The Rise of the Runelords

Game Master DEWN MOU'TAIN

Map

the date: 4707 AR

Active quests:
Who is Maliphviston? What is the connection with evriani? Did the wall leading to the lower tunnels below the glassworks and the sinspawn pit get walled up? is it still guarded? Will Anx aid the ladies with repairing Mar'du? will corrin get his mask? Will the heroes be able to sit down and enjoy their meal? what was hidden behind the large stone doors below Thistletop? Is there treasure to be found under Thistletop?

Perception:

[Dice=Corrin]1d20+8[/dice]
[Dice=Loxley]1d20+4[/dice]
[Dice=Sazzat]1d20+7[/dice]
[Dice=Yeda]1d20+6[/dice]
[Dice=Zeldana]1d20+7[/dice]


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I'm recruiting 1-2 players to play in Rise of the Runelord, after two characters left and one is dealing with some work problems. The current pretty consists of
-Yeda, the human barbarian
-Sazzat Tamm, the human rogue
And the temporarily absentee is
-Corrin the elven druid and dewdrop the elk
The party needs a wizard (Cause it's rise of the Runelord) and probably a healer
For character creation follow these rules
Use 25 pt. Point buy, All base and hybrid classes are allowed, but not archetypes. Only the 7 base races allowed, but customizing is allowed.
Feat tax and background skills apply, I was in the car with limited time on a phone so that was all I could manage.
If you want to play a fighter let me know, and I will post the homebrew modifications to the fighter
2 traits, at least 1 from the Rise of the Runelord players guide (An immensely helpful resource for players *hint hint*
-Applications due on the 13th


Should we use the original Players' Guide, or the Anniversary Edition? The traits are quite different.

What is starting gold?
I see no archetypes, but are all arcane schools and sub-schools allowed?


Anniversary edition

Max starting gold from your class
Only the core 7


Here's my submission.
It looks like Sazzat Tamm will take wizard levels eventually, but I think a single-classed wizard will be helpful and we can cover gaps in each other's repertoire.
I included 3 scrolls at crafting cost, since wizards get Scribe Scroll. If this is a problem, I can change it.

Background:

Wayland grew up in Eleder, in the colony of Sargava. Born to privilege, he received a stellar education, excelling in history and magic. His parents were moderates, who sought good relations with the natives as long as their own status was not threatened. They were archaeologists and explorers; Wayland participated in many explorations of ruins in the Mwangi Expanse with them, seeking ancient magic and lore.
After a time, the oppression of the natives began to grate on him. Was not the greatest wizard of all, Nethys, a Garundi? Did not the Mwangi claim Old-Mage Jatembe? Had Wayland not seen marvelous relics of ancient civilizations in the Expanse that rivaled any seen in Avistan? Even though his parents were more progressive than many of their fellow colonists, he still felt ill at ease in Sargava, where the belief in Chelish racial supremacy hadn't ended with independence.
Wayland left Sargava and sought his fortune elsewhere. He has applied to join the Pathfinder Society, and was told to prepare a report on the Thassilonian ruins of Varisia. Accordingly, Wayland learned Thassilonian, read up on the history, and has traveled to Sandpoint to begin his first-hand research.
Wayland is unaware that he has fey heritage. As far as he knows, he just has keen eyes and good night vision. Exactly what sort of fey ancestor he might have, and how far back, is unknown at this time. He does occasionally have dreams of Ng the Hooded. Wayland knows of this mysterious Eldest, but not why it appears in his dreams. Possibly his (unknown-to-him) ancestor was a servitor of Ng.

Appearance and Personality:

Wayland is a tall and fit man of Chelish descent. His skin is tanned from many years in Sargava, and a bit more wrinkled that you would expect for a man of his age. He is a scholar, and very at home in the library, but also comfortable in the field. He dresses the part of a Sargavan jungle explorer, and can ramble on about the details of plants and animals, but it soon becomes clear that his actual wilderness skills are lacking. With some embarrassment, he’ll note that servants took care of much of the practical details on his past expeditions.
He seeks knowledge in general, and has a particular curiosity about all things magical. Wayland is respectful of Nethys, but not a true worshiper at this point. And he's curious about Ng the Hooded. Wayland is not as detached as those gods, being generally kind-hearted, though he is also pragmatic. Wayland is also somewhat averse to arguing. In most cases, he’ll offer his understanding of the facts and let those who feel more strongly debate the ethics and morality. His leaving Sargava rather than fighting for reform is reflective of this element of his personality.

Role and Development:

As a Diviner, Wayland is going to try to make sure the party has the necessary information before charging ahead. He’ll be willing to spend spell slots and time on reconnaissance, rather than hoping to just power through everything. His Knowledge skills are also outstanding.
He will likely take Lookout as soon as another PC can take it. This is a good teamwork feat with a Diviner in the party. Diviner’s Touch can help the party with some skill checks, or help a combatant.
In combat, he’ll hope to win initiative and prepare to disrupt or counter-spell enemy spellcasters. Down the line, he’ll look to improve his Dispel checks. He’ll have a good number of utility spells, and some direct damage ones as well.
He is less than perfectly optimized (the prohibited schools and ability scores). He’s still a wizard. I know how to make a more highly-optimized wizard and think it would be bad for the game. And I just didn't want a carbon-copy Str-dumped Cha-dumped wizard.
The whip and bola have great synergy with True Strike for boss fights against humanoid opponents. He’ll pick up Eldritch Heritage (Fey) for another useful option.
Most likely near-term feat progression:
3: Eldritch Heritage (Fey)
5: Crafting feat, Lookout
It looks like Sazzat Tamm is also going to take levels of wizard. I would be willing to switch around the prohibited schools so we can cover everything. (Definitely want to have Abjuration, Divination, Necromancy, and Transmutation; open to taking Conjuration, Evocation, Enchantment, and Illusion as prohibited.)

Character Sheet:

Wayland
Human Wizard (Foresight Diviner); Opposition Schools Conjuration, Enchantment
NG Medium Humanoid
Deity: None, though considering Nethys or Ng
Alternate Racial Traits: Heart of the Fey (+1 racial to Reflex and Will, Low-Light Vision, Perception and Knowledge Nature as class skills), Focused Study
Init +7; Perception +4 (Low-light vision)
-----------------
DEFENSE
-----------------
AC 12, touch 12, flatfooted 10 (+2 Dex)
HP 8 (1d6+2)
Fort +2, Ref +3, Will +3
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Dagger +1 (1d4+1/19-20) or Whip -3 (trip/disarm)
Ranged Light Crossbow +2 (1d8/19-20), Dagger +2 (1d4+1/19-20), or Bola -2 (trip)
-----------------
STATISTICS
-----------------
Str 12, Dex 14, Con 14, Int 18, Wis 10, Cha 13
BAB +0; CMB +1; CMD 13
Feats Scribe Scroll, Improved Initiative, Skill Focus (Knowledge – Nature)
Traits Gifted Adept (Dispel Magic), Scholar of the Ancients
FCB Wizard +1 Skill Point
Skills (7 per level) Arcana +9, Religion +8, Planes +8, Local +8, Nature +11, Spellcraft +8, Perception +4
Background Skills History +9, Linguistics +8
Languages Common, Thassalonian, Goblin, Draconic, Aklo, Varisian, Celestial
Equipment
Spell component pouch, Spellbook, Journal, Ink, Inkpens (3), Dagger, Bola, Light crossbow, 10 bolts, Whip, Backpack, Wineskin, Bedroll, Explorer’s outfit, 5 days’ trail rations, bonded amulet, Scroll of Mage Armor, scroll of Shield, scroll of Protection from Evil
Special Forewarned (always act in surprise round, +1 Init), Diviner’s Touch (+1 insight bonus to attacks, skills, ability checks, saves, 1 round, 7/day), Arcane Bond (amulet)
Cantrips Prepared Prestidigitation, Detect Magic, Dancing Lights
Spells (* prepared) Mage Armor, Shield*, Protection from Evil, Burning Hands (DC 15)*, Ear-Piercing Scream (DC 15), Comprehend Languages, True Strike*
Current encumbrance: 30 lbs (light)
Money 110.4 gp spent, 9.6 gp left


Revised my submission. As useful as Eldritch Heritage (Fey) would be, I just wasn't feeling the flavor.


I have a sorceress that was in a Rise of the Runelords game that died fairly early. She uses the Sage bloodline and the human alternate favored class that gave +1 known spell per level so she played similar to a wizard. She is a Tattooed Sorceress. Is that an issue or does it violate the no archetypes rules?

If she is ok as a tattooed sorceress, I'll rework her stats and skills to make sure she meets your requirements.


Ya you could use that


Would the Cartomancer archetype be allowed?


If the character is already made and from and old game then yes, but just you're just making them now then no


No, she was already made, this is her. I need to do some work on her to get her up to scruff for yours as she's been through two games, really three games, one Rise the GM vanished after the opening, took up by another GM who wanted to run Hell's Rebels instead, then finally another Rise game where the GM had to leave for life issues. Really hoping to play this character through.


A new alias for this.
Submitted for your approval, Loxley Geralt

Loxley was born to a career solider. After her father disagreed with his commanding officer over some immoral tactics, he was framed for committing them. Condemned as a traitor he was executed. A year later her mother took he own life out of distress. Loxley fled debit collectors, taking the last of the family savings. Now on her last coins she has arrived in Sandpoint in search of work to further fund her travels.

I still need to pick her spells.


I made this one for rise of the Runelord game but was not picked


Picked spells and realized I had picked an extra feat by accident so I got rid of one.
Let me know if I missed anything else.


I do believe that Zeldana is not up to scruff. If I am incorrect please let me know.


Healer is the biggest issue I think we will have.


I would have gone with a Arcanist with some healing skill, but he said no archetypes.


I can easily change Zeldana's patron over to the healing one and pick up the healing hex. Wouldn't change much.


Yeah, we just need to no be in that spot where a first level party has 2 cure light wounds spells to get it through the day.

You end up having to take a day off to rest and regain spells after every fight.


im looking for another player to add a 6th to this group of players.

starting level 4th:
max gold for character level
max hps for character level
stats: Use 25 pt. Point buy.
classes: All base and hybrid classes are allowed but not archetypes.
Races: Only the 7 base races allowed.

2 traits
background skills used.


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What's the current party like? Any particular role needed?


1 person marked this as a favorite.
Kelhedros wrote:
What's the current party like? Any particular role needed?

Its open to whatever you want to play.

Looking at the character tab, the cast of PCs is
Half elf rogue
Human arcanist
Elf barb/druid
Half elf witch
Human bloodrager

Dark Archive

I would love to play through this AP. Here is my proposed character.

Byr Maulmin:

-------------------
Male Half Orc Shifter 4
N Medium humanoid (Orc, Human)
Init +4 ; Senses Perception +10
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+4 Defensive Instinct, +2 Dex, +1 Dodge, +0 Natural Armor, + Deflection)
hp: 48 (4d10+8)
Fort +9, Ref +9, Will +7
Defensive Abilities: Sacred Tattoo, Defensive Instinct
--------------------
Offense
--------------------
Speed: 30 Ft.
Melee: MW Scythe +9 [2d4+6; x4] and Bite +4 [1d4+5; x2]
Ranged: Sling +6 [1d4+4; x2]
Special Attacks: Shifter Claws, Shifter Aspect, Wild Shape
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +4 ; CMB +7 ; CMD 24

Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
-Tiger: Bite (B, P, S).

Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (+1): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Woodland Stride: At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Wild Shape: The ability details below have been updated based on this FAQ entry.
At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.
Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Traits
Fate’s Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Exile (Campaign): You gain a +2 trait bonus on Initiative checks.

Feats:
Power Attack:
Dodge:

Skills: Acrobatics +9 [4], Fly +7 [2], Knowledge [Nature] +7 [4], Perception +10 [4], Stealth +7 [2], Survival +10 [4]

Languages: Common, Orc, Druidic

Combat Gear: MW Scythe [318 / 10lbs], Spiked Gauntlet [5 / 1lb], Sling [0 / 0], 40 Bullets [0.4/20 lbs], +1 Cloak of Protection [1000 gp], Amulet of Mighty Fists +1 [4000 gp]
Gold: 656 Silver: 9 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5 Free
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common 1/1 2 2 gp
Bedroll* 1/1 5 0.2 gp
*=Inside backpack
Total Weight 36/ 68 w/Backpack lbs 100 lbs light or less/ 101-200 medium / 201-300 heavy

And here is his

Background:
Byr was raised by his grandfather in the outskirts of Sandpoint in the same small house that Byr’s grandfather was raised in. Byr’s family had orcish blood running through them, but after several generations living around Sandpoint, Byr’s blood was much more human than orc.

Byr’s grandfather, Thraag, had a great fascination for the feral orcs that once sired them. So he practiced many of the older traditions of the clan that had bred with humans generations before to form the Maulmin clan. Thraag taught many of these skills to Byr who had an innate understanding of the animals around Sandpoint. And in time under Thraag’s tutelage, Byr was able to actually change his form to those of the fierce animals that he had encountered or heard about. Byr felt an especially strong connection with large felines.

When Byr came of age, Thraag took him through their orcish clan's traditional coming of age ceremony, which included covering his body in sacred tattoos meant to protect the young warrior. Byr then set out to see more of the world than his small house outside Sandpoint.

.

A bit about

me:

I am an active player. I check the boards usually several times a day. I have been playing pbp games for several years and I have recently decided it would be fun to try and get into a few more games if possible.


Still new to this forum format and didn't see the characters list. I think a Paladin Archer would round out the party in a few different ways. I should be able to put one together pretty quick, at least mechanically. A detailed back story would take a bit longer but not more than an evening or two.

By max gold for character level, do you mean 6000g for WBL at level 4?

Character Outline:

Valgeir Ivarsson

Male Human
Paladin 4
Alignment: LG
Deity: Erastil

STR 14
DEX 18 (incl. +2 Racial)
CON 14
INT 10
WIS 8
CHA 16 (incl. +1 bonus @ level 4)

HP: 48

AC: 19 (21 w/ shield)
TAC: 14
FFAC: 15 (17 w/ shield)

Fort: +9
Ref: +8
Will: +6

Attacks:
Longbow +9/1d8+3
Longsword +7/1d8+2

Class Abilities:
Aura of Good, Aura of Courage

Divine Grace, Divine Health

Detect Evil, Smite Evil (2/Day)

Lay on Hands 2d6 (5/Day)
- May spend 2 LoH for Channel Positive Energy
- L3 Mercy: Sickened

Feats:
Human: Point Blank Shot
L1: Precise Shot
L3: Rapid Shot

Traits:
(Campaign) Giant Slayer
Magical Knack

Skills:
Diplomacy +10
Stealth +11
Use Magic Device +10
(Background) Handle Animal +10
(Background) Linguistics +4

Alternate Racial Trait: Fey Magic (replaces Skilled)
- Low Light Vision
- Stealth & Use Magic Device as Class Skills
- Gain as SLAs (1/Day each) in mountains & hills

Prepared Spells: Lesser Restoration

Languages:
(Starting) Common, Skald
(via Linguistics) Shoanti, Varisian, Dwarven, Giant

Favored Class Bonus: +4 Skill Ranks

Equipment:
2600g +1 Composite (2) Longbow
2100g +1 Mithral Shirt
330g Masterwork Cold Iron Longsword
20g Heavy Steel Shield
750g Wand of Cure Light Wounds (50 Charges)
(200g remaining for other non-magical gear)

Appearance:
A tall, lithe young man with a fair visage and fair complexion. Slow to anger, quick to laugh, he is all easy smiles and a cocksure swagger that belies a surprisingly straight-laced attitude.

Background:
Valgeir hails from the far north, where his kin have fought a bitter campaign against the giants since the earliest tales. Frost giants destroyed his family's village when he was a boy, and he had since dedicated himself to learning to slay giants and help other villagers avoid the same fate. Though he has fought hard and earned a measure of Erastil's favor, Valgeir remains a brash youth in many respects. Most recently, he has sailed down to Sandpoint in response to rumors of and impending giant attack.

Liberty's Edge

Sounds like fun...never got past the goblins in all the online games I've played...lol. Will get something up asap

Dan


I've got an Erastalian Warpriest I put together for this AP. Let me take the time to up him to your very generous specifications and I'll provide the submission.


Kelhedros wrote:

Still new to this forum format and didn't see the characters list. I think a Paladin Archer would round out the party in a few different ways. I should be able to put one together pretty quick, at least mechanically. A detailed back story would take a bit longer but not more than an evening or two.

By max gold for character level, do you mean 6000g for WBL at level 4?

** spoiler omitted **...

So to answer your website question, at the top of the page should be some tabs, campaign info, gameplay discussion recruitment, charectors, players, clicking on one of those tabs well... uh brings up that tab :)

Hi! Im Corrin, your friendly helpful druid with uh... anger issues. He's a bit socially awkward at times, what with his history, but i promise he will jump off a cliff to save you if he has too. Also... Dewdrop his bestfriend and elk buddy keeps him mostly in line. He has a huge crush on Shalelu... i
mean who doesnt really though.
If any of you all have questions that i might be able to answer I will be glad to help. :)


Interesting, I have an idea for a devout dwarf of Nethys looking into the ruins around to uncover some ancient magic that might help people. Unsure if I wanna do a warpriest for extra tankiness or if I wanna just try to run a battle cleric. But the main idea is a martial cleric to help with the front line a little.

Will look into it and get back with a character.


I am interested.
I have played this character several times but never made it past book 1.

I will adjust soon.


hustonj, here.

I believe I have adapted this character for your creation rules.

Jarl's really just a very talented, simple man who wants everybody to live together peacefully, and is ready to sacrifice himself to protect them.

Oh, and he's pretty good at mundane healing, too. As equipped, he has to roll a 7 to heal (level+4) hp for up to 5 different people a day. A 12 is worth (level+8) hps. Plus his Warpriest magics. Of course, if the group doesn't need him to reserve his magics for healing, they can make him more combat capable instead.

25 point build makes everybody really talented!

If there are any questions, I'll be back!


All set, I have a Cleric of Nethys, with a little dip of fighter for submitting. Plan to stick to tanking and supporting. Will most likely grab some channel feats since I’m mostly happy with the feats I have now for fighting. If more melee fighting prowess is needed I have my eye on a couple things.

Reld Cragvein statblock:

NG Male Dwarf (Humanoid) Fighter 1/Cleric 3
Init +0; Senses (4)Perception +7 (+9 for stonecunning); darkvision 60’
-------------------- 
Defense 
--------------------
AC 22, Touch 10, Flat-Footed 22 (+9 armor,+3 shield)
HP 46 (1d10+3d8+12)
Fort +8; Ref +1; Will +6, +2 against poisons, spells and spell like abilities
-------------------- 
Offense 
--------------------
Speed 20 ft
Melee - +1 Dwarven Waraxe +6/1d10+6/x3
-------------------- 
Statistics 
--------------------
Str 16, Dex 10, Con 16, Int 10, Wis 17, Cha 11
Base Atk +3; CMB +5; CMD 15 (19 bull rush and trip while on ground)
Feats: shield focus, shielded mage, Power attack
Racial traits: darkvision 60 feet, Slow and Steady, Defensive Training, Greed, Craftsmen, stability, stone cunning, Weapon Familiarity

Background Skills: 4-craft +7(9 for stone and metal), 4- know history +7,
Adventuring skills: 3-know religion+6, 1-sense motive+5, 2-spellcraft+5, 1- know planes+4, 1-UMD+4
Languages: Common, Dwarven, Thassilonian
Traits: Scholar of the Ancients, Underlying principles
SQ: domains good/divine 6 times a day. Channel 2d6 3/day.

Spells per day:
Orisons /4 -
1st lvl / 3+1-
2nd lvl /2+1-

Favored Class +1 sp x 4
Combat Gear: Heavy Steel Shied emblazoned with a symbol of protection, half plate, +1 war hammer emblazoned with fire.
Other Gear: a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, a wooden holy symbol, a mask that has is half stark white and pitch black. Ioun torch, wand of CLW, wand of PFE, potion of Lesser restoration. 247 gold left over.

- clerics kit 16
- full plate 1500
- Steel shield 20
- warhammer 12
- +1 Dwarven waraxe 2000 + 300 +30
- Ioun torch 75
- Wand of CLW CL1 750
- Wand of PfE CL1 750
- Potions of Lesser Restoration 300

Background information:

Reld was born in the city of Magnimar, growing up he worked whatever jobs he could to get by. Seeing the plight of many in the city he did his best to help others as he could. But among the city of the ancients with ancient heroes, the ancient monuments around him. He dwelled on how such great deeds could happen and how they have saved many but still people lived hard unforgiving lives.

With a story of heroes saving Korvosa he realized the power needed to save people, and the danger ancient magick posed. As well as how much benefit it could have if in the hands of the right people. With new clarity he through himself into studying magick in all forms, but especially ancient Thassilonian magick. Hoping to one day harness the wonders that once were to help the people of Varisia he soon found his faith blessing hun with divine power. Seeing this as a Sign from Nethys, a god he had begun to worship in his endeavor to learn, he took up a mask to go along with his armor. With armor and now divine mask he began to make treks to ruins within and around the city to learn more, all the while using the magic he has been blessed with to heal and help others.

DESCRIPTION: a stout dwarf born and raised in Magnimar he has olive tanned skin, his stature strong from working most of his life. Moonlighting as a guard while working as a laborer has helped to build strong muscles that help to carry the armor he wears. The armor is engraved with runes of different virtues and different acts of goods in dwarven, that he one day hopes to turn magical. He wields a shield embossed with a symbol of healing and protection. While his other weapon a magical Dwarven war axe he found in a ruin has symbols of destruction along the head. While attached to his helmet is a mask of a Dwarven face, half white and pristine and the other dark and twisted. Underneath his face is worn with laugh lines, his beard is quite long, braided with a divine symbol of Nethys it hangs out beneath the mask.

People of Importance;
- His mother and father, both hard working dwarves in Magnimar. They see their son as a odd duck having strayed from worshipping Torag, but embrace the idea of good he wishes to pursue.
- Rodrick Pembroke, a friend and contemporary that has helped shape his views, one of the leading faithful of Soralyon. Often they debaters the merits of magic and ancient knowledge. Whereas Rodrick and his teachings of Soralyon wished to keep it secret to preserve the world of possible evils, Reld wished to learn and explore. Reld believed that though the dangers were the possibility of helping so many was to much to not try.
- A wandering priest of Nethys supposedly on his way to see an artifact found in the Linnorm Kingdoms, this chance meeting led to his discover of the ancient waraxe and a breakthrough in his understanding of ancient Thassilon.


Tempted to make an Omdura just for this. Probably human, thinking of going with Iomedae as the deity of choice.


Jarl Purrun wrote:


25 point build makes everybody really talented!

I could make it -12 if thatd make you happy? =p


RIZZENMAGNUS wrote:
Jarl Purrun wrote:


25 point build makes everybody really talented!

I could make it -12 if thatd make you happy? =p

Nah, just a little self-deprecation about the boast, is all.


sorry. No post today. My exhaust fell off my truck and i need to finish ripping it out. Wheeeee...


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completed submissions for consideration:

Byr: half orc Shifter, rocking a Scythe.
Vageir: human paladin archer
Jarl: human warpriest
Reld: Dwarf fighter/cleric

the hmmm...this looks intersting group
today is a good day
cade goodbarrel


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i'll keep this open til friday 10-22, to allow those that may be interested a chance to complete their characters. I'll do my picking come sunday sometime and hopefully get the game restarted on monday 10-25.

Liberty's Edge

OK...here is my submission...a half-elf archer!

Tannith:

Unnamed Hero
Male human elven archer 1/mystic archer 3 (New Paths Compendium, New Paths Compendium Expanded 8)
NG Medium humanoid (elf, human)
Init 6; Senses low-light vision; Perception +10
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 40 (4d8+8)
Fort 6, Ref 9, Will 1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged composite longbow +8 (1d8+7 P/×3)
Special Attacks enhance arrows (magic and silver)
Mystic Archer Spells Prepared (CL 3rd; concentration +5)
. . 1st—abundant ammunition[UC], gravity bow[APG], magic weapon, mount
. . 0 (at will)—acid splash, detect magic, mending, prestidigitation
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Statistics
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Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10
Base Atk +4; CMB 6; CMD 20
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Skill Focus (Disable Device), Weapon Focus (composite longbow)
Traits armor expert, elven reflexes
Skills Acrobatics +7 (+3 to jump), Appraise +4, Handle Animal +5, Heal +5, Intimidate +1, Linguistics +3, Perception +10, Profession (soldier) +6, Ride +6, Stealth +8, Survival +7; Racial Modifiers +2 Perception
Languages Common, Elven, Minkaian, Skald, Varisian
SQ elf blood, hawkeye +5-ft., track +1, wild empathy +1
Other Gear armored kilt studded leather, composite longbow (+2 Str), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, masterwork thieves' tools, mess kit[UE], mystic archer starting spellbook, pot, torch (10), trail rations (5), waterskin, 26 gp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enhance Arrows (Su) All nonmagical arrows are considered both magic and silver for purposes of overcoming DR.
Hawkeye (+5-ft.) (Ex) Range increment with bows increases.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I'd love to join! I've never done a play-by post game before, but I've been playing TTRPGs for 20 years and I'm eager to try this out.

Evriani D'krent:

Evriani D'krent
Female Human Sorcerer 4 (Possessed Bloodline)
CG Medium humanoid (Human)
Init +2; Senses: Perception +2, Darkvision 30 ft. (from bloodline)
-------------------------------
Defense
-------------------------------
AC 16 (w/ mage armor), touch 12, flat-foot 14 (+2 Dex, +4 mage armor)
Hp: 36 (4d6+8, +4 toughness)
Fort: +4, Ref: +4, Will +6
-------------------------------
Offense
-------------------------------
Speed: 30 feet
Melee: Aggressive Possession, +0, Will DC 17 or confused 1 round (8/day)
Ranged: Light Crossbow +4, 1d8 P dmg 19-20 x2 range 80
-------------------------------
Stats
-------------------------------
Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 20
BAB +2; CMB +0; CMD 12

-------------------------------
Racial Abilities (Human):
-------------------------------
+2 to Cha
Bonus Feat: Toughness
Skilled (extra skill rank each lvl)

-------------------------------
Class Abilities
-------------------------------
Possessed Bloodline
Makes Knowledge: Religion a class skill
Bonus spell @ 3rd lvl anticipate peril (this spell alters initiative, I'd like to trade out for lock gaze since this game doesn’t use initiative, if possible...)
Bloodline Arcana: Whenever you cast a non-cantrip spell, you can roll the next Will save you attempt against a mind-affecting effect before your next turn twice and take the better result. If you have already failed a save against a mind-affecting effect, you can instead attempt another Will save against that ongoing mind-affecting effect after successfully casting your spell. You can use this ability only once against a given mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (8/day)
Bloodline Powers
Aggressive Possession (Sp): At 1st level, you can make a melee touch attack as a standard action. The target must succeed at a Will save or be confused for 1 round. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier (currently DC 17). You can use this ability a number of times per day equal to 3 + your Charisma modifier. (8/day)
Sight Unseen (Sp): At 3rd level, you gain darkvision with a range of up to 30 feet. If you already have darkvision, its range instead increases by 30 feet. At 9th level, you gain lifesense with a range of 30 feet (lifesense allows you to sense and locate living creatures as if you had the blindsight ability).

-------------------------------
Spells Known
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Cantrips (DC15)
Detect Magic
Message
Mage Hand
Ghost Sound
Read Magic
Prestidigitation
1st Level (DC16) (17 for enchantment due to spell focus)
Charm Person (Ench.)
Hypnotism (Ench.)
Memory Lapse (Ench)
Lock Gaze (bloodline spell, subbed b/c of initiative rules) (Ench.)
2nd Level (DC17)
Burning Gaze

-------------------------------
Spells Per Day
-------------------------------
1st Level: 6
2nd Level: 3
Concentration Checks +9

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Traits
-------------------------------
Extremely Fashionable (Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you.)
Auspicious Tattoo (+1 Will Saves)

-------------------------------
Feats:
-------------------------------
Level 1: Skill Focus: Bluff
Human bonus feat: Toughness
Level 3: Spell Focus: Enchantment

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Skills
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(5/lvl adventuring, [2+int+skilled+FC bonus], 2/lvl for background skills}
Appraise +8, Bluff +16, Diplomacy +11, Intimidate+11, Knowledge Arcana +8, Knowledge Religion +5, Spellcraft +7, Stealth +4, Use Magic Device +10

-------------------------------
Languages
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Common, Abyssal

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Gear
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Light Crossbow
Cloak of Resistance +1
Wand of Mage Armor
Ring of Mind Shielding
Expensive clothing
65g

-------------------------------
Backstory
-------------------------------
Evriani, just Evie to her friends, grew up fairly privileged, the only child of a wealthy merchant in Magnimar. She had what she thought to be an imaginary friend since she was a small child -- a voice that would speak to her when she was sad, and made her feel like she was never alone. As she grew older, she discovered the reason she never felt alone was because she wasn’t -- her imaginary friend was actually a spirit that had taken up residence alongside her own, within her body. The partnership has worked out in her favor, as her bond with the spirit has granted her unusual, if somewhat spooky, powers.

Evie became very good at lying as she often had to hide her strange partnership from people who might wish to sever the bond she shared, and she has no desire to lose her powers. She’s a very friendly person, and she’s usually cheerful in a way most would find endearing without being grating, but sometimes the ghost leaks out a bit and she'll get a bit eerie with her words or mannerisms.


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Wow. 3 of 6 submissions are archers. It feels like my chances just shrunk . . ..


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hustonj wrote:
Wow. 3 of 6 submissions are archers. It feels like my chances just shrunk . . ..

Hmmm...its almost like the players are spotting a gap in the coverage


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RIZZENMAGNUS wrote:
hustonj wrote:
Wow. 3 of 6 submissions are archers. It feels like my chances just shrunk . . ..
Hmmm...its almost like the players are spotting a gap in the coverage

So, the fact a slightly different 3 of the 6 can also provide some healing is another gap perception? <evil grin>


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We need a good ranged fight and a full time healer yes. We're heavily arcane and melee...


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May not be ranged but what does healing better than a cleric right?


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I can honestly say I didn't do a gap analysis and then build the character. This (Erastilian Warpriest) is a build I've been toying with for a while, now, and just want to play.

<shrug>

Not that I guess I should expect you to believe me on that point, in the recruitment thread, where we're supposed to be selling our individual characters as better than the others. <grin>

Liberty's Edge

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I believe you hustonj :-)

As we have so many archers, I think I might resubmit a straight fighter for some more upfront fighting..


Gonna have to make a few online rolls for reasons which will become more clearer later on...

For Age: 2d6 ⇒ (3, 6) = 9.

For Height: 2d10 ⇒ (9, 8) = 17.

For Ability: 1d100 ⇒ 84.

For Ability: 1d100 ⇒ 65.

For Ability: 1d100 ⇒ 66.

For Appearance: 1d100 ⇒ 8.

For Appearance: 1d100 ⇒ 66.

If any further rolls will be needed...tba

PS. No further rolls will be required. ;)


Name: Ebion Durais
Race/Gender/Size: Male Human with Tiefling [Demon-Spawn/Pitborn] Subtype [Medium Humanoid (Human Subtype) and Native Outsider (Tiefling Subtype) via Planar Heritage feat]
Level/Class: 4th Level Omdura of Iomedae

Alignment: Lawful Good
Hit Points: 36
Initiative: +1

Str: 16 +3 [14 base=5; +2 via Fiendish Heritage]
Dex: 14 +2 [13 base=3; +1 at 4th level]
Con: 12 +1 [12 base=2]
Int: 10 -- [12 base=2; -2 via Fiendish Heritage]
Wis: 13 +1 [13 base=3]
Cha: 18 +4 [16 base=10; +2 via Fiendish Heritage]

Base Speed/Movement: 30'
Vision: 60' Darkvision
Perception: +6 [+8 with concealment or full concealment due to darkness or dim light]

AC: 20 [with MW Buckler] [19; +1 Breastplate] [13; Reinforced Tunic]
Touch AC: 12
F-F AC: 18 [with MW Buckler] [17; +1 Breastplate] [11; Reinforced Tunic]

Fort: +5
Refl: +3
Will: +6/+9 vs. Charms and Compulsion effects; +2 vs. Evil spells/effects caused by Evil Outsiders

BAB: +3
CMB: +6
CMD: 18

Height: 6'3"
Weight: 308 lbs. [due to Obese Build; was 205 lbs. base]
Age: 24 years old

Languages: Common, Celestial
FCB: +1 Skill; Omdura
Deity: Iomedae; Aura: Lawful Good

Traits: Purity of Faith [religion/Iomedae], Irrepressible [faith]
Feats: Planar Heritage/Human bonus, Fiendish Heritage/1st, Word of Healing/3rd

Armor Proficiency: Light and Medium Armor plus Shields; No Tower.
Weapon Proficiency: Simple Weapons and Longsword [Iomedae].

Skill Ranks per Level: 4 + Int modifier plus FCB

Adventuring Skills [5/Lvl with FCB]: [ACP= -3 breastplate +1/ 0 reinforced tunic/ 0 MW buckler]
Class: Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana/Int), Knowledge (planes/Int), Knowledge (religion/Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).
Non-Class: Climb (Str; ACP), Disguise (Cha), Escape Artist (Dex; ACP), Fly (Dex; ACP), Knowledge (local/Int), Knowledge (nature/Int), Ride (Dex; ACP), Survival (Wis), Swim (Str; ACP), Use Magic Device (Cha)

Trained: 4 Knowledge (planes/Int), 4 Knowledge (religion/Int), 1 Diplomacy (Cha), 1 Heal (Wis), 1 Intimidate (Cha), 2 Perception (Wis), 1 Sense Motive (Wis), 1 Climb (Str; ACP), 1 Swim (Str; ACP), 4 Use Magic Device (Cha)

Background Skills [2/Lvl]: [ACP= -3 breastplate +1/ 0 reinforced tunic/ 0 MW buckler]
Class: Artistry (Int), Craft (Int), Knowledge (nobility/Int), Lore (Int), Appraise (Int), Linguistics (Int), Profession (Wis),
Non-Class: Handle Animal (Cha), Knowledge (geography/Int), Knowledge (history/Int), Knowledge (engineering/Int), Perform (Cha), Sleight of Hand (Dex; ACP)

Trained: 1 Knowledge (nobility/Int), 1 Knowledge (history/Int), 1 Knowledge (engineering/Int), 1 Knowledge (geography/Int), 1 Profession (Wis)=crusader/soldier, 1 Perform (Cha)=oratory, 1 Handle Animal (Cha), 1 Appraise (Int)

CL=4th/Charisma=+4/Concentration=+8
DC 14+spell lvl; 0=14/1st=15/2nd=16
Spells Cast/Day: 1st=4 [3+1cha], 2nd=2 [1+1cha]

Spells Known=6/0 level;4/1st;2/2nd
0-level: Disrupt Undead, Acid Splash, Detect Fiendish Presence, Sift, Enhanced Diplomacy, Grasp
1st: Weapons Against Evil, Hedging Weapons, Cure Light Wounds, Bless, Litany of Weakness, Keep Watch [via Spell Lattice]
2nd: Remove Paralysis, Spiritual Squire, Cure Moderate Wounds

Human Racial Abilities:

Ability Score Racial Traits: +2 to Str, +2 to Charisma, -2 to Int via Fiendish Heritage.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Omdura Class Abilities::
Omdura Class Abilities:

Aura (Ex): An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spell Casting: An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.

An omdura can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.

An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; ie. Chaotic and Evil Spells.

Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day with a high Charisma score.

Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of choice. At each new omdura level, they learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by Charisma score; their numbers are fixed.

In addition to the spells gained as they gains levels, each omdura also adds all of the cure spells to the list of spells known (cure spells include all spells with “cure” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. This choice is made when the omdura gains 1st level spells and cannot be changed.

At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one already known. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gains new spells known for the level. they cannot swap any cure or inflict spells.

Unlike a cleric, an omdura need not prepare their spells in advance. they can cast any spell known at any time, assuming they has not yet used up their spells per day for that spell level.

Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an alignment opposed to their own or their deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Detect Alignment (Sp): At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. They can use only one of these at any given time.

Invocation (Su): An omdura can call forth the power of their deity to improve their allies’ abilities as a standard action.

When the omdura calls upon this power, they must select one type of invocation from those listed below to grant the benefits to their allies within 30 feet. good omduras must select the bonuses as sacred. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to their level=4. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change the chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.=2

Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.=2

Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.=1

Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.=2

Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.=1

Purify: The omdura’s allies are protected from the vile taint of their foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.=1

Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s.=1

Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.=4

Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Divine Touch (Su): At 2nd level, an omdura can deliver divine energy by touch. they can deliver either positive energy or negative energy. A good omdura (or a neutral omdura of a good deity) must select positive energy. This choice is made when the omdura gains this ability and cannot be changed.

Each day the omdura can use this ability a number of times equal to half their omdura level=2 plus their Charisma modifier=4. With one use of this ability, an omdura can use divine energy to restore to a target 1d6 hit points for every 2 omdura levels [2d6] they have. Using this ability is a standard action, unless the omdura targets themselves, in which case it is a swift action. Alternatively, an omdura can use this divine energy to affect undead creatures, dealing damage when delivering positive energy.

An omdura needs only one free-hand to use this ability. Using divine touch to harm a creature requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Creatures do not receive a saving throw against the damage from divine touch. Divine touch is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an omdura two additional uses of the divine touch class feature.

Divine Infusion (Su): At 3rd level and every 3 levels thereafter, an omdura can select one divine infusion. Each infusion adds an effect to the omdura’s divine touch ability. The types of infusions available to the omdura are determined by the type of energy the omdura delivers with their divine touch. An omdura who delivers positive energy adds a mercy to their divine touch, treating their omdura level as their paladin level and their divine touch as the paladin’s lay on hands ability. At 6th, 9th, and 12th level, they add infusions to the list of those selectable as though they were a paladin of their omdura level. Divine infusion functions as mercy class ability, depending on the omdura’s divine touch energy, for the purposes of feats, spells, or effects that work with those class features; [Fatigued]

Divine Might (Su): At 4th level, an omdura can call on the powers of their god once per day to aid in the struggle against their enemies. As a swift action, the omdura chooses one target within sight to be the focus of their divine might. If the target is opposed to the omdura’s alignment on either the law/chaos or the good/evil axis, the omdura adds half their Charisma bonus (+2) to attack rolls and adds half their omdura level [2] to damage rolls against the target of the divine might.

In addition, while divine might is in effect, the omdura gains a deflection bonus equal to half their Charisma modifier (2) to AC against attacks made by the target of the divine might. If a non­neutral omdura targets a creature that is not opposed to their alignment, the use of this ability is wasted with no effect.

The divine might effect remains until the target of divine might is dead or the next time the omdura rests and regains uses of this ability. At 9th level and every 5 levels thereafter, the omdura can use divine might one additional time per day to a maximum of four times per day at 19th level.

Equipment:

Explorer's Outfit: [free; 8 lbs]
Inheritor's Breastplate +1: [2,430 gp; 30 lbs.]
Spell Lattice (1st); Keep Watch: [1,000 gp]
Bag of Holding, Minor: [1,000 gp; 3 lbs.]
Silversheen: [250 gp]
Wound Paste: [50 gp; .5 lbs.] [in minor bag of holding]
Soul Soap: [200 gp; 2 lbs.]
MW Sunsilver Battle Aspergillum: [405 gp; 4 lbs.]
MW Living Steel Buckler: [255 gp; 5 lbs.]
MW Cold-Iron Longsword: [330 gp; 4 lbs.]
MW Backpack: [50 gp; 4 lbs.]
Reinforced Tunic: [1 gp; 5 lbs.]
Crusader's Cross; common: [1 gp]
Iron Holy Symbol of Iomedae: [5 gp; 1 lbs.]
Gear Maintenance Kit: [5 gp; 2 lbs.] [in minor bag of holding]
Survival Kit; common: [5 gp; 4 lbs.]
Cooking Kit: [3 gp; 16 lbs.] [in minor bag of holding]
50' Rope: [1 gp; 10 lbs.] [in minor bag of holding]
x2 Waterskins via Survival Kit: [8 lbs. when full]
Flint and Steel via Survival Kit
Whetstone via Shaving Kit
Mess kit via Survival Kit
Sling and 10 Bullets: [1 sp; 5 lbs]
Poncho: [5 sp; 2 lbs.]
Bandolier: [5 sp]
Bedroll: [1 sp; 5 lbs.] [in minor bag of holding]
Weaponcord: [1 sp]
Shaving Kit: [15 sp; .5 lbs] [in minor bag of holding]
Waterproof Bag: [5 sp; .5 lbs.]
Grooming kit: [1 gp; 2 lbs.] [in minor bag of holding]
Bell-Net: [2 gp; 2 lbs.] [in minor bag of holding]
10' Folding Pole: [2sp; 10 lbs.] [in minor bag of holding]
50' String: [1 cp; .5lbs.]
Earplugs: [3 cp]
Saw: [4 cp; 2 lbs.] [in minor bag of holding]
x3 Torches: [3 cp; 3 lbs.]
x6 Wandermeal: [6 cp; 3 lbs.]

Coins: 2 gp/3 sp/3 cp left [from 6000 gp initial]
Encumbrance: 93 lbs. [with 50 lbs. in minor bag of holding]=Light; [143 base total]
Carrying Capacity: 16 Str [76/153/230]; 18 Str [100/200/300] with MW Backpack

Appearance: Hirsute and Obese.

Background: Tracing his notorious early Tiefling Ancestor family's history from pre-revolutionary Galt, Ebion Durais' own Ancestors would eventually turn to the worship of Iomedae during their participation in the past Mendevian Crusades and found redemption there. Even after countless generations of births though, Ebion's family would never truly be free from the traces of their Tiefling ancestry from their bloodline. Nevertheless, Ebion is a tried and true Soul-Leader/Omdura of Iomedae who has been sent by visions from his Goddess over to Varisia to help prevent the rise of some ancient evils stirring in the vicinity.

For Fiendish Heritage...:

For Ability: 1d100 ⇒ 84.You are immune to magic sleep and paralysis effects.

For Ability: 1d100 ⇒ 65.Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.

For Ability: 1d100 ⇒ 66.You can drink and gain nourishment from ash, cinders, dust, and sand.

Not sure if they apply due to not having the Darkness Spell-like ability to trade out but I figured it'd be fun to roll them anyways. ;p

For Appearance: 1d100 ⇒ 8.Build: obese

Liberty's Edge

Ok...went a different route for this submission...hope you like her!

Sasa:

Sasa Falcon-Eyes
Female human (Shoanti) shaman 4 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init 2; Senses Perception +8
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 36 (4d8+4)
Fort 1, Ref 3, Will 9
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Offense
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Speed 0 ft.
Special Attacks channel positive energy 4/day (DC 15, 2d6), hexes (familiar feat, feral speech[UM], healing[APG])
Shaman Spells Prepared (CL 4th; concentration +8)
. . 2nd—cure moderate wounds (2), summon nature's ally II; lesser restoration[S]
. . 1st—bless, cure light wounds, goodberry, obscuring mist; detect undead[S]
. . 0 (at will)—create water, detect magic, light, mending
. . S spirit magic spell; Spirit Life
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Statistics
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Str 10, Dex 14, Con 10, Int 13, Wis 18, Cha 16
Base Atk +3; CMB 3; CMD 15
Feats Evolved Familiar[UM], Extra Hex[APG], Improved Familiar, Polyglot Familiar
Traits auspicious tattoo (shoanti), shoanti tribesman (varisia)
Skills Climb -4, Craft (tattoo) +7, Diplomacy +9, Handle Animal +9, Knowledge (nature) +8, Linguistics +3, Perception +8, Sense Motive +6, Spellcraft +7, Stealth -2, Survival +12
Languages Common, Giant, Goblin, Shoanti
SQ spirit animal (hawk named Arcane Familiar), tribalistic
Other Gear Arcane Familiar, 6,000 gp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evolved Familiar Familiar gains a summoner evolution
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Feral Speech (Birds) (Su) This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or re
Healing (1d8+4) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Polyglot Familiar (amphibians) Your familiar can speak with creatues of the chosen kind
Shaman Channel Positive Energy 2d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (hawk named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tribalistic +2 to attack rolls and skill checks to aid another of your ethnicity.


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Ebion Durais wrote:

Name: Ebion Durais

Equipment:

Explorer's Outfit: [free; 8 lbs]
Inheritor's Breastplate +1: [2,430 gp; 30 lbs.]
Spell Lattice (1st); Keep Watch: [1,000 gp]
Bag of Holding, Minor: [1,000 gp; 3 lbs.]
Silversheen: [250 gp]
Wound Paste: [50 gp; .5 lbs.] [in minor bag of holding]
Soul Soap: [200 gp; 2 lbs.]
MW Sunsilver Battle Aspergillum: [405 gp; 4 lbs.]
MW Living Steel Buckler: [255 gp; 5 lbs.]
MW Cold-Iron Longsword: [330 gp; 4 lbs.]
MW Backpack: [50 gp; 4 lbs.]
Reinforced Tunic: [1 gp; 5 lbs.]
Crusader's Cross; common: [1 gp]
Iron Holy Symbol of Iomedae: [5 gp; 1 lbs.]
Gear Maintenance Kit: [5 gp; 2 lbs.] [in minor bag of holding]
Survival Kit; common: [5 gp; 4 lbs.]
Cooking Kit: [3 gp; 16 lbs.] [in minor bag of holding]
50' Rope: [1 gp; 10 lbs.] [in minor bag of holding]
x2 Waterskins via Survival Kit: [8 lbs. when full]
Flint and Steel via Survival Kit
Whetstone via Shaving Kit
Mess kit via Survival Kit
Sling and 10 Bullets: [1 sp; 5 lbs]
Poncho: [5 sp; 2 lbs.]
Bandolier: [5 sp]
Bedroll: [1 sp; 5 lbs.] [in minor bag of holding]
Weaponcord: [1 sp]
Shaving Kit: [15 sp; .5 lbs] [in minor bag of holding]
Waterproof Bag: [5 sp; .5 lbs.]
Grooming kit: [1 gp; 2 lbs.] [in minor bag of holding]
Bell-Net: [2 gp; 2 lbs.] [in minor bag of holding]
10' Folding Pole: [2sp; 10 lbs.] [in minor bag of holding]
50' String: [1 cp; .5lbs.]
Earplugs: [3 cp]
Saw: [4 cp; 2 lbs.] [in minor bag of holding]
x3 Torches: [3 cp; 3 lbs.]
x6 Wandermeal: [6 cp; 3 lbs.]

Coins: 2 gp/3 sp/3 cp left [from 6000 gp initial]

nice attention to detail!


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completed submissions for consideration:

Byr: half orc Shifter, rocking a Scythe.
Vageir: human paladin archer
Jarl: human warpriest
Reld: Dwarf fighter/cleric
sasa: human Shaman
Ebion: human/tiefling omdura
Evriani D'krent: Human sorcerer **newbie to pbp**

the hmmm...this looks intersting group
today is a good day: rolled some physical descriptor stats
cade goodbarrel

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