GM FangDragon's Cult of the Ebon Destroyers (Inactive)

Game Master FangDragon

The evil cult of Dhalavei seeks to enslave the island nation of Jalmeray. Can the PCs stop them?

DAY 23: The secret monestery of Dhalavei - 7:40 PM


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This is a closed recruitment thread for Cult of the Ebon Destroyers.

Quote:
The Isle of Jalmeray, a former outpost of the faraway kingdoms of Vudra, has long been an isolated pocket of Vudrani culture in the Inner Sea. Of the hundreds of gods worshiped in the island nation, the dark deity Dhalavei is among the most sinister, her cultists hiding among structures of power and established organizations and rotting them from within. Known as the Ebon Destroyers, Dhalavei's cult is growing in the Kingdom of the Impossible, and seeks to gain control of the Jalmeri government through fear, subterfuge, and murder. The thakur of Jalmeray has outlawed the cult, and in turn been threatened with assassination. Now is the time to bring down the Ebon Destroyers. But who among the Jalmeri can be trusted against a cult known for infiltrating even the most secure organizations?

This is a stand alone adventure for five 8th level characters (33000 gp of gear, 10000gp max item price). Rule set will be PFS legal, for non-evil characters (it looks like we have at least one player wanting to build a Paladin). I'm open to other content if it's well balanced (please ask).

Since this is a one shot lets keep the back story to 1-2 paragraphs per character, focusing on what you've done recently. Herolab character sheet preferred (here's an example of what I'm looking for). All the PCs know each other (how well is up to you), but by and large the islanders have never heard of you before. None of you are from Jalmeray, in fact you've just stepped off the boat to Niswan. Fair warning, the combats will be hard (but by no means impossible) and the party needs a good selection of social and other skills. Hardly anyone on Jalmeray speaks common, most of them speak Vudrani (please explain how you know Vudrani if it's a language you speak).

I'd like this to be a fast running game, I'm going to post at least twice each week day and I'll aim for one per day at the weekends. If everything goes well I'll run a full AP afterwards and you'll have first refusal on a spot.

I hope to start by Fri 30th Jan, but we can start sooner if everyone is ready.


Pathfinder Adventure Path, Rulebook Subscriber

I'll work on something tomorrow, not gonna have much more time today. I usually play some kind of arcane or divine class, though I may try something different this time, we'll see. I'll see what others are doing in the morning and work on something.

Grand Lodge

Sounds Interesting, will have something up soon.


Sorry Kayne I don't think you're one of the players I invited. Best of luck with finding a campaign however!


Hal here...

I've got two cooking up in Hero Lab
》Paladin of Irori, specializing in the Temple Sword
》Monk of Irori

Both called by the monastery in Absalom to travel to the Isle of Jalmeray with the mission to uncover a rotting evil and lend an outside perspective.

More to come...


You'd only have the vaguest information about the evil, but sounds good otherwise.


Dotting. Be back later... very interested in an "eastern" class.


The setting seems very reminiscent of India - certainly that's the angle I'm going for. An eastern class could well fit in.


Hey Silas.

I was considering an oracle, maybe with a dip in another cha caster.

But i'll be tinkering on it tomorrow/later today.


Oracles are very flexible, any idea what sort you had in mind?


I'm curious too. How's the group fixed for healers? I can go wit the pally so we have offense and healing, plus his design has decent diplomacy. Otherwise I'll go with the monk because he'll dish out some better damage. My character concept (personality and background) can fit either class.

plus, I'm looking the Indian vibe. Now I'm getting a better image in mind.

Mr Fang, any objections to picking up the Last Psion trait for vudra? Tossing it around as part of the pc's ancestry.


Not yet, but stone/metal/apocalypse have fun options.

Grand Lodge

Dotting for interest. Don't have Hero Lab but can make it close to Quiznab's sheet. Been stealing Silas's layout anyways :-)


How many are we?

So far we have
Chiro Monk/Paladin
Hecktor Oracle
Jarreck ???
Drogeney (Arcane/Divine)
Me ???? (I'm leaning towards a Ninja. Probably human, maybe half elf)

Grand Lodge

I can try to fill whatever slot the group needs. Will be building from scratch.


@Song of Chiroptera, I can't seem to find the Last Psion trait can you link it please?

Grand Lodge

Thinking bard will flesh out tonight and post tomorrow.


It looks like we have a nice balanced group shaping up:

Chiro: Monk/Paladin
Hecktor: Oracle
Jarreck: Bard
Drogeney: ? Perhaps something arcane - but anything could work
Niles: Ninja

PS Niles, I'm going to rule that rogue archetypes work with Ninja. So if you want to make a scout or knife master ninja that's fine.


Nah, I just wanna play a Ninja...

I'm thinking for a backstory that my guy is bound by a life debt to one of the other PC's.

I plan on the Ninja being LN and strongly influenced/guided by a personal code of bushido.


Sure no problem. Ninjas have lots of fun ki powers, last table top campaign I played in had one who was able to vanish and run across water.


Beware ye villains, of the katana suddenly extruding from thine chests and the ninja snickering deviously at thine back.


Pathfinder Adventure Path, Rulebook Subscriber

Really long game night last night, didn't get home til almost 3:30 am. Fun though. Since I am the only one to have apparent interest in an arcane caster, I will go with that.

I am leaning in the direction of a wizard or with at this point and wanted to ask if you would allow material from the familiar folio that just came out, there are some interesting things in there that could be fun.


In theory yes, but please post the full text of any abilities you want to use as I don't have that book yet.


Pathfinder Adventure Path, Rulebook Subscriber

K, I will.

Edit: Here is the archetype I would like to try, I may do something with the familiar as well. I'm looking at taking an agathion as the patron with Silvanshee as the true form of the familiar.

If I use the following archetype I am looking at making him a conjurer. Still up in the air at this point though.

Pact Wizard:
Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.
Familiar (Ex): A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities. This ability alters arcane bond.
Pact Focus (Ex): At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school. This ability alters arcane school.
Pact (Ex): A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he elects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype,or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.
Aura (Ex): A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons (Ex): A pact wizard can select Sacred Summons (Pathfinder RPG Ultimate Magic 155) as a wizard bonus feat. He can use this feat nly to summon outsiders of his chosen subtype.
True Form (Ex): At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.


Sorry, Boss, missed adding the link and my phone auto corrected the term. It's the Latent Psion.

Niles: I don't mind picking up the life debt. I'm leaning towards the monk and he'll be LN and honorable, so he won't be abusing the connection. He's a strict adherent to Irori and (as I'm shaping his back story) traveling to the Isle of Jalmeray on pilgrimage and to honor his grandfather who was born there. (Hence the Latent Psion trait) What do you think?


@Drogeney That's a powerful archetype, but I'll allow it. Remember Sacred Summons keys off the monster's alignment SUBTYPES, not the monster's actual alignment. So, if you are LG, the creature must have the Lawful subtype AND the Good subtype to benefit from the feat. If you are NG, the creature must have the Good subtype but NOT the Lawful or Chaotic subtypes!

@Song of Chiroptera: Yes I'll allow Latent Psion


Pathfinder Adventure Path, Rulebook Subscriber

I'll keep that in mind though I found something that appeals to me more than that does (that's be more fun in a longer running game where there was more time to play with all of the levels leading up to it). Think I have what I want down now, I'll have it built up soon.

Are you following society guidelines for wizards replacing scribe scroll with spell focus?


Is Song of Chiroptera the main tank?
Since i'm wondering weither to make the oracle quaisy melee backup or more leaning towards caster stats wise.


Pathfinder Adventure Path, Rulebook Subscriber

Got most of the character done now, mostly working on the back story. Had a question come up though, where is Vudra in relation to where the inner sea region is? I can't seem to find a clear cut answer. I think it is east, between Avistan and Tian Xia, but I am not sure.


I can build him a bit tanky, sure. But like the boss said, battles will be tough too. But nothing I'm sure solid coordination can't solve.


Vudra is a long way South East of Jalmeray as you can see on this map.


Pathfinder Adventure Path, Rulebook Subscriber

Nice! Thank you, didn't even think to look there for that, shoulda thought of it myself. I think then that, other than tweaking my backstory a bit more and maybe buying a bit more equipment, I am as done as I can be without knowing how the other characters stories intertwine with mine. So, here is my submission as it currently looks, I'll get an alias built when I get the character finalized.

Build:

Pratavh
male human (vudrani) wizard 8
NG medium humanoid (human)
Init +7; Senses Perception +9
--------------------
Defense
--------------------

AC 21, touch 13, flat-footed 16 (+4 armor (mage armor), +2 shield, +3 Dex)
hp 64 (8d6+28)
Fort +6, Ref +7, Will +9
Defensive Abilities light fortification, aura of prescience (8/8 rounds per day), void awareness
--------------------
Offense
--------------------[/b]
Speed 30 ft.
Melee weapon 1 +3 (ndn+n/n-n) and
. . weapon 2 +n (ndn+n/n-n) and
. . weapon 3 +n (ndn+n)
Ranged ranged touch +7 (varies)
Special Attacks Expose Weakness (8/8 per day),
Spells (CL 8; concentration +14, +18 when casting defensively):
1st (n/day)—spell 1
0 (at will)—spell 1
--------------------
Statistics
--------------------

Str 8, Dex 16, Con 14, Int 22, Wis 12, Cha 10
Base Atk +4; CMB +3;CMD 16
Feats , toughness, combat casting (hbf), improved initiative, spell penetration, toppling spell (wbf), improved familiar
Traits trait 1
Skills Diplomacy +8, Knowledge (arcana) +16, Knowledge (history), Knowledge (planes) +16, Linguistics +16, Perception +9, Profession (scholar) +12, Spellcraft +16, Use Magic Device +11
Languages common, vudrani, draconic, aquan, auran, terran, ignan, celestial, infernal, abyssal, necril, cyclops, sylvan, elven
Combat Gear +1 light fortification mithral buckler (5005 gp, 2.5 lbs); Other Gear metamagic rod of toppling spell (minor) (5 lbs, 3000 gp), potion of cure light wounds x3 (150 gp), potion of cure moderate x2 (600), ring of protection +1 (2,000 gp), cloak of resistance +2 (4000 gp, 1 lbs),
Misc Gear Wizard's Kit (This kit includes a backpack [not carried], a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.) (19 lbs), spell book (3 lbs), note books (repurposed spell books) (2) (30 gp, 6 lbs), vial of in x 5 (40 gp), inkpen x 10 (1gp), scholar's outfit (starting clothes, 6 lbs), traveler's outfit (1 gp, 5 lbs), 5462 gp
Magic Items handy haversack (5 lbs, 2000gp), headband of vast intelligence +2 (diplomacy) (4000 gp, 1 lbs), belt of incredible dexterity +1 (4000 gp, 1 lbs), ring of sustenance (2500 gp),
--------------------
Special Abilities
--------------------

Arcane Bond (ex) -Familiar
Arcane School Void; Opposition Elemental School Fire
Aura of Prescience (Su) At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Cantrips
Reveal Weakness (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Scribe Scroll
Spell Books A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Adding Spells to a Wizard's Spellbook:
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).
Spells Gained at a New Level:
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another Spellbook or Scroll:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Void Elementalist Wizard Spells
0th—guidance;
1st—gravity bow, keen senses, shield, true strike;
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory;
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry’s embrace*, twilight knife;
4th—minor creation, moonstruck, wandering star motes;
5th—fabricate, major creation, mind fog, telepathic bond, teleport;
6th—greater dispel magic, legend lore, true seeing, mage’s lucubration;
7th—greater teleport, simulacrum, vision;
8th—mind blank, moment of prescience, orb of the void, whirlwind;
9th—foresight, mage’s disjunction, time stop.
Void Magic Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.

Spell Books:

Book 1 (85 pages used)
0-Level (30 pages): All except spark but including guidance.
1-Level (9 pages): magic missile, mage armor, grease, keen senses, protection from evil, unseen servant, enlarge person, shield, vanish
2-Level (12 pages): invisibility, fog cloud, glitterdust, continual flame, blur, web
3-Level (18 pages): arcane sight, dispel magic, slow, battering blast, tiny hut, resist energy (communal)
4-Level (16 pages): moon struck, wandering star motes, wall of ice, black tentacles

Familiar:

Hirati
FAERIE DRAGON CR 2
XP 600
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 32 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
OFFENSE
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
STATISTICS
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge, Alertness
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells
A faerie dragon casts spells as a 3rd-level sorcerer.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Description:
Pratavh is a 30 year old Vudrani man who stands five feet and 8 inches tall and weights 130 lbs. He always has a studious look and wears loose scholars robes, when not out traveling in the course of his studies, in tans and reds. When he is out on a research trip or adventuring, he wears a set of lightweight traveling clothes in similar colors to his scholar's robes, wears a nice buckler of mithral attached to his left arm, and has a rod close at hand. He is almost always accompanied by a faerie dragon, who rides across his shoulders or flies around getting into trouble, named Hirati who has yellow green scales.

Background:
Pratavh is a Vudrani man who was born in his people's homeland, but grew up in various countries around the world with his parents as they traveled, first as traders, and later as diplomats. He parted ways with them when he went to study magic in Absolam as a wizards apprentice. His studies were rough at first due to his different world view as a child, he had trouble understanding the way of viewing the natural elements of the world that those in the inner sea region considered normal. Despite the occasional clashes Pratavh finally began to make better progress when he found a book on magic that came from his homeland, it described not four elements but five, the standard earth fire, air, and water were there, but there was a fifth called void, the power of the mind and spirit. When he learned of this Pratavh's learning accelerated quickly, he attracted a familiar at the time to aid him in his studies, a raven that he got along well with.

Eventually he finished his apprenticeship and he and his bird went out into the world to pursue his studies. Though he was not much of a conjurer, Pratavh focused his studies on draconic, and planar languages, the better to understand their knowledge, learning to understand and read most of the languages of the other planes. As the years turned he learned more and more of his trade, expanded his studies into ancient cyclopian empires, and the fey and elven realms, picking up their languages as well. In between his various journeys he found himself working as a tutor while he did more thorough studies of his finds and experiments.

On one of his most recent journeys, his familiar was eaten by a large cat after it had been struck from the sky by an enemy. Despite his dismay at the loss of his dear friend, he continued on and came to the attention of a young faerie dragon named Hrati. She took an immediate interest in tormenting him, and followed him incessantly. eventually he came to enjoy her company and she agreed to become his new familiar. Despite their occasional disagreements, and her tendency to cause troubles for him, they have developed a deep bond.


Looks good, thanks!


@Chiro Sounds good man, I'll make a Tien Ninja with a life debt. He'll focus on scouting and getting into position to make some massive backstabs!

Also, He'll probably have a few languages. Tien, Common, Vudran to represent his travels with Chiro. I'll say that Chiro's Monk/Paladin saved him from certain death, and now the stoic Tien follows him until he feels his honor is repaid.


Ok, here's my first pass on my Monk. Just making sure the selections look good. I've still got some regular gear to buy. ..

Mohktar:

...

Mohktar
Human Monk 8
LG Medium humanoid (human)
Init +8; Senses Perception +11
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 16 (+4 Dex, +2 deflection, +1 dodge, +4 untyped)
hp 73 (8d8+30)
Fort +8, Ref +10, Will +10; +2 vs. enchantment spells and effects, +2 to save vs. mind-affecting effects
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee +1 darkwood quarterstaff +9/+4 (1d6+4) and
. . +2 temple sword +10/+5 (1d8+4/19-20) and
. . unarmed strike +10/+5 (1d10+2) and
. . Sansetsukon (Three-Section Staff) +9/+4 (1d10+2/19-20) block +1 AC

Ranged chakram +10/+5 (1d6+2/x2)

Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 16)

--------------------
Statistics
--------------------
Str 14, Dex 19, Con 14, Int 10, Wis 14, Cha 12
Base Atk +6; CMB +10; CMD 29
Feats Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Iron Will, Mobility, Snake Style[UC], Stunning Fist, Toughness, Weapon Finesse
Traits ease of faith, latent psion (human - vudra)
Skills Acrobatics +14 (+19 to jump, +22 to jump), Climb +8, Diplomacy +10, Escape Artist +11, Knowledge (history) +4, Knowledge (religion) +7, Perception +11, Sense Motive +12, Stealth +13, Swim +6
Languages Common
SQ ac bonus, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, wholeness of body
Combat Gear wand of cure moderate wounds; Other Gear +1 darkwood quarterstaff, +2 temple sword, belt of incredible dexterity +2, boots of striding and springing, handy haversack, ring of protection +2, 670 gp
--------------------

Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+8/+28 with Ki point) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Latent Psion (Human - Vudra) +2 to save vs. mind-affecting effects
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (8/day, DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (8 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.

As far as backgroud, Mohktar is named after his grandfather, a native of the Isle. Over the next generations his family found themselves in service to the monastery in Absalom. Over the years Mohktar has been influenced by the various disciples of Irori who called the City home at one point or another. But his heritage and his name calls him home to the Isle. To learn why his father loved the place so, and to make pilgrimage to the home of Irori, Mohktar sets sail southward.

Just a beginning, I'll finalize in the next day or so...

--------

@Niles: Did you pass thru Absalom? Is that where we want to have met? The connection is easy enough with a shared Vudran ancestry, but I wanted to flesh out a few details on the introduction.


Your monk looks good so far :)

Grand Lodge

Ok first run for Alwyn of the Brazen Peaks, archer bard build.

light background:
Alwyn's earliest recollections came from The Crook river in Osirion. His parents plied their trade along the river from the Brazen Peaks all the way up to Sothis and down the Asp to the border with Katapesh. The many abandoned sites they stopped at, remenants of a long ago age in Osirion sparked a longing in the boy's heart for history and travel.

When he was 13 years old he joined the ranks of the sea merchants traveling back and forth from Osirion, Katapesh, and Qadira. He worked as a translator, cabin boy and lookout, until his body grew from that of a boy into a man. All the while he would take his earnings while on the boat and use them to travel beyond the port cities to explored and often times new sites searching for the past. During his travels he met paladins and monks, pathfinders and rogues, occasionally offering his services to those in search of a long forgotten site, if only for nothing more than to be able to say he'd been there.

Today he found himself once more at sea, the port of Niswan in sight through the break waters of the outer islands . "Shallows coming up on the left Hyrim! Hug the south shoreline then aim for the port side of that junk in front of us. Once past it you should have clear sight to the wharf. Remember you still owe me drinks from the last time we were here!

With a laugh, Alwyn slides from his perch and begins his drop to the deck. Avoiding the passengers on the boat as he comes down to assist with the ropes tying the ship off. With a smile to the deck hands, and a jaunty whistle on his lips he returns to the ships master to let him know he would be staying this time.

" A thousand apologies, Master Naidu, I must take leave of the Banerjee once more as my heart says that the past is waiting to be found on Jalmera. Friends I have travelled with before are on the boat and staying as well, mayhaps I will travel with them once more. When will you be returning to this port? I would like to join up with you again should our paths cross. May Sarenrae watch over you, my friend."

Alwyn:

Alwyn
Male Human bard 8
TN Medium humanoid (human)
Init +5, Senses Perception +10
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DEFENSE
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AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 shield, )
hp 56 ((8d8)+13)
Fort +4, Ref +10, Will +6, +4 vs. Bardic Performance, sonic, and language-dependent effects

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OFFENSE
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Speed 30 ft.
Melee longsword +1 (mithral) +8/+3 (1d8+2/19-20)
Melee mace (light/mithral) +8/+3 (1d6+1)
Ranged shortbow +1 (composite/ghost touch/+1) +10/+5 (1d6+2/x3), within 30 ft. +11/+6 (1d6+3)
Special Attacks Dirge of Doom, Distraction, Fascinate, Suggestion,

Bard Spells Known (CL 8th; concentration +13)
3rd(3/day)-haste(DC 18), phantom steed, slow(DC 18)
2nd(5/day)-blur(DC 17), glitterdust(DC 17), invisibility(DC 17), mirror image(DC ), pyrotechnics(DC 17), silence
1st(6/day)-cure light wounds(DC 16), expeditious retreat(DC ), feather fall(DC 16), grease(DC 16), hideous laughter(DC 16), summon monster i
0th(at will)-dancing lights, detect magic, ghost sound(DC 15), mage hand, mending(DC 15), read magic(DC )

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TACTICS
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STATISTICS
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Str 13, Dex 17, Con 12, Int 12, Wis 9, Cha 20,
Base Atk +6; CMB +7; CMD 21
Feats Arcane Strike, Lingering Performance, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics (Perform (Dance)) +16, Bluff +9, Diplomacy (Perform (Oratory)) +16, Disguise +9, Escape Artist +7, Fly (Perform (Dance)) +16, Heal +0, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +10, Knowledge (History) +9, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +9, Linguistics(Kelish, Vudrani) +6, Perception +10, Perform (Act) +11, Perform (Dance) +16, Perform (Oratory) +16, Profession (Sailor) +3, Sense Motive (Perform (Oratory)) +16, Spellcraft +8, Stealth +14, Use Magic Device +16,
Traits Reactionary, Scholar of Ruins (Knowledge (Geography)),
Languages Common, Kelish, Osiriani, Vudrani
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell (3x), bonus feat, cantrips, countersong, humanoid traits, inspire competence, inspire courage, lore master, skilled, versatile performance (dance), versatile performance (oratory), well-versed, , ,
Combat Gear Disguise Kit (10 charges), Wand of Cure Light Wounds (50 charges),
Other Gear headband of alluring charisma +2, ring of protection +1, longsword +1 (mithral), outfit (explorer's), chain shirt +1 (mithral), belt of incredible dexterity +2, cloak of resistance +1, darkwood buckler, handy haversack, pathfinder's kit, disguise kit, efficient quiver, arrows (20/cold iron), arrows (blunt/20/cold iron), mace (light/mithral), shortbow +1 (composite/ghost touch/+1), arrows (20) (2), arrow, blunt (20) (2), 603.0 gp
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +4 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 23 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bard Spell Level 1

Bard Spell Level 2 (2x)

Bonus Bard Spell (3x) Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 3 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 19) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Scholar of Ruins (Knowledge (Geography)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Suggestion (Sp) You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 19) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

as suggestions or corrections are welcome.

for verification: I can leave the buckler attached to my arm, while using the bow and there is not a penalty to attack, but I loose the AC bonus for the remainder of the round. Or is the penalty to AC only when using a melee weapon?

If all looks good I'll create alias later today.


Let's say that my unnamed Tien Ninja was a passenger on a ship that docked in Absalom. He was part of a secret mission to rob/murder/steal/whatever and was abandoned to his fate due to some misstep. Mohktar and/or his monastery played a crucial role in saving the unnamed Ninja, so he swore an oath to protect and serve Mohktar until his honor was satisfied.

@ Jarreck the description says You can use a bow or crossbow without penalty while carrying it. so I'd say yeah.


Your bard looks fine Jarreck, thanks!


Lilly:

Lilly Hennet
Female Human Oracle of battle 8
N Medium humanoid (human)
Init +3, Senses Perception +8
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DEFENSE
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AC 22, touch 14, flat-footed 20 (+6 armor, +1 Dodge, +2 Dex, +2 shield, +1 deflection from ring of nat armor)
HP 67 (8d8+16con+8feat)
Fort +4, Ref +4, Will +6
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OFFENSE
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Speed 30 ft.
Melee Cold-iron longsword of flaming +1 +12/+5 (1d8+2, 18-20 x2)
Melee Mwk Morningstar +11/+4 (1d8+3, x2)
Melee Mwk Greatsword +11/+4 (2d6+4, x3)
Ranged Composite Shortbow +3 +10/+3 (1d6+3/x3)

Oracle Spells Known (CL 8th; concentration +18)
4th (4/day) DC19 (approval pending)
3rd (6/day) DC18 -Bestow Curse, Blindness/deafness, Inflict serious wounds
2nd (7/day) DC17 -Divine Trident, Hold Person, Prot.-Evil-commune, Summon monster II, Tremor Blast
1st (7/day) DC16 -Bless, Burning Disarm, Cause Fear, Entropic Shield, Murderous Command, Protection from (insert alingment), Ray of sickening
0th (at will) DC15 -Detect Magic, Enhanced Diplomacy, Guidance, Light, Read Magic, Resistance, Spark, Stabilize
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 20,
Base Atk +8/1; CMB +11/4; CMD 23
Feats: Combat Casting (+4 concentration), Dodge, Mobility, Power attack, Toughness
Skills:
Acrobatics 3 rank [+5]
Diplomacy 4 rank [+12]
Heal 5 rank [+8]
Intimidate 7 rank [+14]
Kn. History 3 rank [+6]
Kn. Planes 1 rank [+4]
Kn. Religion 3 rank [+6]
Linguistics 4 rank [+4]
Perception 5 rank [+8]
Sense Motive 5 rank [+8]
Traits:
Battlefield caster: +1 to concentration & AC vs provoked AoO by casting.
Tactician: +1 init, 1 a/day +2 on rolls on AoO
Languages: Common, Vudrani
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SPECIAL ABILITIES
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Revelations:
Battlecry: 1 a/day give +1 to att roll, saves & checks to allies within 100meter, rounds equal cha modifier. Extra use at 5th lvl
Skill at arms: become proficient with all martial weapons and heavy armor
Weapon mastery: choose proficient weapon and gain weapon focus with it. At 8th lvl, gain improved critical on that weapon: Longsword

Combat gear: Mithral Agile breastplate, Heavy shield (wooden), Mwk Greatsword, Mwk Heavy Mace, Cold-iron flaming longsword, Composite shortbow.
Other gear: Hempen rope, common backpack, (still sorting worth 13752 gp)

Background will come.


Hmm everyone is picking up Vudrani, it's not a big deal but I had hoped to have a bit of the exotic land experience, where all the natives speak a strange language. Well I guess I'll make up for it it other ways.

@Hecktor, looks good but the Gibbering Mouther alternative summons is not available. All the other monsters from the summon monster 4 table are available, except Cerberi since you're not evil.


Hey, Mohktar has ancestry there but he doesn't speak the language. ;) Hells, had I not given him a higher diplomacy for social engagements, I was even going with him having the monk vow of silence. But it doesn't work too well in PbP. I'm having him coming off the vow recently after observing a time period serving in the Absalom monestary.


Which languages, i noticed i still have 3 more i can take from my linguistics.


You probably don't want to ignore social skills (assuming you have skill points available) they will be useful in this game. Don't forget diplomacy aid another is a thing, and I will award extra bonuses for good RP.


She's got diplomacy.


Here is the alias as it stands so far. I'll get the stat line and stuff added later.

Scarab Sages

Alias created, thanks for the suggestions.


Got the alias. I'll be adding his story and final gear allotment later tonight.


So here's a broader question for all; how do we want to have become acquainted? Niles & I have the life debt connection, what else can we think of to use? Here's a couple of questions to maybe consider...

.

》Where's the starting point for the introduction? On the way to Niswan? In the city after arrival? Prior?
》Have we adventures together before? What sort of combatant defines your pc? Ex. my character is a man of few words, and in a fight he's not flashy but direct and committed.
》What sort of role do you envision? Like for me, I can be the tank and frontline fighter, but I'm also playing him as the peacemaker.

Anyway, just tossing some ideas into the melting pot.


I would imagine that at least some of us have worked together before. I know mine has been on adventures before so it wouldn't surprise me that here has been at least some prior contact.

As for Role, Pratavh is a linguist and researcher/tutor, most of his magic is control based with some force based spells. He is meant to tie down enemies more than damage them.

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