GM Edwin;s Ferrous Deities!!!! (Inactive)

Game Master Insnare

The Fate of Numeria is up for grabs!!!


51 to 69 of 69 << first < prev | 1 | 2 | next > last >>

Apologies. Was having a bit of fun. Though, wouldn't have minded people jumping in.


Sorry about that.


Well, I am not angry. So a barbarian/alchemist. So what is your first level choice?


Barbarian, the character will be going for the melee slot with a secondary focus on arcane and skills.

This is a sample of my character at second level, it needs to be updated to your guidelines, but provides an outline of my intent.

I plan on an even level progression until about 8th level.


Ok, I am looking to close recruitment as of March 12. PLease continue to send in your submissions.


Alright, everything should be finalized for submission, so....official submission.

Rowan:

Rowan Elwood
Male Human Witch (shadow) 1
NG Medium humanoid
Init +2;

--------------------
Defense
--------------------

AC 12 (+0 armor, +2 Dex), touch 12, flat-footed 10
HP 7 (1d6, +2 Con)
Fort +5 (+0 base, +2 Con), Ref +4 (+0 base, +2 Dex, +2 Fox), Will +2 (+2 base, +0 Wis)

--------------------
Offense
--------------------

Speed 30 ft.
Dagger (1d4+0/19-20x2)
Crossbow, Light (1d8+0/19-20x2)

--------------------
Statistics
--------------------

Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Languages: Common, Hallit, Elven, Undercommon, Draconic.

--------------------
Feats
--------------------

Extra Hex
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

--------------------
Traits
--------------------

Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the
selected skill increases to +3.

Hedge Mage: -5% gp cost when creating Magic items.

--------------------
Skills
--------------------

Fly +5 (1 rank)
Heal +4 (1 rank)
Knowledge (arcana) +8 (1 rank)
Knowledge (nature) +8 (1 rank)
Spellcraft +8 (1 rank)
Use Magic Device +4 (1 rank)

--------------------
Background Skills
--------------------

Craft (Alchemy) +8 (1 rank)
Profession (Herbalist) +4 (1 rank)

--------------------
Gear
--------------------
Explorers Outfit (10 gp, - lbs.)

Backpack (2 gp, 2 lbs.)
[
* backpack
* bedroll
* belt pouch
* candles (10)
* chalk (10)
* flint and steel
* ink
* inkpen
* iron pot
* mess kit
* soap
* spell component pouch
* torches (10)
* trail rations (5 days)
* waterskin.
*
*
*149 gp
]

--------------------
Special Abilities
--------------------

Human

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Witch (shadow) 1

Weapon and Armor Proficiency

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Patron Spells

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Witch's Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Fox: +2 Reflex

--------------------
Spell List
--------------------
0-Level Spells - 3 per day
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

1st-Level Spells - 2 per day

Ear-Piercing Scream
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Mount
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Frostbite
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Adhesive Spittle
Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Cure Light Wounds
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Bungle
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.

--------------------
Hexes
--------------------
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

--------------------
Backstory
--------------------

Age: 24
Hair: Brown
Eyes: Hazel
Height: 5' 10"
Weight: 120 lbs.

Backstory: The only thing Rowan got from his birth parents was his life and his name. They set sail the next day, leaving him at local foster care. He didn’t resent them though. It was hard to resent people you never knew.

Besides, because of them he had gotten the best father in the world. Khonnir Baine may have been known as an oddball by some, but Rowan loved him dearly. His childhood was filled with running around his workshop carrying some strange device with Khonnir desperately trying to catch him. Things got even more hectic when his powers began to manifest, and chores began to consist of helping out at the lab and not blowing up the kitchen.

One night after reading late, Rowan awoke to the pitch black study, a blanket draped over him. Echoes poured into his mind, and he understood. Something powerful was near and his body was synergizing with it. He began to convulse and shake, his body producing an inky blackness, and the door to study burst open as his father stepped in and blasted him with a ray of concentrated light. He landed onto the floor, shaken, but his body was his own again. It was then that Khonnir confided in him the reason he adopted him and Val over the others he could have chosen. His body was a conduit, and its power needed to be channeled.

So began his official training, learning to manifest his abilities to his own whims before his body was wrecked by the darkness. With his burden managed, and an established small business selling medicine to the fellow townsfolk, Rowan steadily grew into adulthood.

He returned from deliveries one afternoon, his herbal remedies a somewhat popular alternative to more expensive poultices. The front door was ajar, and as Rowan searched the house he found his foster father was no where to be seen.

Personality: Rowan is curious almost to a fault, sometimes not taking into account the dangers of inhaling a mysterious liquid locked in a cabinet inside his father’s private study. He is not overly aggressive, preferring to subvert conflict entirely. He has a fascination with Androids though his knowledge is lacking, and he can’t stand abandoning something he agreed to (a leftover mindset from being left behind by his parents).

Short Version:

Rowan is primarily a supporter in battle, using his spells and hexes to subtly aid comrades and debilitate foes. Outside of combat, Rowan is an intelligent young man who insists on manners, keeping one's word, and leaving no stone unturned. In fact, he's only openly violent when giving retribution to someone who's betrayed him. Yeah...trust issues. A bit slow to open up, but he's loyal to a fault.


Just checking in, I looked at my calendar and realized I might be unavailable on the actual day of the 12th, but still very interested to play. I have always wanted to play a forgemaster, but they do not seem to fit in many APs.


Submitting Anjru. Backwoods storyteller/con artist/populist. Think A Face in the Crowd with good intentions.


Ps, I was cranky Galtan ranger Poulain in your river campaign.


Won't be fully present on the 12th either, but will be able to possibly get on to check later that day.


Yeah, My 12th is pretty busy right now.... I can check in late probably (after 11pm Central).


I have an IRL game in the morning, but my afternoon/evening will be open


I'm fine with making a character. though I don't know a whole lot about the game world. Also, what level would they be at?


1 person marked this as a favorite.

Read the op. Tomorrow is when I release my decision. Game will start probably evening or sunday. I will be playing DSA Saturday. If I am not too exhausted i will kick it off.


I would like to thank everyone for their submissions. It has been a nerve wracking, interesting, and extremely difficult selection process. Therefore, I would like to extend a hearty congratulations to the following:

Aada Bladotter, Anjru Kazan, Gemma, Shareema Seahome, and Kiren

If your concept is listed here please create a character alias which has all of your basic info when you post like AC,HP and CMs, Saving Throws, if you have not done so already, and post a reply in the Discussion Thread. To those that were not selected, once again thank you for taking the time to submit a character and I wish you the best!!!


I would like to thank everyone for their submissions. It has been a nerve wracking, interesting, and extremely difficult selection process. Therefore, I would like to extend a hearty congratulations to the following:

Aada Bladotter, Anjru Kazan, Gemma, Shareema Seahome, and Kiren

If your concept is listed here please create a character alias which has all of your basic info when you post like AC,HP and CMs, Saving Throws, if you have not done so already, and post a reply in the Discussion Thread. To those that were not selected, once again thank you for taking the time to submit a character and I wish you the best!!!

Sovereign Court Contributor

Congratulations to everyone selected and have fun! I may peek in on the action from time to time.


Fantastic! Thank you, Edwin. Off to the discussion thread with me! And to everyone who sadly didn't get picked, it was a wonderful round of submissions. I look forward to hopefully gaming with all sometime in the future.


Woohoo! Been dying to play this.

51 to 69 of 69 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Edwin's Iron Gods Recruitment All Messageboards

Want to post a reply? Sign in.