GM Rednal's Cults of the Sundered Kingdoms (Inactive)

Game Master Rednal

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I'm glad you understand. ^w^

Or do you? o wo *Staaaare*


Why must you make such a tempting game?!


Because Yidhra is both a kind and cruel mistress. :)

*sigh* Sorry, for the multiple versions. I had to make some necessary changes to his backstory. This should be the final version.

Crunch:
Hawkren 'Hawk' Hargraves

LN Male human (Heldring)
Gestalt 3 | Rogue (Unchained, Vicious Opportunist) 3 / Symbiat 3
Fav Class: Symbiat - 3 skill pts / 3 HP

Init +4; Senses Low-Light Vision; Perception +7

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Defense
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AC 18, touch 18, flat-footed 14 (+3 DEX, +4 INT, Dodge +1)
CMD 21, flat-footed 17 (BAB +2, STR +1, DEX +3, INT +4, Dodge +1)

HP 27 (3d8+3)
Fort +2, Ref +7, Will +5 (Resist +1)

Defensive Abilities Danger Sense +1, Improved Evasion

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Offense
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Speed 40 ft.

Melee
MW Voidglass Rapier +7 1d6+4 (18-20/2x)
Dagger +5 1d4+1 (19-20/2x)
Hand +5 1d3+1 (20/2x)

Ranged
Dagger +5 1d4+1 (19-20/2x)

Special Attacks
Piranha Strike -1/+2
Opportunities Aplenty +4
Stamina Pool: 2

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Magic/Psionics
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Symbiat(CL 2nd; Concentration +8)
MSD: 14
Spell DC:15

Spell Pool: 7

Mind Sphere
Count as Enchantment (Compulsion) Mind-Affecting abilities.

All Charms take a STAND action with a range of Close. Lesser Charms are at-will abilities, but you may not target an individual creature more than once per day with any individual lesser charm. Greater charms cost a spell point to use.

Suggestion
> Lesser Charm: Plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will DC:15 negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour / caster level, whichever comes first. Instead, you can specify conditions the creature should look for, (i.e., “search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
> Greater Charm: Same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

NEW: Fear Charm - You may warp a target’s mind with fear.
> Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will DC:15 negates).
> Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.

NEW: Expanded Charm - Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are immune.

Telekinesis Sphere
Current TK Level: Diminutive - Dagger

As a STAND action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Sustained Force - As a FREE action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift - You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon - Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.
Current TK Level: Diminutive 1d2 DAM.

Catch - If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

NEW: Dancing Weapon - When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.

NEW: Weaponize - You may attack your enemies with pure telekinetic force. By using your telekinesis as if you were lifting an object, you may make bludgeon attacks and deal bludgeoning or slashing damage, dealing damage as a bludgeon of the size you specify, up to your telekinesis size limit. If you possess the Dancing Weapon talent, you may treat this bludgeon attack as if it was made with a weapon with which you are proficient.

ATT: 1d20+6
DAM: 1d4+4 S/B (19+/2x)

Psionics (Su)
Psionic Rnds: 12
Activating power is STANDARD Action; maintenance is FREE Action

Mind Link - Linked people may communicate via the link, regardless of distance.
Battlefield Relay - If target fails a Will Save DC:15 (10 + 1/2 Symbiat Level + INT mod), Symbiat & allies get the following vs the Target: +2 on ATT, Skill Checks, +2 Dodge AC, and +2 on Saves
Telekinetic Manipulation - Must be maintained as active effect, then as IMMEDIATE action may add bonus or penalty of +1 (1/2 Symbiat level) to one attack roll within 60'
Share Expertise - Share knowledge with team. Symbiat chooses skill with 1+ ranks. All allies within 60' use Symbiat's ranks (if more than theirs) when making checks. If it is a class skill, the Class skill bonus (+3) is shared as well.

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Statistics
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STR 12, DEX 16, CON 10, INT 18, WIS 13, CHA 10

BAB +2; CMB +3

Feats Dodge, Weapon Focus (Rapier), Fast Learner, Piranha Strike,
(Free/Rogue) Weapon Finesse, (Free) Combat Expertise, (Free) Deadly Aim, (Free) Improved Unarmed Strike, (Free - when qualifying) Power Attack

Traits Blood of Dragons (Low-Light), Arcane Temper (+1 Init & Concentration)

Skills
*Acrobatics +9 (+13 to move by/through a threatened square, +11 to jump) (3)
*Bluff +6 (3)
*Climb +7 (3)
*Diplomacy +5 (2)
*Disable Device +12 (+13 for Traps; MW Tools) (3)
*Disguise +0
*Escape Artist +9 (3)
*Fly +1
Heal +1
*Intimidate +4 (1)
*Knowledge (arcana) +8 (1)
*Knowledge (dungeoneering) +8 (+10 to navigate underground) (1)
*Knowledge (local) +10 (3)
*Knowledge (nature) +8 (1)
*Knowledge (planes) +9 (2)
*Knowledge (religion) +8 (1)
*Perception +7 (+8 for Traps) (3)
Ride +3
*Sense Motive +7 (3)
*Spellcraft +8 (1)
*Stealth +9 (3)
Survival +1 (+3 to avoid becoming lost when using compass)
*Swim +5 (1)
*Use Magic Device +6 (3)

Background Skills
*Appraise +8 (1)
Handle Animal --
*Knowledge (Engineering) +8 (1)
*Knowledge (Geography) +8 (1)
*Knowledge (History) +8 (1)
*Linguistics +8 (1)
*Sleight of Hand +7 (1)

* = Class Skill

Languages Old Suli, Westerling (Common), Draconic, Dwarven, Erskin, Gasquen

Special Abilities
> Battlefield Sense
> Mental Powers
> Psionics
> ESP
> Evasion (Improved - due to receiving it from both classes)
> Pushed Movement +10'
> Share Expertise
> Trapsense +1
> Talent: Trapspotting
> Trapfinding +1

Gear
Traveller's clothes
Thieves' Ring
Belt of Tumbling[UE]

MW Voidglass Rapier

Spring-loaded Wrist Sheath
> Dagger

MW Backpack
> 50' Spidersilk Rope
> Grappling Hook
> Bedroll
> (1) Caltrops
> (1) Marbles
> Crowbar
> Scroll Case
> (7) Trail Rations
> Waterskin

Adventurer's Sash
> (5) Acolyte Ale
> Compass
> Flint & Steel
> MW Thieves' Tools
> Whetstone
> Money: 32 gp, 2 sp, 8 cp

Travel Load: 49.84 lbs (Light)
Combat Load: 24.84 lbs (Light)

Description:
5'10" 175lbs ; 25 years old
Hair/Eyes: Brown

Hawkren is a lean man. His sharp brown eyes shine out from a tan face framed by a goatee and laugh lines. His long brown hair ranges from 'free-roaming' to 'nicely combed but loose' when he's on the prowl for feminine company. But most of the time, it is pulled back into a serviceable - if unkempt - ponytail to keep it out of his face. His clothes peg him as a traveller, possibly a bravo. His worn leather boots give way to worn brown breeches which terminate at his one dash of flair. Slung around his hips is rumpled purple sash which sits below a faded leather belt to which the scabbard for a finely crafted rapier sits at a rakish angle. His hands are covered by threadbare black fencing gloves with the fingertips removed and the edges hemmed. Hawkren's shirt is of common white cloth and sits below a loose grey woolen vest which is neatly held in place by a well-crafted bandolier that runs diagonally across his frame. Over one shoulder, rides a finely constructed leather backpack.

Personality:
Hawkren has a ready smile and an even readier wit. He is a bit of a reckless rascal, but a generally good-natured one. Curious to a fault when it comes to magical trinkets, monstrous creatures, or new magic and - given his vaguely larcenous heart - Hawk's not above trying to 'lift' something that really piques his interest. And shame on the wizard who doesn't properly secure her notes and goods.

Backstory:
Hailing from Guildford in the shadows of Penmorgh, Hawkren had a relatively privileged childhood as the son of a minor member of the aristocracy. As children of means with little work sometimes do, Hawk occupied himself by courting more than his fair share of trouble. His earliest years were spent ignoring his studies in favor of cultivating unseemly friends and running minor errands for the Black Hand. Later, he was implicated in a series of break-ins, petty thefts, and other scandals that required his mother's influence to quiet. And that may have been the course of his life - in and out of trouble - had his psychic talents not emerged. But his powers did flower in his late teens and Hawk - were he to speak honestly of it - and his family were delighted. With zeal, he turned his attention from perpetrating crimes to studying mind-magic. Unfortunately, his family's attention also turned... from dealing with Hawk's youthful indiscretions to planning his political future and possible marriage alliances. The young man was less than pleased; this wasn't the life of adventures he now wanted.

Hawk determined the best way to improve his talents (and conveniently escape his family's marital machinations) was to seek out mentalists more like himself. To that end, he joined the next merchant caravan going anywhere. He traveled far and wide across the Sundered Kingdoms, researching occult matters and the history of the region as well as studying with different spellslingers. When the opportunities for learning were used up and Hawk grew restless, he would move on. This became his 'migratory' pattern - study then move on again, again, and again. Over a period of years he explored many corners of the Sunderered Kingdoms - from the fleshpots of Lowport to the bogs of the Lonely Moor - while pursuing his magical interests, shiny trinkets, and unconventional adventures. Of course, sometimes he got more than he bargained for. It was during an investigation along the periphery of the Lonely Moor that Hawk encountered 'The Other'. It was an discorporate aberration from the outer darkness that fed on psychic energy... and Hawk was a ready (if unwilling) supply. The battle was... 'unpleasant' as Hawk rent the creature's form and The Other siphoned hunks of Hawk's mind and soul. In the end, both sides lost as each being would live on only as an irredeemably crippled version of themselves. So the deal was struck. They would live as a single creature instead of the broken shadows of two. It has taken years for both parties to find the happy middle ground. Sometimes they argue, but mostly Hawk has learned to appreciate The Other's (sometimes called 'The O' or 'Theo' to irritate it) unique enhancements to himself. And what he'd be without Theo is the stuff of his nightmares.

Hawk could never truly settle anywhere but he did put some tentative roots down in Oestre when he joined the School of Arcana as an 'Adjunct Researcher' - their polite euphemism for an 'acquisitions' specialist. His occasional habit of using those connections to discover an alumni's interesting occult project and then launching a one-man rival expedition in hopes of 'poaching' the rewards has made his relationship with the School a bit... 'tenuous'. But at least a few of the more academic mages like working with Hawk as he has the requisite 'fieldwork' skills and somewhat reckless attitude needed to get him in and out of trouble while working on their more questionable ventures.

Special Abilities:
Battlefield Sense (Ex) When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.
Psionics (Su) A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time. At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.
ESP (Ex) Symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level.
Pushed Movement (Su) At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level.
Share Expertise At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies.
Trapsense (Ex) At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack.
Mental Powers Gain Mind and Telekinesis spheres for free
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Improved Evasion (Ex) If fail Reflex save, take 1/2 DAM, otherwise take none.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Opportunities Aplenty +4 (Ex) +4 damage if your opponent suffers from any of the following conditions: Antagonized, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Denied DEX to AC, Disabled, Dying, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Flanked, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Shaken, Sickened, Sinking, Stable, Staggered, Stunned, Unconscious.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapspotting Automatically has a chance to spot a trap when coming within 10' of one.


Looking at Life. Do I get all the abilities(Invigorate, Cure, and Restore)? That's crazy good.


You get all three, yes, although both Cure and Restore cost points to use which limits the awesome. The extra talents just beefs those abilities up.

...honestly, that's how most of the Spheres work. You get the cool stuff when you take a Sphere, and then you make them more awesome.


I'm withdrawing my application. Have fun, guys!


Yeah, the Spheres're like that. XD Basically, they all have 1-4 base abilities you can use, most of which are free and at-will, but usually capable of something else if you spend a sphere point (make it stronger, make it last without concentrating, that sort of thing). Once you've learned the basics, you get to start branching out and focusing your growth towards whatever interests you. There are a bunch of customization options to help with that.

The Exchange

Cure and Restore take a spell point, and you can run low on those in SoP. Also, they don't scale automatically, so they quickly become insufficient unless you keep dumping talents into them.

Edit: like Rednal said though, you can get some cool stuff for "free" in Spheres. You just get to choose where to focus and what to be better at. It's pretty cool.


Might just work on my Vudra martial artist then. I have the progression for a normal game, and changing him to SoP won't be hard at all.


1 person marked this as a favorite.

So 2 nights of imsomnia this weekend have killed my creativity and my ability to write stories (at least good ones :p)
I was actually quite pumped for this but alas, Im not going to get him finished in time :(
Ps, what does "o wo/" mean?


"o wo/" is a sort of waving emoticon. Eye, space, mouth, other eye, upraised arm.


I'm glad someone asked that question it has been driving me crazy for days but I didn't want to show my age by asking.


I had a similar thought, G-unit. In my head I said it "oweo" for reasons unknown.

PS - Bumping for updates.


¯\(ツ)/¯

I tried to use what time I had. I dunno how much more I can do tomorrow morning, before I am in a conference all day long.
Alas, I'm still putting the current state up, in hopes of having enough time tomorrow evening(well, european evening) to finish, before you decide.

I present: an old man
No really, he's old. And afraid of his best-before-date. Which means he dabbles in everything(Death, Fate, Time) that could give him an extended stay in the material plane.
Also, he's using the power of his mind(Astral Suite) to try and counter the physical shortcomings.

I had too little time to put everything together yet in a way that I find representative, but I think the concept idea can be seen.


Not sure I can remake the background in time, so I'll drop out. This looks really cool though. Maybe next time.


Scraping in right at the end, here is my (hopefully) completed submission:

Fluff:

Background
Twenty seven years ago Syndenomial (Nomi for short) was born in the wilds to an elven druid and raised in the Elven ways of magic and swordplay and archery. While growing up in the wilderness, she befriended a gnomish druid named Nafiz Gloomglow. Nafiz claimed to have learned the ways of the fey and was always accompanied by several sprites and pixies.

In reality, Nafiz was little more than a talented illusionist with deep concerns for the natural world. His companions were simply complex illusions, but Nomi never did figure that out. Nafiz and his fey companions taught Nomi as much about magic and illusions as they did the forests and animals around them. She also excelled at archery and was thrilled when she was allowed to make her own bow from a paueliel limb. That bow is still her prize possession.

However, Nomi was never really cut out for the druidic lifestyle. She yearned for civilization and eventually her mother agreed to find her father. Carl Moore worked with the caravans, always traveling. When she caught up with him, Nomi discovered that her mother had simply been one night of comfort on the road and she did not realize that he had a daughter.

He took her home to Tasuc Cer and introduced her to his family, his human family. Carl had been a simple drover on the caravan at the time of his dalliance, but was now the caravan master. He still spent most of his time away from home.

Hilda, Carl's wife of thirty years was kind enough, however her older half brother Marcus was a lumberjack and was looking to expand. With very different outlooks, Nomi and Marcus fought about the uses of natural resources nearly constantly.

Not quite fitting into either of her parents worlds, Nomi set out to find her place. Her father set her up with a buddy of his to work with the draft animals and help guide a caravan to Endhome.

Appearance
Syndenomial is fairly average in size, her slightly pointed ears peeking through her dark red hair. Her sharp brown eyes are almost always full of laughter. Her skin is well tanned, but not rough. She wears dull browns and greens to blend into the underbrush. She carries a fine bow at her side.

Future Plans
I intend to keep leveling in the primary classes, perhaps picking up the Life and/or Conjuration Spheres. Keeping a similar role to a straight Ranger, but with additional casting abilities.

Crunch:

Syndenomial Moore
Female half-elf gestalt 3 (sphere ranger (guide) 3/fey adept 3)
CG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11

Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 19 (3d10-3)
Fort +5, Ref +8, Will +9; +2 vs. enchantments
DR 10/cold iron; Immune sleep

Offense
Speed 30'
Melee dagger +5 (1d4+1/19-20) or
   rapier +5 (1d6+1/18-20)
Ranged paueliel composite longbow +6 (1d8+1/×3)
Special Attacks combat style (archery), ranger's focus, shadow mark

Magic
MSB +6 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 17 Use when defending against an MSB check
Divination You can predict the future and gain information not available to the usual 5 senses.
Divination Sphere You gain access to the Divination sphere of magic.
Divination: Divine You can divine magical auras
Divination: Divine Elements You can divine for elements whose Nature package you possess
Divination: Divine Illusions You can divine for illusions
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Read Magic (sense) You can read and decipher magical writing
Illusion You may craft images and impressions of things that aren’t there.
Illusion Sphere You gain access to the Illusion sphere of magic.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Enlarged Illusion Increase your illusion’s maximum size by one size category.
Illusion: Illusion Create illusions that may fool observers
Illusion: Illusionary Sound Add sound to your illusions
Nature You can command the very terrain to do your bidding.
Nature Sphere You gain access to the Nature sphere of magic.
Nature: Entangle Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Nature: Thorns 1d6+1 Cause spiny plants to grow rapidly, damaging creatures in an area

Statistics
Str 12 +1Dex 14 +2Con 8 -1Int 14 +2Wis 16 +3Cha 16 +3
BAB +3; CMB +4; CMD 16
Feats Endurance, Extra Magic Talent, Point-Blank Shot, Rapid Shot, Skill Focus (Survival), Sphere Focus (Illusion), 
Bonus Feats Combat Expertise, Deadly Aim, Weapon Finesse
Traits devotee of the green, elven reflexes
SQ +1 skill point, +2 to one ability score, adaptability, alter, casting, divination, divination sphere, divine (divine), divine elements (divine), divine illusions (divine), effects, elf blood, enlarged illusion, entangle (geomancing, plant), favored terrain (forest +2), fey magic, foreshadow (sense), geomancing, growth (geomancing, plant), illusion, illusion, illusion sphere, illusionary sound, keen senses, magic skill bonus, magic skill defense, master illusionist, multitalented, nature, nature sphere, pummel (geomancing, plant), read magic (sense), shadowstuff, thorns (geomancing, plant), track +1, wild empathy

Skills
Acrobatics +2; (Ranks:0, +2 Dex, -0 ACP)
Appraise +2; (Ranks:0, +0 class, +2 Int)
Bluff +8; (Ranks:2, +3 class, +3 Cha )
Climb +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Craft (bows) +8; (Ranks:1, +3 class, +2 Int, +2 mwk tools)
Craft (mapmaking) +6; (Ranks:1, +3 class, +2 Int)
Craft (traps) +6; (Ranks:1, +3 class, +2 Int)
Diplomacy +3; (Ranks:0, +3 Cha)
Disable Device +3 (+1); (Ranks:1, +2 Dex, -0 ACP) (-2 no tools)
Disguise +7; (Ranks:1, +3 class, +3 Cha)
Escape Artist +2; (Ranks:0, +2 Dex, -0 ACP)
Fly +2; (Ranks:0, +2 Dex, -0 ACP)
Handle Animal +8; (Ranks:2, +3 class, +3 Cha)
Heal +3; (Ranks:0, +0 class, +3 Wis)
Intimidate +3; (Ranks:0, +0 class, +3 Cha)
Knowledge (arcana) +8; (Ranks:3, +3 class, +2 Int)
Knowledge (dungeoneering) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (geography) +7; (Ranks:1, +3 class, +2 Int, +1 trait)
Knowledge (local) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (nature) +9; (Ranks:3, +3 class, +2 Int, +1 trait)
Linguistics +6; (Ranks:1, +3 class, +2 Int)
Perception +11; (Ranks:3, +3 class, +3 Wis, +2 racial)
Ride +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Sense Motive +7; (Ranks:1, +3 class, +3 Wis)
Sleight of Hand +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Spellcraft +8; (Ranks:3, +3 class, +2 Int)
Stealth +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Survival +12 (+14); (Ranks:3, +3 class, +3 Wis, +3 Skill Focus)
Swim +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan

Equipment and Encumberence
Weapons and Ammo  dagger, paueliel composite longbow (+1 Str) with 20 arrows, rapier
Armor and Defense mwk studded leather
Combat Gear 
Other Gear handy haversack (arrows (80), artisan's tools (traps, mwk artisan's tools (bows), bedroll, folding shovel, grappling arrow, mapmaker's kit, mess kit, piton (10), pot, rations (10), silk rope (50 ft.), soap, waterproof bag (ink, inkpen, journal), waterskin), belt pouch (chalk (5), fishhook, flint and steel, marlinspike, string/twine (50')), belt pouch (money), explorer’s outfit
Coins 189 gp, 3 sp, 3 cp
Carrying Capacity
L / M / H - 43 / 86/ 130 lbs.
Encumberence
Light Load - 38.4 lbs.

Tracked Resources
Arrows - 0/100
Dagger - 0/1
Ranger's Focus +2 (1/day) (Ex) - 0/1
Rations - 0/10
Shadow Points - 0/4
Spell Points - 0/6

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Casting (CL 3, Charisma, DC 13) You can cast sphere effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Style (Archery) (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Magic Talent You gain an additional magic talent
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Fey Magic Gain Illusion as a bonus sphere
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Illusionist (1 round) Illusions persist for a time after you cease concentrating on them
Multitalented Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowmark (2d6, -1) Hurled shadowstuff deals damage and imposes Will penalty against your sphere abilities
Shadowstuff Spend shadow points to create a variety of effects
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skill Focus (Survival) You get a +3 bonus on all checks involving the chosen skill.
Sphere Focus (Illusion) Gain +1 DC with abilities from chosen sphere
Track +1 Add the listed bonus to survival checks made to track.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Wait for it...


Good luck all.


So, it's Tuesday now... o wo You can expect someone to be selected by the end of the day.


Aye, Good luck!
May Yidhra's Slave/Master/Slavemaster exhibit the same Wisdom in making his decisions as her semiholiness herself.

On another note: I managed to more or less finish a background, but I was unable to properly clean up abilities into the format preferred. I'll do that anyway as part of finishing the submission, but wanted to mention it.

The Exchange

Is it Tuesday already?

Good luck fellows.


All right! It's still Tuesday my time, and as promised, here's the selection. XD I'd like to welcome 'Hawk' Hargraves to the game. Everyone else, thanks for applying, and best of luck with your future submissions. ^^

Hawk, look at Opi's profile and format yours just like that (except the links - those aren't really necessary, just useful). You can dot the gameplay thread now, and once you're ready, I'll bring you into the story.


Darn.


In my defence, the links are mostly there because I have a brain that is best described as 'special' and I tend to forget stuff a lot. This way I don't have to remember where anything is.


Congrats
*bides his time*


I'm delighted to be in the game! I'll update my profile asap. And, to be perfectly candid, I include a lot of links for the same reasons as Opi. :)


RE-RECRUITMENT IS OPEN!

We need one more character... again... XD; Same build rules, except Level 4, with the appropriate WBL increase.


I've got an idea for a drunken, brawling priest of Pekko that I'm wanting to try out.

Are sphere's of power required for casters? I'm not sure I understand it all that well.


Spheres of Power is preferred (and easy to learn), but not required.

Liberty's Edge

Have a couple of ideas, like a Harbinger/Witch, a Brawler/Kineticist or a Warpriest/Gunslinger. Any preferred party role?

Might be unoriginal, but... Hail Yidhra.


What role is needed?


Tentative dot.


One character has magical offense, healing, and a bit of buffing. The other is a skill/telekinesis type. We lost a Witch/Shifter - and honestly, something Tanky/Debuffing would probably be the most useful to the party as a whole. There's many ways to do that, of course, so feel free to be creative. XD


Re-recruitment is now on hold again!

...We did get a message from the player, saying they'd be back on New Year's. Hold onto your ideas, though - if they don't actually follow through (some people don't), I will be opening this up again.


Going to dot this in case the spot opens up.


well, since it's bumped, anyway :P

It went from re-opened to on hold before I managed to see it.
So yeah, dotting as well.
Thinking Vishkanya UC Rogue(Rake(or Knife Master), Scout)/Bard(Court Bard, Spherecasting) - with Debilitating Injury, Satire, and them being Shaken, I feel plenty tanky enough, but just to be on the save side, I can focus on Protection Sphere.


Dotting


Aaaaaaaand they're back. Bit down to the wire, there, but thanks for your interest, everyone. ^^

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