS 10
CHA 10

HP 8
Speed 30
Init: +2

AC 12 Tch 12 FF 10
Fort 3 Reflex 2 Will 2

BAB 0
Unarmed strike +0 (1d3)
CMB 0
CMD 12
Spell Resistance 10

Languages: Common, Abyssal, Draconic, Infernal, Aboleth

=== Skills ===
Acrobatics (1 rank) 3
Appraise 3
Bluff 2
Climb 0
Craft Books (1 special rank) 4
Diplomacy 0
Disguise 0
Escape Artist 2
Fly 2
Heal 0
Intimidate 0
Knowledge Arcana (1 rank) 7
Knowledge Dungeoneering (1 rank) 4
Knowledge History (1 rank) 4
Knowledge Planes (1 rank) 4
Knowledge Religion (1 rank) 4
Linguistics (1 rank) 7
Perception 2
Ride 2
Sense motive 0
Spellcraft (1 rank) 4
Stealth 2
Survival 0
Swim 0
Use Magic device (1 rank) 4

=== Dhampir traits ===

* Undead Resistance (ARG 97): You have a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Resist Level Drain (Ex) (ARG 97): You take no penalties from energy drain effects. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
* Manipulative (ARG 97): You have a +2 racial bonus on Bluff and Perception* checks.
* Spell-Like Abilities (Su) (ARG 97): You can use detect undead three times per day as a spell-like ability.
* Darkvision (ARG 97): You have darkvision out to 60 feet.*
* Low-light vision (ARG 97): You have lowlight vision
* Light Sensitivity (ARG 97): You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
* Negative Energy Affinity (ARG 97): You react to positive and negative energy as if you were undead—positive energy harms you, while negative energy heals you.

=== Traits ===
* Focused Mind (APG 329): You gain a +2 trait bonus on concentration checks*.
* Deathtouched (Fortitude Saves) (UCa 62): You gain a +1 trait bonus on Fortitude saving throws.*

=== Feats ===
* Great Fortitude (Core 124): You get a +2 bonus on all Fortitude saving throws.*
* Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

Backstory:
Suileman is the son of a bookbinder. About 16 years ago, she moved into this town with Suileman and began taking in books to repair.

Suileman has never known his father, but he does have some inkling that he is different. He spent most of his youth much like the other children, and learned bookbinding from his mother. Being the bookbinder's son, he has had access to many books, and is intent upon reading every single one that passes through their doors. Eventually, he'd like to marry and settle down, with no other goals than taking over the bookbinding tasks after his mother becomes too old.


Interesting concept. I will throw Julio into the mix.


How about a Neutral Mercenary Warrior for hire that just happened to be eyeing this well dressed man, awaiting for such a proposal to leave his lips?

:)


Dot


Character Sheet:

Male Arena Bred (Background Only) Half-Orc Warrior 0
CN, Medium Size,
Deity: None
Initiative: +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10
HP 8
Fort +1, Ref +1, Will 0
--------------------
Offense
--------------------
Speed 30 ft.
Great Axe (1d12+1, x3 Crit)
Long Bow (1d8+1, x3 Crit)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 13, Int 12, Wis 10, Cha 16 (14+2)
Base Atk 0; CMB 1; CMD +12
Feats
Weapon and Armor Proficiency (Warrior is proficient with all armor, shields, and all martial weapons)
Traits See “Racial Abilities”
Skills Climb (Str.) +1, Craft(Longbows) (Int.) +5(1+1+3), Handle Animal (Cha.) +6 (3+2+1), Intimidate (Cha.) +6 (1+3+2), Profession(Merchant) (Wis.) +4(1+3+0), Ride (Dex.) +1, Swim (Str.) +1
Languages Common, Orc, Abyssal
Other Gear
Arrows (60), Basic smithing outfit
--------------------
Special Abilities
--------------------
N/A NPC Warrior Class
--------------------
Racial Abilities
--------------------
Orc Ferocity (after HP is 0 allows Orc to fight one more round as disabled)
Ability Score Racial Trait (Half Orc is allowed +2 to any stat fitting character)

Background:

Ausk Davor is a native of two half-orc Merchant parents in Cheliax. As their only safe interaction with other pure-bred Orcs was to use their less hostile features to sell their weapons, Ausk’s parents both began to work a smithy in Cheliax. Ausk, as a child of two Half-Orcs and not a Orc and Human, has even gentler features that glowlingly showed in his excellent salesmanship and dealing with the customers of Cheliax.

Ausk, however, could feel the Orc blood’s true nature stir inside himself as he stood outside his parent’s shop day in and day out, pitch after pitch to humans and the like of the city. Anxiety fluttered his heart and his eyes darted hungrily for a better mission than what he was given.

After a few years time Ausk used his commission to buy some of the family inventory from his parents and, with a hand to his chest, he bid them farewell as he began his mission as a mercenary of the city. Hearing about the uprise and falls of the kingdom did not worry him, as in his mind a sellsword with charisma was always welcome at the table of warriors- after all, if Orcs could appreciate the benefits of half-orc merchants, why would devil worshippers be so different? Thinking ahead of the curve as most capitalists do Ausk paid for a tutor of Abyssal as he saved to buy his way out of the “family business.”

As a result Ausk found himself moving from bar to bar in Cheliax looking for an opportunity to present itself- after words, well, he was a salesman after all. And a fierce one at that. It was upon a week after he began his search for glory and to sate his Orcish need for bloodshed that he heard a well dressed man appeal to the people nearby to resolve a problem with the locals. An opportunity, and during the 3 day festival, no less! Ausk had to take it, and as he did he hoped there would be blood to shed in the name of Cheliax.

Appearance:

Ausk stands at six feet tall and always wears a basic blacksmith’s apron over a gray tunic and black pants. He enjoys still having the smell of carved wood for arrows and coal from the family’s smithy with him- as it helps him shake the looks of fear his parents gave him when he told them how ravaged he felt with his constant bloodlust. He hopes to soon ordain it with blood of an enemy to introduce it to his “new trade.”

His hair is black, and his eyes have the smallest hint of red, though they are closer to that of a light brown. His skin is that of a gray cloud’s hue, and his tusks are small almost fitting human-like in his mouth. Ausk has the typical body of a handsome warrior, and, for even a Half-Orc, would be laughed away as a pretty boy or girl in his own tribe.

Scarab Sages

It will likely be tomorrow afternoon before I submit my official entry. I haven't settled on a race, but I'm leaning toward Vishkanya. Really, it all depends on your final word on the cryptic class. If the cryptic is a no, then I'll be headed half orc adept going skald/bloodrager


If it's not a bother roll up your psions just maybe have a back up plan.

Moral if you could just post a summAry of the sorts of things your class can do it would be helpful.

I'm not super good at no's if anyone has noticed. Rough day today I promise to be me available in the future.


Alright Folks behold Throg Freeman Smith and aspiring Cleric of Abadar!

Silver Crusade

working on mine now in hero lab, its a simple PC, with out class yet.
Backstory in word

Silver Crusade

stat Block:

Male Marchog Linli De Rezuss (Background Only) Tiefling Aristocrat 0
TN, Medium Size,
Deity: None
Initiative: +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
HP 8
Fort +0, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Dagger TH+0 (1d4+0, x2 Crit)
--------------------
Statistics
--------------------
Str 11, Dex 16,(14+2) Con 10, Int 16 (14+2), Wis 12, Cha 12 (12-2+2)
Base Atk 0; CMB 0; CMD +13
Feats
Weapon and Armor Proficiency (Aristocrat is proficient with all armor, shields, and all martial weapons)
Skills: As Aristocrat Tiefling NOTE May change.


Languages Common, Orc, Infernal, Abyssal, Drconic
Other Gear
Find clothings
--------------------
Special Abilities
--------------------
N/A NPC Warrior Class
--------------------
Racial Abilities
--------------------
+2 Cha Alt to Darkness
Then normal .

Scarab Sages

The cryptic is a rogue with a damage ability. They can focus on either traps or improving their Disrupt Pattern attack through rouge like abilities chosen from a list.
How powerful he becomes really depends on the level we attain. He will never be the all star hit point remover, but his Disrupt Pattern ray can be modified to carry effects like blind and entangled, depending on how high we get. That attack can only be used once per round until he hits 4th level powers on a 6th level progression.
He could also, but not simultaneously, focus in traps and has options to reduce costs, build times, storage issues, ect.
It is possible to dip into both traps and improving your ray, but true mastery lies in specialization.
Cryptics are also really sneaky, getting a bonus to stealth and Hide In Plain Sight (at 10).

They are limited in combat by low power points, a 6-level utility power list, and the fact that their casting cannot be hidden, period. They also have moderate BaB, AC, and HP.

Silver Crusade

1 person marked this as a favorite.

Going to concentrating on backstory to show what my PC is like,

Marchog Linli De Rezuss IMAGE

Linli was running down the street, that in and of itself would not have been a problem, the problem was he was stark naked, in his arms he held his cloths and boots. Why you may as was he doing this on a fine summers eve. Well the irate husband with the cross bow running after Linli may have had something to do with it. Linli's mind was on keeping just out of range, as another bolt flow past his head. Shop keeps and slave gorked at him as he ran past. She gave a very nice looking lady a wink as he past her. Then ducked again as the twang of the cross bow sounded behind him.

"The old fool was getting better at his aim, that one nearly took off me head"

Linli jinked down side street and then another, just missing a cart full of vegetables. Then into an open door and closed it behind him. He panted his ear to the door as running foot steps came and past. He was safe, stepping away from the door he started to put his pants on the stopped and he spotted the other occupants of the room. A group of 5 men sat around a card table. A serving slave holding a wine jug. They where all looking at him with open mouths. He finished pants his pants bank on, and was starting on his boots when he said, braking the spell.

"Card game is it lads, well it seems I have just come into a little coin. So Slave, come wine and how much is it to get a seat at this table?"

His boots now on he pulled his up and took from the pocket a small bag of coins. The day was looking up.

Marchog Linli De Rezuss, is a bad lad, the kind to make a mother cry. He's not evil as such, he just has a Moral Compass that spins so fast it could take off. Born to a wealthy slave trade family, his Tiefling side did not show until his teen, it was not taken with any shock, a wild and foot loose great grand mother was said to be to blame, and he was kept in the fold. No what got him well and truly kicked out the family was His plain, Selfish, self loving, hedonistic, reprobate ways with the female. After gets yet another 'Lady Friend' pregnant he was marred to a her, a half orc with a temper that could melt rock. He tried his best, he really did, but with so many lady's around, When she found out he was a serial adulterer, at that point engaged to be married to five other women, he made a sharp run for it. Now he lives by his wits, yes he has a predilection for elderly wealthier women, the wealthier the better. Liking nothing better then to have them give him small tokens of their affection, like coin say.

His is tall standing some 6'6' in his horns. With a dull yellow orange glow in his eyes and flame red hair. His smart and fast but weak of body and strength. Now 25 he has done his best to keep in shape and takes great care for his looks and clothing. Often checking his reflection, to check his looking good. In personality he is friendly charming.

new stat block:

Male Marchog Linli De Rezuss (Background Only)
Tiefling Rakshasa-Spawn (Beastbrood)
Aristocrat 0
NE, Medium Size,
Deity: None
Initiative: +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
HP 8
Fort +0, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Dagger TH+0 (1d4+0, x2 Crit)
--------------------
Statistics
--------------------
Str 10, Dex 16,(14+2)[5p] Con 10, Int 13[2p], Wis 10(12-2)[2p], Cha 14 (14+2+2)[5p]
Base Atk 0; CMB 0; CMD +13
Feats
Weapon and Armor Proficiency (Aristocrat is proficient with all armor, shields, and all martial weapons)
Skills: As Aristocrat Tiefling NOTE May change.

Languages Common, Infernal,

--------------------
Traits
--------------------
1:Rich Parents [‎Social Trait]
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

2:Dark Magic Affinity [Tiefling Trait]
You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic.
Benefit Whenever you cast a spell with the [evil] descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects.

--------------------
Special Abilities
--------------------
N/A NPC Aristocrat 0
--------------------
Racial Abilities
--------------------
Rakshasa-Spawn (Beastbrood)
Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.

Standard Racial Traits
Ability Score Racial Traits:
Rakshasa-Spawn (Beastbrood) Tieflings are quick in body and charm, but are inherently reckless.
They gain +2 Dexterity, +2 Charisma, -2 Wisdom.

Type:
Tieflings are outsiders with the native subtype.

Size:
Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed:
Tieflings have a base speed of 30 feet.

Languages:
Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits
Skilled: Tieflings gain a +2 racial bonus on Disguise, Sense Motive checks.

Magical Racial Traits
Spell-like ability:
+2 Cha Alt to Darkness

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

Fiendish Sorcery:
Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

--------------------
Class Aristocrat 0
--------------------

Hit Die: d8.

Class Skills

The aristocrat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).

Weapon and Armor Proficiency:
The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

--------------------
Class Aristocrat 0
--------------------
One set of nice clothing 50gp
Silver ring, 50gp
Cold Iron Dagger 2gp
Sleeves of many Garments 200gp
Comp Long bow 100gp
Fine Quiver and 60 arrows. 16gp

Belt Pouch 1 5gp
Note book and pen, 10gp
Grooming set 5gp

Belt pouch 2 5gp
Sent cheap 20gp 5/10
Wand of prestidigitation 10/50 35gp

1d10 + 900 ⇒ (5) + 900 = 905 gold peices,
2d8 ⇒ (4, 7) = 11 silverpeices,
4d8 ⇒ (1, 5, 5, 5) = 16 copper peices,

Will class to Sorcerer, I think it fits him better.


Right, well I'm sick of waiting for an answer so I'm out.

Scarab Sages

Korak The Boisterous wrote:
Right, well I'm sick of waiting for an answer so I'm out.

Sorry to hear that. I was at the hosptal all day yesterday for a surgery on my mother. Stupid phone barely had service. I had meant for the "Moral if you could just post a summAry of the sorts of things your class can do it would be helpful." To include you. I am hesistant to say yes to third party material without having a single clue about it. No hard feelings and sorry things didnt work out for you.

So far I see

Jonny Panic - Marchog Linli De Rezuss - Tiefling

Choon - v Vishkanya psion of some sorts (I play with you in another game and its awesome so i dont think you will get too crazy with your psionic antics so plan on that being a go)

Throg Freeman - Trox Expert smith - Im okay with it with one minor change. If you dont mind get rid of the burrow speed, for part A of the game involving the sport of dunjonbowl it pretty much is auto win and we cant have that can we?

Sazar the orator - Ausk Davor -

PDXCook - Julian Human rogue - Finally someone normal! *lawls* - waiting for your 0-level choice.

Ira Kroll - Suilemon Kayin - Dhampir expert - curious as to what you plan to clss in as.

whispers in the snow - dot
Jman72 - dot

Seeing how the majority of you are going evil, throws me a hanging curveball. Thats fine too just changes how things are gonna start up. Waiting to see the final 0-level build on some folk, and I have a hanging dot or two and a couple of standing offers to see about first. Butto deal with the final part of the building process...

Everyone who is has a charector built or close to built if you could roll me a d100
(1-33) impressive build - add a +2 to any stat of choice
(34-66) crazy uncle - choice from a list of minor magic items i will provide
(67-100) - talented - choice of either 1 free feat you qualify for, or 1 free trait and 1 free skill point.

Now back off to the hospital, I will try to check with my phone for questions


Adventure Path Charter Subscriber

Suilemon Kayin will class in Wizard -- probably as a necromancer.

1d100 ⇒ 55

Scarab Sages

1d100 ⇒ 85


Starting dice rolls:

gp: 1d10 ⇒ 2
sp: 2d8 ⇒ (4, 4) = 8
cp: 4d8 ⇒ (1, 7, 8, 4) = 20

D100 roll: 1d100 ⇒ 16

Julio should be up to date.

Normal is good...lol


If you could be so kind as to label where you spend the freebie at for editing purposes. As for the random magic goodie I will get the list up when I get home. Thanks for the patience.

P.S. recruiting is still open, if you know anyone feel free to send them this way.


gp: 1d10 ⇒ 2
sp: 2d8 ⇒ (5, 6) = 11
cp: 4d8 ⇒ (4, 2, 3, 7) = 16
Shabooyah yah yah, Shabooyah roll call!: 1d100 ⇒ 94

I'll take the trait and skill point <3


Changes made

1d100 ⇒ 40

dont know what the roll is for but tada!


Everyone gets a free perk! You will get a nifty magical item to chose from when I get home and make the list for you to chose from.


Sweet


TheNine wrote:
Seeing as how a majority of you are going evil

Tsk, don't be so quick to judge! Some are waiting to decide their true nature after this level 0 part of the story unfolds :)

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