| Gamemaster Zedth |
@StJohn
mindless undead raised by conventional means do exactly as they're told. They follow instructions blindly.
That said, the act of binding necromantic magic to the unwilling host body is unequivocally an evil act, no matter how helpful they become or good the intentions. IE the ends do not justify the means.
I'm not quite sure how a Good-aligned character would get around that. I think automatons would be better suited to farming fields and such, thus freeing laborers to pursue leisure, art, or other trades.
| Zayne Iwatani |
His intention is to help because the war has thrown the underworld into chaos. Normally a cleric of Anubis would help in burial rights and help the living gain a sense of closure by allowing them to say good-bye. They also help those wandering spirits come to terms with their death so they can move on. Because of the war though, there are thousands of vengeful spirits wandering the world. Many of them are angry at the devils for starting it and the only way to appease them is to stop the war and return the devils to hell. For that reason my character is given temporary control over the dead. Normally clerics of Anubis are only allowed to create undead to defend the resting place of other dead. But for now they can take a more active role in the fight. Would this be okay with you Kincaid and GM Zedth?
| Mr Kincaid |
As a player I think your character concept sounds interesting however,
in Pathfinder the default assumption is that undead are all evil. Even if you where just commanding them that would realistically cause major friction with a Paladin.
Paladins simply don't work with some (perfectly legitimate) character concepts and I'm happy to withdraw rather than cause issues.
| Orvald Kruss |
His intention is to help because the war has thrown the underworld into chaos. Normally a cleric of Anubis would help in burial rights and help the living gain a sense of closure by allowing them to say good-bye. They also help those wandering spirits come to terms with their death so they can move on. Because of the war though, there are thousands of vengeful spirits wandering the world. Many of them are angry at the devils for starting it and the only way to appease them is to stop the war and return the devils to hell. For that reason my character is given temporary control over the dead. Normally clerics of Anubis are only allowed to create undead to defend the resting place of other dead. But for now they can take a more active role in the fight. Would this be okay with you Kincaid and GM Zedth?
The traditional necromancer would be a big problem for any good characters. On the other side I read a great series of books by Gail Z Martin called the Chronicles of the Necromancer, that addresses the idea of a good necromancer very well. His entire goal was to help the spirits of the dead move on, but in turbulent times, not unlike the premise of the game, the spirits refused to move on while they could still protect their families and kingdom. He reluctantly gave them the power to manifest or access their remains, and once they had felt avenged, they would pass on without guilt.
Not necessarily pushing for the idea, but it can be done fairly well, but it is definitely a moral tightrope and there would certainly be lynch mod related issues at times i am sure. :P
| Zayne Iwatani |
There is a workaround but it is third party. The White Necromancer. It actually makes undead you raise neutral by default and you have to make a diplomacy check to earn their trust. You are not allowed to order them, only ask them for help.
"A white necromancer must treat any undead created through white necromancy with honor and respect at all times. In most cases, a white necromancer should agree to release the undead once the requested service or task has been completed. Intelligent undead created through white necromancy might agree to follow the white necromancer for a prolonged period of time. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own."
| Chezarion |
The other potentially thorny issue regardless of whether we have a paladin in the party and regardless of whether or not we've got a character with a nonstandard view of undead is what do we do with prisoners? Some of the opposing force will be normal people. What if they try to surrender in a fight? Do we just cut them down? What if, in a situation similar to "Lone Survivor", a bunch of noncombatants stumble across our little group while we're deep in enemy territory? If we do take prisoners, what do we do with them? Abort the mission to escort them back to our lines? Just let them go? Kill them all anyway?
Note that my character is chaotic good, not lawful good. However I could see him having moral qualms about a "just kill them all" policy. But under the circumstances the group would likely be operating under during what is a time of war that may be the only "viable" option as far as group survival and mission accomplishment is concerned. I will note that Mosby's raiders during the American Civil War mostly just let prisoners go. But then they were a mounted unit that stressed maximum mobility and the people they were letting go were on foot. Our group will likely not have that kind of edge in mobility.
| Mr Kincaid |
Ignoring fluff for a moment, what is it crunch wise that you're after? There's many ways of getting summons / animal companions / familiars etc that don't have icky alignment issues.
While not compatible with the books specified in this campaign, a cleric with sacred summons would be able to achieve much of what you're suggesting without issue. They could still go around helping undead spirits rest but rather than commanding them, they'd summon their god's servants to forcibly send them on their way.
| stjohnmccloskey |
@StJohn
mindless undead raised by conventional means do exactly as they're told. They follow instructions blindly.That said, the act of binding necromantic magic to the unwilling host body is unequivocally an evil act, no matter how helpful they become or good the intentions. IE the ends do not justify the means.
I'm not quite sure how a Good-aligned character would get around that. I think automatons would be better suited to farming fields and such, thus freeing laborers to pursue leisure, art, or other trades.
Well based on this deontological understanding of morality there is no room for utilitarianism. If that's just what the world is, then fair enough, this character has no place in it; that's the DM's prerogative! The point of this character would be to raise moral issues more than anything else. The character in the world (and I in real life!) would have to say that the idea that there are "unequivocally evil acts" is nonsense, illogical, and probably immoral. The classic utilitarian response to "the ends don't justify the means" is "sometimes they might, but you still have to justify it!" not to mention the issue of the means justifying the ends (when failing to do the right thing out of some misplaced moral code could lead to total catastrophe). With a utilitarian mindset there's nothing to separate an animated corpse from any non-sentient beast of burden (in fact I'm anticipating this character has a huge soft spot for animals and would think of them as equally deserving of moral consideration to humans), so all this talk of respecting non-sentient dead isn't what I had in mind.
As for automatons, that seems pretty inefficient! So much of the work toward creating the physical body necessary for work is already done by the natural human growth!
As I said, I'm not arguing with you, any moral system you like can be the one you use! I'm looking for a good place to do a paragon utilitarian character that will raise all sorts of fun moral issues etc. and if you wanted your campaign to have a different focus then he certainly doesn't belong here! :P
| Gamemaster Zedth |
The character in the world (and I in real life!) would have to say that the idea that there are "unequivocally evil acts" is nonsense, illogical, and probably immoral.
I suppose if a GM said that souls aren't involved in undead creation, that is was simply magic making dead flesh animate, then maybe I could buy the premise that animating corpses is morally ambiguous. But to me that doesn't fly when considering the notions of positive/negative energy and the planes of heaven and hell. Those things have to matter, especially in this campaign where hell is literally imposing itself on the prime material plane.
That said, I am finding the idea of a priest of Anubis fascinating. The notion of a universe out of balance, and a priest who's lot in life is to set the balance right by shepherding the souls from their state of unrest to a state of peace is kinda cool. It would take some work to make it game-worthy though. The text of the animate dead spell still gives complete control to the creator, so unless those souls had some sort of free will to act, I still wouldn't be able to allow it as anything but an evil act.
| Zayne Iwatani |
Undead Lord archetype for cleric. I am aware of other means of getting minions but second best is a conjuration specialist wizard. Most DM's don't allow summoners which is slightly more powerful. Undead are always around, no casting time to bring them to the field, no wasting spells in combat, and more of them. I would prefer a necromancer but a demon summoning sorcerer could be fun too. Devil's natural enemy is the demon. Or I could go with my default option, a roc riding halfling ranger or druid.
*edit White Necromancer fixes everything you just said but it is 3rd party.
| Gamemaster Zedth |
Would this be okay with you Kincaid and GM Zedth?
It would take some real good RP to make it work. I think it may just be too heavy for a PbP kind of game, I hate to say it. If you were in my home game, I think it would be a really fun concept to explore. It is a neat idea Zayne, it really is. But as this is my first GMing of a PbP, it is a little too much me to compute. I want to focus more on the world and the story options, rather than 3rd party material or house-ruling undead notions. I hope you understand.
If you had a handful of zombies...that you raised together from a mass grave where -insert General Evil Bad Guy Name Here- had them flayed and killed, then you used these undead to battle that same General Evil Bad Guy... that I might be able to get behind. That would be directly setting their souls at peace.
The less specific the purpose of the necromancy, the more ambiguous and therefore more potentially evil the implementation can become.
| Gamemaster Zedth |
It was worth a shot and made for interesting conversation. I'll use a more fun character. How about a halfling, druid or ranger that rides a Roc?
LOL
*edited*
Just noticed that there is indeed a Roc animal companion.
After giving it some thought, I'm going to have to decline. Flight is a powerful game-changer, and at level 1 that is too early to introduce it.
Sorry friend.
| Gamemaster Zedth |
Submissions so far:
Melee types
-Kincaid, Tiefling Paladin
-Roland, Human Barbarian
-Chaek Laktar, Half-orc Fighter
-Chezarion, Elf Rogue
Arcane types
-Catcher(Aku Warashi), Human Wizard
Misc types
-Orvald Kruss, Human Zen Archer
Need some divine folks!
I like what I see so far though. Several of you need to audit your characters, as your stat point buys are off, and I saw a few other errors as well. Please get em cleaned up so I can approve them asap.
| Craztok |
I'd like to submit Crowe the tiefling inquisitor.
Back story: Crowe's early life actually started under the influence of a demon. But that changed one day when a palidan of seranrae showed up and destroyed the demon who had influenced him. Afterwards the.palidan noticed Crowe and felt as though seranrae was telling him to redeem the tiefling for he had great potential for good. So under seranraes cleansing light he was redeemed and went with the palidan to a school for palidans in training, though this place did not fare well for our tiefling. He was seen with suspicious eyes by all around him teachers and students alike. He found it hard conforming to the strict rules and regulations of the palidan order and was also commonly beaten by other students due to his heritage. All of this eventually added up and he abondoned the palidan school, but not his goal to fight evil as the palidan who redeemed him had done. So he became an inquisitor keeping to his goal seeking out evil where ithids but not being bound to the strict set of rules palidans have, and in this he found comfort. Now he is wandering the lands in the name of seranrae and is eager to stop this threat. ( its the best I could come up with, hope its good )
| Mr Kincaid |
Several of you need to audit your characters, as your stat point buys are off, and I saw a few other errors as well. Please get em cleaned up so I can approve them asap.
I thought I'd turned off everything except for the APG in herolab, turns out I hadn't and the +2 cha modifier I'd used was from some splat book. Unfortunately without that I can't get the starting stats I was hoping for (getting 15+ cha with a racial -2 is too expensive).
I'm going to bow out at this stage, but thanks for the consideration.
| Gamemaster Zedth |
@Kincaid
Sorry to hear that, I liked your character concept.
@DFang, recruitment will go until I believe we have a solid party. Right now we need a little more. I'm thinking I will go with six party members, to account for PbP attrition.
I look forward to seeing your character.
To anyone else making characters--
the party could use a divine caster, but all character types are still being solicited and accepted.
Submissions so far:
Melee types
-Roland, Human Barbarian
-Chaek Laktar, Half-orc Fighter
Arcane types
-Catcher(Aku Warashi), Human Wizard
Misc types
-Chezarion, Elf Rogue
-Orvald Kruss, Human Zen Archer
| Gromff Hammerhand |
Got your divine right here.
Unfortunately, the devil's could wait, the dwarves could not. Things were turning squalid within the mountain. Food was becoming a restricted commodity, waste was building, disease was spreading, and the dwarves were too stubborn to give up or ask for help.
Gromff's first duty after training was to keep watch over the Moradin's Fissure, an enormous chasm with a small natural bridge. The chasm was 3 days from Khaurak-Khozil and the other side of the gorge was a maze of catacombs that only a minotaur could navigate. Watch at the chasm was a boring job that was that few liked but it was a good place to rest after a lengthy stent on the front lines. The only person that seemed to enjoy it was Captain Rodgar Thunderhammer. He made sure everyone on duty was always ready and always on guard, a fact that saved Gromff's life.
One day, across the chasm, they heard a great cacophony of sounds. Monsters of all kinds came pouring out of the catacombs, heading straight for the bridge. Had Rodgar not had everyone ready at all times they would have been overrun immediately. Instead, the dwarven defenders responded quickly and with discipline. They charged across the bridge to meet the horde head on, Rodgar leading the way. It was on that day they learned why he was called Thunderhammer. Just before the two forces collided, Rodgar stopped and put all his considerable weight behind his mighty greathammer. That poor ogre never saw what hit him before he went spiraling into the abyss, dead before he left the ground.
Normally they wouldn't hesitate to destroy the bridge to stop the oncoming tide of evil but it was said Moradin himself split the mountain in a great battle eons ago and this chasm was all that was left. So the battle raged on for three days. Only through dwarven grit and determination did they hold out. And in the end only Gromff remained. When reinforcements finally arrived they bore witness to a great sight. Gromff fought alone on the bridge wreathed in a holy light the vaguely resembled a dwarf. Said dwarf however wielded a shield with the holy symbol of Moradin emblazoned upon it. Moradin himself was infusing Gromff with the strength to keep fighting.
Bolstered by the sight of their god, the dwarven reinforcements charged the bridge and overran the horde of monsters, pushing them all the way back into the catacombs. Gromff stayed standing until the first of his kin passed him, then the light faded and he collapsed. When he awoke a week later the bridge was secure.
Gromff knew it was only through the power of Moradin that he survived and so he dedicated himself to his god and his cause. The dwarves were running out of time and needed to do something to stop the oncoming tide. When word came in that heroes were assembling to do just that, Gromff saw this as an important opportunity to bring the fight to the enemy.
| Grand Moff Vixen |
Here is the background for Tessandriel. Zedth and Chezarion, tell me what you think. I have not done the crunch yet. That is to come with Hero Lab later tonight once I get home.
"This is the staging point we never could find for those forward patrols. Father will be pleased when he learns of this."
She eventually makes her way back to camp to report to father on her findings. "We need to report this to Xavius at once. With this we will be able to cut off further incursions into the mountains. We leave in four hours. Rest if you will."
Father was like that to her frequently, closed, distant, aloof even. Others said he used to be much different. Since the city Mylosis fell and his family lost or killed he had not been the same. Sometimes she caught him looking at her with a distant, pained look in eyes. Once, one of the other elves told her why father acted like he did. She reminded him of his first wife. Tess had her tenacity, her strength of character. It was hard for him to be around her at times due to this, which is why he was away so much. Once in a blue moon she heard father quietly sobbing and praying to Desna.
They stayed in the wild almost all of the time, preferring to be able to move around rather than be stuck in one place that invited being attacked.
When she was old enough, he began teaching her the ways of the ranger. He noticed that she seemed to have a strong connection to the widlerness, to the point of being quite uncomfortable in villages, towns, and cities. Nature spoke to her in ways that people could not. She was more at home in the wild than anyone else he had ever known or trained. So effective she was in identifying, tracking, and living off the land, that even he had a hard time finding where she went.
Upon reaching her 20th year, he introduced her to the Consortium of Light as he was an unofficial member and de facto lieutenant of Great Northern mountains faction. At the age of 24, four years after she reached the age of maturity, he came to her with news of a meeting. They were to meet in Archdale, and she would proceed with haste. He would not go as there was greater need for him here. She would go in his place. She carries a dagger around her neck as a symbol of this.
| sarpadian |
For now consider it tentative. If you have a specific couple/few archetypes/racial bonuses you have in mind, run them by me.
On this page there is an alternate favored class benefit for halfling wizards: instead of 1 HP or skill point each level, the wizard adds +1/2 to his effective level for his familiar's abilities. Would you allow this? If so, I'll be submitting a halfling wizard with a cat familiar.
| Chezarion |
I did some minor tweaking to the back story. Chezarion's father is named Ivellios. His mother was named Faunra. The family name is Siannodel, which is a common enough name that it's the Elvish equivalent of Smith or Jones. I also added information about the daggers. They're distinctive enough that it shouldn't even be necessary to take them out of their sheaths to see that they're a matched set.
| Grand Moff Vixen |
Here is the revised background.
"This is the staging point we never could find for those forward patrols. Father will be pleased when he learns of this."
She eventually makes her way back to camp to report to father on her findings. "We need to report this to Xavius at once. With this we will be able to cut off further incursions into the mountains. We leave in four hours. Rest if you will."
Ivellios was like that to her frequently, closed, distant, aloof even. Others said he used to be much different. Since the city Mylosis fell and his family lost or killed he had not been the same. Sometimes she caught him looking at her with a distant, pained look in eyes. Once, one of the other elves told her why father acted like he did. She reminded him of his Faunra. Tess had her tenacity, her strength of character. It was hard for him to be around her at times due to this, which is why he was away so much. Once in a blue moon she heard father quietly sobbing and praying to Desna.
On one occastion (and only one), Ivellios told Tessandriel about Faunra. She had been a cleric of Desna. Desna is the goddess of freedom and luck. As he told her about Desna the ideal that Faunra had once championed for lingered in her mind. It seemed to stay with her until she slept that night.
That night as she dreamed she thought she saw Faunra standing next to Desna. Faunra came and stood next to her. She began to speak. "Tessandriel, you have a rare gift. A connection to nature, the wild. Not many have this. Use it to free our people."
"Why? Why must I do this?" Tess asks the woman.
"Because it is the right thing to do. Because not helping would bring about the evil purposes of Ultruu. And we both know that this cannot happen. You are not evil, and must to all you can to stop this."
And with that she awoke. The dream stayed with her. "Freedom." "Something we will see if it is the last thing I do." "I will do it! I will!"
They stayed in the wild almost all of the time, preferring to be able to move around rather than be stuck in one place that invited being attacked.
When she was old enough, he began teaching her the ways of the ranger. He noticed that she seemed to have a strong connection to the widlerness, to the point of being quite uncomfortable in villages, towns, and cities. Nature spoke to her in ways that people could not. She was more at home in the wild than anyone else he had ever known or trained. So effective she was in identifying, tracking, and living off the land, that even he had a hard time finding where she went.
Upon reaching her 20th year, he introduced her to the Consortium of Light as he was an unofficial member and de facto lieutenant of Great Northern mountains band. At the age of 24, four years after she reached the age of maturity, he came to her with news of a meeting. They were to meet in Archdale, and she would proceed with haste. He would not go as there was greater need for him here. She would go in his place. She carries the a specially commissioned dagger around her neck as a symbol of this.
| Chezarion |
Ok. There's still some confusion on my part though. If Tess's mother is Faunra, then Tess is a pure blood elf and my full sister. If Tess's mother is a yet to be named human then you're a half elf and my half sister. The main difference being that it would be reasonable to send a 24 year old half elf off adventuring. Elves on the other hand allegedly don't become adults until they're 110. The only reason Chezarion got kicked out the door in his twenties was because the world was almost literally coming to an end.
Now, either way could work. Ivellios and Faunra could have both survived the fall of Mylosis, with Faunra getting killed in a raid sometime after Tess was born. For a normal starting age elf that would put Tess at about 116 or so.
If Tess's mother was a human female though, I'd like to know a little more about her. The story that you've got so far strongly hints that Tess's mother was killed in a raid, but with no details being provided it makes it confusing. If Tess's mother was somebody other than Faunra one would think that at the very least Ivellios would have told his daughter what her mother's name was.
Though I suppose that if confusion is the point of the story that Ivellios could have met up with and married a human female named Faunra who was also a cleric of Desna. In which case trying to get that sorted out at least as far as Chezarion is concerned could prove interesting.
| Grand Moff Vixen |
Ok. There's still some confusion on my part though. If Tess's mother is Faunra, then Tess is a pure blood elf and my full sister. If Tess's mother is a yet to be named human then you're a half elf and my half sister. The main difference being that it would be reasonable to send a 24 year old half elf off adventuring. Elves on the other hand allegedly don't become adults until they're 110. The only reason Chezarion got kicked out the door in his twenties was because the world was almost literally coming to an end.
Now, either way could work. Ivellios and Faunra could have both survived the fall of Mylosis, with Faunra getting killed in a raid sometime after Tess was born. For a normal starting age elf that would put Tess at about 116 or so.
If Tess's mother was a human female though, I'd like to know a little more about her. The story that you've got so far strongly hints that Tess's mother was killed in a raid, but with no details being provided it makes it confusing. If Tess's mother was somebody other than Faunra one would think that at the very least Ivellios would have told his daughter what her mother's name was.
Though I suppose that if confusion is the point of the story that Ivellios could have met up with and married a human female named Faunra who was also a cleric of Desna. In which case trying to get that sorted out at least as far as Chezarion is concerned could prove interesting.
Sorry if my story wasn't clear. I was posting it from my phone as my work blocks me from logging in. I am home now, so I can make a proper post and show my thought process in how I intended the story to flow.
The idea of the story is this:
Faunra (your mother) was killed in a raid. Since elves are so long lived, Ivellios remarried to a human woman. I have not worked out the exact timeframe that he would have done so. When you were about 106, Tess was born. The Wild Shadow archetype requires the race to be a half-elf, so I am trying to stay within that requirement.
As for everything else, I have been updating the story as you have provided additional details. This includes the names of your parents and the daggers.
Hope this clears up any confusion.
| Grand Moff Vixen |
Checking in, I'm liking the fluff. I will be busy almost this whole weekend so if i dont chime in often, dont assume I'm not around. I might be able to post but we'll see.
I will likely be making final decisions and starting the adventure sometime next week, preferably early in the week.
Are you referring to my story? Just wondering. Also, I made an alias for the character. Tessandriel Siannodel. The backstory is there, just not the crunch. That is still a work in progress. I am going to look through the campaign info again and finish everything. I will post again once I have a semi-final build.
Catcher
|
Okay! Here is what I think it's a final Crunch.
Can you look and see if there's anything you don't agree?
Feminino human transmuter 1
LN Medium humanoid (human)
Init +8; Senses Perception +0
--------------
DEFENSE
--------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +2
--------------
OFFENSE
--------------
Speed 30 ft.
Melee greatsword (two handed) -3 ((two handed) 2d6+1/19-20)
Melee dagger (primary hand) +1 ((one handed) 1d4+1/19-20)
Special Attacks Telekinetic Fist 1d4+0,
Wizard Spells Prepared (CL 1st, concentration +5):
0 (at will)—acid splash, detect magic, light
-----------------
STATISTICS
-----------------
Str 13, Dex 14, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Scribe Scroll, Toughness
Skills Acrobatics +2, Appraise +8, Bluff +0, Climb +1, Craft (Untrained) +4, Diplomacy +0, Disguise +0, Escape Artist +2, Fly +2, Heal +0, Intimidate +0, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +8, Linguistics(Draconic) +8, Perception +0, Perform (Untrained) +0, Ride +2, Sense Motive +0, Spellcraft +8, Stealth +2, Survival +0, Swim +1, Use Magic Device +5
Languages Aklo, Celestial, Common, Draconic, Elven, Infernal
SQ arcane bond, bonded object, bonus feat, cantrips, enchantment opposition school, necromancy opposition school, physical enhancement, skilled, transmutation school, weapon and armor proficiency,
Gear greatsword; outfit (peasant's); spellbook (wizard's/blank);
Spellbook
------------------------
SPECIAL ABILITIES
------------------------
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Telekinetic Fist (Sp) As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage. You can use this ability 7 times per day.
Transmutation School You have chosen to specialize in transmutation spells.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
| sarpadian |
Here is Frank Hairyfoot, a halfling illusionist (phantasm sub-school) wizard. Right now, he's built using the alternate favored class bonus for halfling wizards ; if you have a problem with that, I'll take an extra HP.
Male halfling wizard 1
CN Small humanoid (halfling)
Init +5; Perception +3 (+5 w/Ellie in arm’s reach)
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (d6+1);
Fort +2; Ref +4; Will +3; +2 racial vs. fear
OFFENSE
Speed 20 ft.
Melee dagger +4 (1d3/19-20)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks terror 6/day
Illusionist Spells Prepared (CL 1st; concentration +4)
1st—color spray (2, DC 14), mage armor
0—detect magic, light, prestidigitation
Opposed Schools Abjuration, Enchantment
STATISTICS
Str 10, Dex 16, Con 13, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats AlertnessB (w/Ellie in arm’s reach), Scribe ScrollB, Weapon Finesse
Traits Reactionary, Magical Lineage (Chill Touch)
Skills Acrobatics +5, Climb +1, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (planes) +7, Perception +3, Sense Motive +0 (+2 w/Ellie in arm’s reach), Spellcraft +7, Stealth +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Draconic, Dwarven, Elven, Goblin, Halfling
SQ arcane bond (cat), extended illusions, weapon familiarity
Combat Gear crossbow bolts (10), potion of cure light wounds, scroll of burning hands, scroll of identify, scroll of mage armor; Other Gear dagger, light crossbow, spellbook (all non-abjuration/enchantment cantrips and spells prepared, plus burning hands, chill touch, grease, identify, reduce person, silent image), wizard’s kit, 33 gp, 5 sp
SPECIAL ABILITIES
Arcane Bond (Ex)
Frank has formed a close bond with a cat named Ellie (+3 to Stealth checks).
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Terror (Su)
As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Weapon Familiarity
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2-4), bite +4 (1d3-4)
Space 2 1/2 ft.; Reach 2 1/2 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
[b]Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Knowledge (arcana) -1, Knowledge (local) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link w/Frank
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When Ellie is in arm’s reach, Frank gets Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
Ellie gives Frank a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails
Share Spells
Frank may cast a spell with a target of “You” on Ellie (as a touch spell) instead of on himself, regardless of whether or not they normally affect magical beasts.
| Gamemaster Zedth |
I just read the new submissions and the updated characters, I'm liking it all. Final party make-up decisions will be completed soon. Maybe by Monday evening, but Tuesday at the latest. The Gameplay thread will be opened for the accepted party members that night, or Wednesday evening at the latest. (evening, meaning Pacific Standard Time)
Submissions so far:
Divine
-Gromff Hammerhand, Dwarf Cleric of Moradin
-Sohar Ko-Chav, Half-elf Oracle
Melee types
-Roland, Human Barbarian
-Chaek Laktar, Half-orc Fighter
-Wivvy, Half-orc Fighter
Arcane types
-Catcher, Human Wizard(transmuter)
-Frank Hairyfoot, Halfling Wizard(illusionist)
Misc types
-Chezarion, Elf Rogue
-Orvald Kruss, Human Zen Archer
-Tessandriel Siannodel, Half-elf Ranger
Did I miss anyone? Please finish your stats and story ASAP if you haven't already.
| Gamemaster Zedth |
Two quick updates:
1) The game world season will be starting in fall, approaching winter. Just a heads-up in case there are any equipment changes you want to make before we start.
2) I've added one more house rule: Players may choose to add their DEX modifier or their STR modifier to their attack rolls when making a melee touch attack.**
*I've always thought it was odd to have brute strength be the determining factor when calculating a melee touch attack roll. It always seemed to me that agility and dexterity would aid the "toucher" more, since it is simply a matter of making contact with the enemy.
**Frank Hairyfoot. I see that you took weapon finesse as your level 1 feat. If you took it to aid your melee touch attacks, consider picking a new feat in light of my house rule above.
| Walter das Sombras |
Good luck to all! I hope to play with you!
2) I've added one more house rule: Players may choose to add their DEX modifier or their STR modifier to their attack rolls when making a melee touch attack.
I do also use that house rule on my home game. It just makes more sense and favors the wizard in getting into melee range (so the monsters can get a piece of him).