In the City of the Drow

Game Master Castle Blades

The Drow live on the Surface, and a priest of the Lawful Good god Balserius has gone missing, will the players find him, or go murderhobo around, I guess we will find out.


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3d8 ⇒ (7, 7, 7) = 21
3d8 ⇒ (3, 6, 4) = 13
3d8 ⇒ (1, 4, 6) = 11
3d8 ⇒ (2, 1, 1) = 4
3d8 ⇒ (3, 6, 8) = 17
3d8 ⇒ (1, 1, 4) = 6

Wow. GM....I have a 21, a 17...a 4 and a 6. That's crazy. I was going to make a drow character, but damn, not sure I can with that. If you don't mind, can I re-roll?

3d8 ⇒ (4, 3, 2) = 9
3d8 ⇒ (8, 6, 4) = 18
3d8 ⇒ (3, 2, 4) = 9
3d8 ⇒ (7, 8, 7) = 22
3d8 ⇒ (6, 2, 1) = 9
3d8 ⇒ (1, 8, 8) = 17

That's the re-roll. Crazy dice rolls...please advise.


Presenting for consideration Goroglak the Incinerator, a goblin pyrokineticist who's looking to see something of the world after a nice half-orc told him some neat stories.

Crunch:

Goroglak the Incinerator
Male Goblin kineticist 5
CN Small Humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception +10
Favored Class: Kineticist
FCB: +1 HP
DEFENSE
AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 Shield*, +1 size)
Hp (5d10+25 Con+5 FCB)
Fort +9, Ref +8, Will +1
Special defenses DR 1/- vs. creatures and attacks with the fire type, searing flesh (1 fire damage)
-*does not apply if wielding weapon in 2 hands, using an off-hand weapon, or gathering power
OFFENSE
Speed 30 ft
Melee kinetic blade +8 (3d6+2, x2, fire damage, target touch AC)
Melee dagger +8 (1d3, 19-20/x2)
Ranged kinetic blast +8 (3d6+2, x2, 30 ft, fire damage, target touch AC)
Ranged masterwork light crossbow +9 (1d6, 19-20/x2, 80 ft)
Ranged dagger +8 (1d4, 19-20/x2, 10 ft)
Special attacks burning infusion (DC 17), draining infusion (DC 17), elemental overflow +1, fire’s fury
STATISTICS
Str 10, Dex 19, Con 20, Int 15, Wis 10, Cha 8
Base Atk +3; CMB +2; CMD 16
Traits Big Ears, Flame Touched
Feats Armor Proficiency (light), Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiency (simple)
Skills Acrobatics +12, Escape Artist +12, Intimidate +7, Perception +8 (+10 to hear noises) , Stealth +20, Use Magic Device +7
Languages Common, Goblin, Orc
SQ Burn (8), elemental focus (fire), gather power, infusion specialization 1, metakinesis (empower), Utility Wild talent (searing flame)
Combat Gear 40 bolts, 3 potions of barkskin +2, 2 potions of cure moderate wounds, 2 potions of cure light wounds, Other Gear masterwork light crossbow, dagger, mithral shirt +1, buckler +1, cloak of resistance +1, traveler’s any-tool, monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), waterskin)

Backstory:

Goroglak the Incinerator was born to the Bogstomp goblin tribe, and his pyrokinetic powers manifested early. Many goblins heralded him an ascendant hero, for he had the power to make fire without wood. Truly, he was a great and mighty goblin. The Bogstomp chieftan, Tonguestub, did not like Goroglak’s popularity, and feared he could take over the tribe. So, the chieftain very cleverly assigned Goroglak to increasingly difficult scouting missions, hoping he would be killed and the problem would take care of itself. Unfortunately for Tonguestub, Goroglak showed success at his tasks, and Tonguestub began to worry. Then, providence found Tonguestub. A group of hobgoblin slavers was moving through Bogstomp territory, and the Chieftain again sent Goroglak to scout. This time, however, he was seen, and the hobgoblins quickly subdued and captured Goroglak. Truly, it was a sad day for the Bogstomp goblins, and Goroglak in particular.

When Goroglak woke, he was chained and being forced to march to the hobgoblins’ main encampment. Cunningly, Goroglak chose not to attempt anything then, for he would wait until they were asleep and then try to escape. He had his gift of fire, and the hobgoblins didn’t know about it. They would be surprised when he struck. Very surprised. Unfortunately, Goroglak didn’t count on the hobgoblins’ organization or that he’d be worked to the bone every day. The slaves were chained and guarded day and night, and worked to the point of exhaustion every day. Goroglak rarely felt he had the energy to escape, so exhausted was he. The hobgoblins branded him with the mark indicating he was their property, and he felt he could do nothing.

While in captivity, Goroglak met a longshanks who called himself Joen. Joen, like all longshanks, had some strange ideas, like that writing doesn’t steal the words out of your head, or that horses and dogs weren’t vile creatures that needed to be killed. Still, he was kind to Goroglak, and often would tell him about the world outside of the Bogstomp tribe. Goroglak was amazed at Joen’s knowledge, and often hung on his every word when he would tell stories. So went Goroglak’s life for three years, until one day Joen was worked too hard and collapsed during the workshift. He didn’t rise, and the hobgoblins unceremoniously threw his body in a ditch. Goroglak felt something in him change at that moment. He decided it didn’t matter how tired he was that night. These hobgoblins would regret what happened to Joen.

After he was locked up for the night, he waited until it was dark and quiet before silently slipping free of his chains. He wriggled through the bars of his cell and snuck up on the nearest guard, who seemed to be nodding off. He quickly killed the guard then took the guard’s keys. He then went and began unlocking the cages and chains holding the other slaves, and then, once he’d freed them, the entire group broke out, hooting and hollering, overwhelming the guards who were supposed to be watching them, and taking their weapons. As for Goroglak, he embraced every aspect of what it was to be a goblin. He ran through the camp hurling fire about not just at hobgoblins, but tents, supplies, everywhere. If he could burn it, he lit it on fire. The entire time, shouting his battle cry, ”For Joen!” After an unknown period of time, the camp lay in ashes, the hobgoblins scattered, and the slaves fleeing in every which direction to avoid recapture. Goroglak walked to the ditch where Joen’s body had been tossed, and performed a ritual Joen told him was common in his home. He wasn’t sure what the point of digging a hole in the ground and then throwing the body in there and burying it was, but Goroglak buried Joen and said a few words about how nice and smart Joen was. He then sat down and took a moment to think about what he would do next. He could return to the Bogstump tribe, but he wasn’t sure how to get there since he’d been brought so far. Staring at the spot he had buried Joen, he thought about the stories that the half-orc had told, and then he decided he wanted to see some of those things himself. He would gather his own stories and learn something about the world. Maybe he would even see about trying to befriend a horse or a dog. But not writing. Writing steals words out of your head. Joen said it didn’t, though. Still, better to be safe. Goroglak didn’t want to lose his words.

I'll create an alias if I get accepted.


Grumbaki wrote:

3d8

3d8
3d8
3d8
3d8
3d8

Wow. GM....I have a 21, a 17...a 4 and a 6. That's crazy. I was going to make a drow character, but damn, not sure I can with that. If you don't mind, can I re-roll?

3d8
3d8
3d8
3d8
3d8
3d8

That's the re-roll. Crazy dice rolls...please advise.

I'll allow you to use the re-roll.


Phntm888 wrote:

Presenting for consideration Goroglak the Incinerator, a goblin pyrokineticist who's looking to see something of the world after a nice half-orc told him some neat stories.

** spoiler omitted **

** spoiler omitted **...

Alright Goroglak is accepted.


Map of Ninevrah sorry that you won't be able to read much of it, but that is the basic landscape of the continent of Ninevrah.


3d8 ⇒ (4, 3, 2) = 9
3d8 ⇒ (8, 6, 4) = 18
3d8 ⇒ (3, 2, 4) = 9
3d8 ⇒ (7, 8, 7) = 22
3d8 ⇒ (6, 2, 1) = 9
3d8 ⇒ (1, 8, 8) = 17

Thank you! I've decided to go for a drow bladebound kensai. Not the most 'optimal' of choices, but with the stats above it'll work out just fine.

Malkaer Illuvinar:

Name Malkaer Illuvinar
Race Drow
Languages Abyssal, Gnome, Aquan, Common, Undercommon, Elven, Draconic, Drow Sign Language
Class Bladebound Kensai (5)
Stats
Str (9) Dex (22) Con (16) Int (22) Wis (9) Cha (11)

Racial
* Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
* Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
* Keen Senses: +2 perception
* Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
* Superior Darkvision (120ft, but comes with light sensitivity)

Traits
* Indomitable Faith (+1 will)
* Magical Lineage (shocking grasp)

Combat with shocking grasp and arcane pool
* To Hit (+13) or (+11/+11) 18-20 crit
* First Hit: 1d6 (weapon) + 5d6 (electricity) + 1d6 (cold, fire or electricity damage) + 8 (basic modifier)
* Second Hit: 2d6+8

Defenses
* Fort (+7) Reflex (+6) Will (+4) Spell Resistance (11)
* AC (26)
* Touch (21)
* Flat Footed (15)
* CMD (19)

Equipment
* Belt of +2 Dexterity (+2 dexterity) 4000
* +1 Hakagami (+2 AC) 1105
* Ring of Protection +1 (+1 deflection AC) 2000
* Amulet of Natural Armor +1 (+1 natural armor AC) 2000
* Cloak of Resistance +1 (1000)
* Masterwork backpack with wizard kit.
* 300ish gold, need to double check)

Skills
* Perform-Dance: 3 skill points (+3)
* Swim: 1 skill point (+3)
* Climb: 1 skill point (+3)
* Use Magic Device: 5 skill points (+8)
* Intimidate: 5 skill points (+8)
* Perception: 5 skill points (+11)
* Knowledge Arcana: 5 skill points (+14)
* Knowledge Dungeoneering: 5 skill points (+14)
* Knowledge Planes: 5 skill points (+14)
* Spellcraft: 5 skill points (+14)

Feats
* Lvl 1: Drow Nobility (You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.)
* Lvl 1 Class: Weapon Focus (Scimitar)
* Lvl 3: Improved Drow Nobility (You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.)
* Lvl 3 Class: Alertness (You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.)
* Lvl 5: Weapon Finesse
* Lvl 5 Bonus Feat: Dervish Dance (Dex to hit and dmg with scimitar)

Lvl 0 Spells
* Prestidigitation
* Ghost Sound
* Arcane Mark

Lvl 0 Racial Spells
* Detect Magic

Spellbook
* Lvl 1 Spells: Shocking Grasp, Shield, Mount, Unseen Servant, Magic Weapon, Corrosive Touch, Grease, Keep Watch, Magic Missile, Reduce Person, Infernal Healing, Expeditious Retreat
* Lvl 2 Spells (cat's grace, bladed dash, invisibility, detect invisibility)

Spells Prepared
* Lvl 1: 5x Shocking Grasp
* Lvl 2: 1x Cat's Grace, 1x Bladed Dash

Racial Spells
* 1x deeper darkness
* 2x dancing lights
* 2x faerie fire
* 2x feather fall
* 2x levitate spell-like abilities twice per day

Canny Defense
* When wearing light or no armor and not using a shield, a kensai adds 1 point of Intelligence bonus (if any) per kensai class level as a dodge bonus to his Armor Class while wielding a melee weapon. If a kensai is caught flat-footed or otherwise denied her Dexterity bonus, he also loses this bonus.

Perfect Strike
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Arcane Pool 7 points
* At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
* At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
* At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Black Blade

* lvl 2 scimitar (Int 12, Wis, Cha, Ego 8)
* Sword is lawful neutral
* When player and blade actions conflict, make a will test with ego as DC. If failed, GM takes over.
* Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
* Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
* Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
* Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
* Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Spell Combat
* At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Strike
* At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Background:
Malkaer is a recent arrival at Ninevrah. He has not said where he hails from, but he obviously is from another city, deeper under the mountains. If asked what he is doing in Ninevrah, he will say that he is but a passing mercenary, looking to make his way in the world. In truth, he is a fugitive.

Malkaer was once a spellblade for his house, fighting in the brutal into-house conflicts that shape drow life. For him, this changed when he found his Black Blade. He had taken it as a trophy from an enemy warrior that he had killed in a skirmish, and he thought that it would have been just that. To his surprise, he found that the blade was intelligent, and that it had bonded to him.

The blade had a single mission, and it was a simple one. To belong to a worthy warrior. It did not care what it's wielder fought for, it only cared that it was to be used with skill and panache. This would have been fine, were it not for the...incident.

Malkaer had been sparring with a superior of his, and of course, wanted to let the other drow win. The sword would have none of that. It took his intentional sloppiness as a sign of weakness, and to Malkaer's surprise it took over. He blacked out, and when he came to the other drow was dead at his feet.

He panicked, for the drow that he had killed had gotten his position not through skill of arms, but through political connections. Murdering him would earn him only enemies, for those who wanted him dead would naturally keep their hands clean and would not help him. So he did the only thing that he could do. He fled. He left his city that day, taking with him only the clothes on his back and what little he could carry. He did not stop fleeing until he arrived in Ninevrah, which to him, was the 'end of the world.' Throughout his journey he consistently attempted to throw the 'cursed' blade away, but it was to no avail. It was bonded to him for life. Eventually, he came to the conclusion that he would just need to learn how to master the blade, for he knew that by skill at arms he was worthy of it.

Now, in Ninevrah, he is but looking for a way to rebuild his life, and to make something out of himself.


Grumbaki wrote:

3d8 ⇒ (4, 3, 2) = 9

3d8 ⇒ (8, 6, 4) = 18
3d8 ⇒ (3, 2, 4) = 9
3d8 ⇒ (7, 8, 7) = 22
3d8 ⇒ (6, 2, 1) = 9
3d8 ⇒ (1, 8, 8) = 17

Thank you! I've decided to go for a drow bladebound kensai. Not the most 'optimal' of choices, but with the stats above it'll work out just fine.

** spoiler omitted **...

Approved charcter

Grand Lodge

3d8 ⇒ (5, 4, 6) = 15
3d8 ⇒ (7, 1, 8) = 16
3d8 ⇒ (2, 3, 2) = 7
3d8 ⇒ (8, 7, 2) = 17
3d8 ⇒ (5, 4, 2) = 11
3d8 ⇒ (6, 8, 7) = 21

Grand Lodge

Are drow nobles allowed and I want to try my hand at the LE anti paladin


Can I please have and keep this Re-Roll?

1: 3d8 ⇒ (8, 7, 3) = 18
2: 3d8 ⇒ (1, 6, 1) = 8
3: 3d8 ⇒ (1, 5, 6) = 12
4: 3d8 ⇒ (8, 4, 4) = 16
5: 3d8 ⇒ (8, 6, 6) = 20
6: 3d8 ⇒ (3, 4, 5) = 12


Thanks for the approval, alias created. As for drow nobles...they are 41 race points. I'm trying to build myself up to the 4 feats that they get for free. So if they are allowed...I'd rebuild. Because +4 feats, +2 Dex, and +2 Int over what I've got now is just too good to pass up.


Castle Blades wrote:
Korunar Bloodaxe wrote:
Would you allow an elf (probably wizard) in Kev'ronn? Maybe some captive?
Yes, do you know why they might be a captive?

Well, drows are not known for their kindness towards elves and they enjoy enslaving other races in general. I guess it's harder to find a reason why an elf might not be a captive in this drow city.

He could be offered by some slave trader on the market.. Maybe a noble drow wanted some lesser being for his amusement.. Or he came to free a friend but was caught himself..?

Having an elf in the group could lead to some interesting situations in a city full of drows. I'll work on a background tomorrow (it's past midnight here), I hope that's not too late.

If we roll the stats, do these already include the status point from level 4 or should we spend that point too?

(Sorry, posted with the wrong alias before)


Anderlorn wrote:

Can I please have and keep this Re-Roll?

[dice=1]3d8
[dice=2]3d8
[dice=3]3d8
[dice=4]3d8
[dice=5]3d8
[dice=6]3d8

You may.


Critzible wrote:
Are drow nobles allowed and I want to try my hand at the LE anti paladin

They are allowed.

Grand Lodge

sweet I will keep my rolls(even the seven) and come up with something


I'll update my character then as a drow noble. Get me some more interesting feats.


Submission is ready, I just need to finish magical items and spells.


Letting everyone know from my experience that Castle Blades is an amazing DM. It'll be a riot
3d8 ⇒ (5, 4, 8) = 17
3d8 ⇒ (6, 6, 2) = 14
3d8 ⇒ (2, 4, 5) = 11
3d8 ⇒ (1, 7, 3) = 11
3d8 ⇒ (8, 6, 8) = 22
3d8 ⇒ (8, 1, 2) = 11


I am going to need at least 1 more day to finish my character, Zaun the Metal Man, so hopefully I have enough time to do so :)
He is a Human Whitesmith with animated arms and a metal sheen covering his skin. He is a strong fighter and frontliner who can also support his allies, buffing their weapons and defences.


The Characters I have so far are:

Velkyn Millitharn

Zaknador E'Ilansani

Goroglak the Incinerator

Malkaer Illuvinar

and Zaun the Metal man

That leaves one open spot for another character, after that it should only be a day or two until I start us off, I will only expect you to submit once a day, though if you miss that will not make me mad. Post as often as you can.


Here will be my submission but I need to flush out my background more and fix the grammar/spelling.

Velkyn Millitharn


Goroglak's alias is complete.

I'm used to spending a few days sitting around, waiting for announcements of who made it in after I post my character, so this is a nice change of pace.


Psst, we may want a rogue type.


Velkyn could replace reactionary with Trap Finder
http://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder/

"You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue."

I'd take it, but I'd really like to have diplomacy as a class skill, and the second slot is really needed due to being a magus.


My stealth is as good as a Rogue's, and I've got pretty decent Acrobatics and Escape Artist skills, too. Our only issue is traps, I think.


If I manage to get my eliciter in in time I was going to take that trait (if GM's OK) he's not stealthy or anything, but he likes fiddling with stuff. Mainly others minds but also mechanisms...


Drow Sign Language:
"I say, we let the Gobble go first to set off the traps! After all, it is only a Slave Gobble."


Drow Sign Language:
"As entertaining as that might be, it would be a waste of a perfectly good goblin. Especially as this one seems to be a walking trap itself."


Drow Sign Language:

"Perhaps you are right, he will be the back up plan or the comic relief? Perhaps the Gobble would be better as a pack gobble?"


You know... I could just animate a rock to go and walk infront of us... I would imagine him to be durable enough to jam up any trap we might walk into...
Hurmmm. Wonder what would happen if I tried to animate the trap itself and then ask nicely for it to let us pass?...

As is, Zaun is shaping up to be a Very durable little character, he could just walk through most of them. His saves arn't stellar but he really is going to be harder to take down then I first anticipated >_>


"Hey, why are you making those fancy hand signs? Are you doing magic? What kind of magic? The magic doesn't seem to be very effective, whatever it is. We should just burn it. Burning it solves everything."


"Indeed, it is just the most minor of magic. Here, let me show you."

Drow Sign Language while muttering prestidigitation to clean Goroglak's clothes:
"This goblin is filthy. This is for our sake as much as his."


Submitting Zulan, an Emberkin Wizard. Character is complete (besides gear). Just need to work on a background and paste everything in the profile too (only google doc spritesheet for now).
(Heremeus here, couldn't connect to paizo earlier today)

Grand Lodge

Gonna submit a drow white haired witch when I get home.


Heres what I got so far, I still need to do skills and equipment but the crunch should be done enough to get an idea. I ran out of time right now but I will be getting more backstory and whatnot after a few hours :)

Fluff wise, he would have gotten himself captured by the Drow a time ago, and for a time. Then a family member would have paid a small fortune to get him back and the Drow agreed. What Drow did not say however, is that they had already tortured him, and so they sent him back as a quadriplegic.
Back home (in a blacksmiths shop) there was nothing for him to do, but with great effort, and very slowly (he had lots of time) he begun to learn Enhancement magic. His first great achievement was when he was able to make a dolls hand clutch a doorknob and open it for himself, without the help of anyone else. Then over time he had a set of prosthetic limbs created for him (again, blacksmiths forge) and he then practiced moving around with those until he could do so almost effortlessly. Finally he had gained his mobility back and with it his freedom, even if he could no longer feel anything, and even if he had started becoming more and more like the metal he relied on, at least he could move!
And thats the start of it anyways :P

Zaun, the Metal Man:
Zaun the Metal Man
Armorist (Whitesmith) 5
LN Medium Humanoid (Human, Shapechanger) Initiative +2 Senses, Perception 11
--------------------
Defenses
--------------------

AC 25, Touch 12, Flat Footed 23 (+2 dex, +4 armor, +4 armor enhancement, +5 natural armor, -2 ACP)
hp 29/29 (5d10-5) (46/46 Armor)
Fort +3 Ref +3 Will +4
Special Defenses Construct Armor (46/46)
Immune bleed, and you do not need to eat, drink, breathe, or sleep
--------------------
Offenses
--------------------
Speed 20ft
Melee Razor Arms +11/+11 (1d2+12 17-20/x2)
Mwk (+3, Keen) Longsword +11 (1d8+12 17-20/x2)
Mwk (+3, Keen) Bastard Sword +11 (1d10+12 17-20/x2)
Modifiers +5/+0 BAB, +5/+5 Str, +3/+3 Enhancement, -2/+4 Power Attack

----------------------
Spellcasting
----------------------
Transform
Transform into the form of a Construct as a full-round action gaining a head, two arms, two legs, 20 ft. move speed, 2 slam attacks (primary, 1d6 Medium), and +5 natural armor. Your natural attacks are treated as silver and cold iron. This is an indefinite polymorph effect until you spend a full-round action to transform back.

Enhance Creature
Grant a creature +3 to 1 saving throw.
1 SP: Effect lasts for 50 minutes.
Apply 1 Alteration Talent to the target.

Enhance Equipment
Grant a piece of equipment (or a natural attack/armor) +3 Enhancement bonus (+4 for your own equipment).
1 SP: Effect lasts for 50 minutes.
1 SP: Enhance +2 objects.

Access Extradimentional Space
Take/Replace an object from your Extradimentional Space as a 1-round action.
1 SP: Access storage as a move action.

MSB: +5 MSD: +16 Concentration: +8
Normal CL: +2
Enhanced CL: +5
----------------------
Current Magical Effects

Ascetic Control (30 days), Transformation

----------------------
Statistics
----------------------
Str 20, Dex 14, Con 9, Int 12, Wis 17, Cha 12
BAB +5 CMB +10 CMD +22

Feats Power Attack (bonus), Complex Animations, Extra Magic Talent (Ascetic Control), Mutagenic Enhancements, Transformation
Talents Enhancement Sphere, Alteration Sphere (bonus), Animate Object, Ascetic Control, Construct Transformation, Deep Enhancement, Greater Enhancement, Mass Enhancement, Natural Enhancement, Powerful Limbs, Size Change, Staunch Resistance
Tricks Combat Feat (Power Attack), Extradimensional Storage
Traits
Drawbacks

Skills 3/lvl
Intimidate +11 (1 Rank, +3 CS, +2 trait, +5 Cha)
K: Local +6 (1 Rank, +3 CS, +2 Int)
K: Nobility +6 (1 Rank, +3 CS, +2 Int)
Lore: Weather +6 (1 Rank, +3 CS, +2 Int)
Spellcraft +6 (1 Rank, +3 CS, +2 Int)
Survival +0 (1 Rank, -1 Wis)

Languages Common, Terran

Other Gear
Mwk Longsword 265gp, 4lb
Mwk Bastard Sword 285gp, 6lb
Mwk Chain Shirt 250gp, 25lb

10,500gp

Extradimentional Storage
Mwk Chain Shirt 250gp, 25lb

25/50lb
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TRACKED RESOURCES
----------------------
SP (8/8)

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Special Abilities
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Armor Training When you are wearing armor, reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1.
Bonus Feats humans get +1 feat, Incanters get +1 magical feat.
Casting use your Wis to determine your spells and class abilities. Gain 2 bonus Talents.
Combat Feat gain Power Attack as a bonus feat.
Complex Animations your Constructs gain +1 creation points.
Exceptional Enhancement you may spend a spell point when enhancing an object to repair the broken condition. You may enhance an additional object whenever yuo use an enhancement effect that solely enhances objects. This ability stacks with the Mass Enhancement talent.
Extra Magic Talent gain +1 Magic Talent (Asetic Control).
Extradimensional Storage You gain the Extradimensional Storage Warp sphere talent, and you may use your armorist level as your caster level for this ability. This is a permanent extradimensional space that may hold up to 50 pounds of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full round action, but may be done as a move action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage.
FCB gain Exotic Weapon Proficiency (Bastard Sword).
Mutagenic Enhancements whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect. A creature may only be under the effects of one enhancement modified in this way.
Personal Refinement whenever you enhance a piece of equipment you are holding or wearing, you do not need to concentrate to maintain the enhancement so long as the item is on your person. Whenever you use enhance equipment on a piece of equipment you are holding or wearing you grant it an additional +1 enhancement bonus.
Power Attack you may take a -2 penalty to attack to gain +4 damage. This is increased by 50% for 2-handed weapons and reduced by 50% for light weapons.
Spell Pool gain a Spell pool that you can spend to augment your spells equal to your Class level + your Wis mod (+1 Casting Tradition) (8).
Talents gain 2 talents from Class Levels, +2 Bonus, +2 from Alteration Drawbacks, + from Enhancement Drawbacks, +2 from Feats (8).
The Mystic Crucible gain the Enhancement sphere as a bonus magic talent, treating your Class level as your CS. You may spend up to +2 of the enhancement bonuses from Enhance Equipment on special qualities.
Transformation as a full-round action, you may assume the form of a medium construct per the shapeshift ability of the Alteration sphere as a supernatural ability. The same construct is mimicked and the appearance of that construct is retained each time. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any additional traits. Treat your HD as your caster level for the purposes of this effect and this is a polymorph effect. You gain the Shapechanger subtype. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites.

----------------------
Spheres
----------------------
Alteration Sphere
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Construct
You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small, treated as Cold Iron and Silver), and +5 natural.
---Traits:
•Construct Plating: The target gains DR 3/adamantine.
•Spell Resistance: The target gains 15 spell resistance. This trait costs an additional spell point.
Powerful Limbs
---Traits:
•Powerful Arms: Choose one pair of limbs the target possesses capable of wielding a weapon. With these limbs, you may wield weapons of one size larger without penalty. This does not stack with other effects that allow you to wield larger weapons without penalty, such as powerful build. Additionally, the target increases its overhead lifting capacity by 50%.
•Powerful Claws: Choose one natural attack the target possesses (or pair of natural attacks if granted in pairs such as claws, talons, pincers, etc.). The selected attack or attacks deals damage as if it were one size larger. This size increase stacks with other effects that increase actual and effective size, such as the Size Change Alteration sphere talent or the Encompassing Light talent of the Light sphere.
•Powerful Legs: The target is always considered to have a running start when making Acrobatics checks to jump and treat its move speed as if it were 15ft higher when determining the bonus or penalty to jump checks from movement speed. Additionally, the target’s carrying capacity is increased by 50%.
Size Change
---Traits
•Increased Size: Increase a creatures size by 1 catagory (max huge). Adjust ability scores according to the chart here.
•Decreased Size: Decrease a creatures size by 1 catagory (min diminutive). Adjust ability scores according to the chart here.

----------------------
Enhancement Sphere
----------------------
Animate Object You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc.
If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a DC 15 Reflex save (DC 10+1/2 CL+Wis) each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a DC 15 Reflex save each round or also be staggered that round.
Animated objects are constructs, and gain Hit Dice according to their size.
Ascetic Control By spending 10 minutes and a spell point, you no longer bleed, and do not need to eat, drink, breathe, or sleep for one month.
Deep Enhancement your Enhancements last 10 minutes per caster level (50 minutes).
Greater Enhancement When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1.
Mass Enhancement you may spend an additional spell point to enhance 2 additional targets. All targets must be within range and must receive the same enhancement.
Natural Enhancement You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons, as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses.
Staunch Resistance You may enhance creatures, granting them a +3 bonus to one saving throw.

----------------------
Encumbrance 0lb
Light 43lb, Medium 86lb, Heavy 130lb
----------------------

Casting Tradition:

Zaun is entirely dependent on his magic to get around. Having no arms or legs, and therefore no physical ability to interact with the world around him without it has left his body with a deep sensation of dependency on his Enchantment magic empowering his metal limbs. This dependency has had a significant reverse effect on Zaun himself as he desperately (and unconsciously) tries to become more and more like the metal he relies on. Cold, durable, repairable, immune to pain. This mindset has caused Zaun's magic to take on significant metallic properties and every effect he creates with his magic also creates a metallic sheen or covering over everything it effects, indeed Zaun himself has undergone such an extreme and complete transformation that there is very little organic left of him, the machine having nearly completely replaced flesh. While this has the positive effect of every creature he empowers around him taking on the properties of metal and resonating with him to increase the metals potency, it is more difficult and time consuming to actually channel the magic when you cannot feel your fingers move and have to carefully watch to make sure you are casting your magic correctly.

----------------------
Bonus Spell Points
Gain +1, +1 per 6 levels bonus Spell Points.
Extended Casting
Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time to 1 full-round action.
Somatic Casting
You must gesture to cast spells—you must have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
Draw Magic
You gain a +1 bonus to your caster level whenever at least 3 creatures under the effects of your sphere abilities are within 30 ft. of you. This bonus increases to +2 if there are at least 6 such creatures within 30 ft.
Beast Soul
You cannot bestow the Blank Form.
Unnatural Transformation
Creatures under the effect of your shapeshift bear obvious indicators of their metal origins (Metallic sheen on their skin, metal outcroppings, ragged edges, ect). Your shapeshift never grants a bonus to Disguise checks due to the obviously unnatural nature of the transformation. When struck by a silver weapon a creature under the effect of your shapeshift must make a Will save with a DC equal to the damage dealt or have the shapeshift end immediately.
Enhancement Dependency
Your body has become dependent on enhancement magic. You suffer a -2 penalty to Fortitude saves as long as you are not under the effects of an enhancement.
Obvious Enhancements
Your enhancements are incredibly obvious to anyone paying attention due to the metallic nature and coloration of your enhancements. Any creature within 30 ft. knows that the creature or object is enhanced, and is considered to have automatically succeeded on a Spellcraft check to determine its effects.


Equipment Enhancements:

Left Arm
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Arm
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack ++3 Keen
Enhance Natural Armor +3, Impervious

Left Leg
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Leg
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +# Keen
Enhance Natural Armor +3, Impervious

Armor
Medium Animated Construct () with +0 Slam Attack (1d6)
46/46 3d10+30hp, Hardness 10, AC 25,
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
---Construction Points (+2)---
•Armor (-1)
•Durable (-1)
•Immobile (+2)
•Metal (-2)
---Enhancements---
Enhance Natural Attack +3, Defending
Enhance Natural Armor +4


Velkyn Millitharn

Zaknador E'Ilansani

Goroglak the Incinerator

Malkaer Illuvinar

Zaun the Metal man

and Zulan Igniz

those are going to be the characters that will most likely start with my campaign, now I will give approximately five more hours for any final submissions. May the odds be ever in your favor.


Finished a rough overview of Zulans background. Neither very detailed nor the best choice of words yet but it should be enough to get to know the character a little.


Rough Concept:

The Grail of the Phoenix is a holy relic of the Balserian faith that grants whoever drinks the waters that fill the cup will have all of their injuries and illnesses healed, their bodies restored to a youthful state (Young or Young Adult, 12-18 for humans), and be given centuries more of life. The Grail of the Phoenix has always been protected by three guardians that embody the virtues that Balserians admire, with the previous generation training the next. The guardians are always marked with platinum hair and eyes. On their backs is a rune that identifies the virtue they embody.

Audria, Faye, and Kaeli were to be the next guardians, but before they’re training was anywhere near complete, a group of cultists attacked the hidden temple where the Grail of the Phoenix is kept and slew two of the current guardians and mortally wounded the third before being driven off. The last guardian died of his wounds and left the three sisters to defend the temple on their own. Late one night, they were set upon by raiders who took the Grail of the Phoenix and Faye and Kaeli for some unknown purpose. Audria fought off her attackers, but was too exhausted to pursue the others and rescue her sisters. After waking up and taking stock of her situation, she goes to look for her sisters and the grail.

The ones that attacked her are also after her. Whatever purpose they have, they need all three of the guardians, and have attacked Audria a few more times while she’s been on the road. To try and avoid this, the last of the guardians has taken to hiding her hair and her eyes in the shadows of the hood of her cloak. The months have not been kind to her either, and her clothing and appearance are ragged.

Each of the sisters embodies a virtue that is important to the ideals of the Balserian faith, though they possess all three of them, the one they embody is particularly evident.

Audria - Strength, Determination, Nobility
Faye - Loyalty, Honesty, Valor
Kaeli - Hope, Purity, Empathy

Audria is a brawler, wading into melee and smashing at enemies with as much strength as she can muster. She uses a greatsword and heavy armor. She’s the most emotional of the three, exhibiting boundless joy and implacable rage. She has the most forceful personality of the three, and a tendency to not think things through.

Faye is a duelist, striking at the weakest points of her enemies to end fights quickly. She uses a longsword and shield to get in close and strike where her opponent is most vulnerable. She’s the most quiet and reserved of the three, speaking softly and being more subtle in her moods. She tends to overthink things a lot.

Kaeli is a dancer, weaving in and out of combat to confuse enemies and support her sisters. She uses a bow if not in melee, or a staff if she has to fight in close quarters. She’s the most cheerful of the three and helps to smooth out most of the conflicts between Audria and Faye. She’s the negotiator of the trio and often tries to avoid conflict.

Audria - Paladin, Weapon Focus, Power Attack, Toughness
Faye - Slayer, Weapon Focus, Shield Focus, Dodge
Kaeli - Oracle, Point-blank Shot, Precise Shot, Quick Draw

I'll have something more refined over the weekend. I can also make adjustments if needed, so let me know if this needs to be tweaked to fit in.


AdamWarnock wrote:
** spoiler omitted **...

That is thankful lore that I do not have to come up with, I will allow you to join after I get a chance to review your characters, will you only be playing one or all three?


"Velkyn Millitharn zhah kr'athin ulu kla'ath Qu'ellar Millitharn lu'Jabbuk d'Nibeless, Quellarin Velven!"

==== Drow to Common Translation ====

"Velkyn Millitharn is ready to serve House Millitharn and Master of Games, Castle Blades!"


Castle Blades wrote:
AdamWarnock wrote:
** spoiler omitted **...
That is thankful lore that I do not have to come up with, I will allow you to join after I get a chance to review your characters, will you only be playing one or all three?

I can run all three if you want. That's two NPCs that you don't have to run when/if we find them. Also happy to help with the lore. :)

I'll have the builds tomorrow.

Grand Lodge

I won't be able to meet the deadline.

It sucks but it happens


Malkaer bows and flashes a smile. {Drow}"Malkaer Illuvinar, at your service."


Worked some more on Zulans Background (especially on the reason why he came to Ninevrah).

Fluff:
After his latest accident - he burned down the city he had lived in peacefully for over three years - he fled to Ninevrah. At his stop in the inn of Riverfall he met an elf named Eldan. Eldans brother Farnan was enslaved by drows when they raided his village. He doesn't know where his brother is but Kev'ronn seemed to be the best place to begin his search. But the drows would not talk to him so he begged Zulan to search for his brother. Zulan promised to help him immediately. As soon as the sun rose, he climbed on his summoned phantom steed and began the ride to the city of drow.


"Hey, you kind of look fiery. Do you like fire? I like fire. Fire's great."

Goroglak looks up at Zulan far more inquisitively than most goblins.

Goroglak is ready to go.


I have decided that I will run two Hales, one game that will be in the Drow city of Kevv'ronn, and another that will take place elsewhere on ninevrah. The first group will be Velkyn Millitharn

Zaknador E'Ilansani

Goroglak the Incinerator

Malkaer Illuvinar

Zaun the Metal man

and Zulan Igniz.

The second will be whoever submitted a charcter today and to noon tomorrow, mountain time.


Here is the link to second game, this for those who wished to join my inital game, but could not.

http://paizo.com/threads/rzs2u9mw?Sandbox-Homebrew-Setting-Ninevrah-The-Sea rch#1


"Hello there, indeed it is. You just got to be careful not to accidentally set everything on fire."

Castle Blades wrote:

I have decided that I will run two Hales, one game that will be in the Drow city of Kevv'ronn, and another that will take place elsewhere on ninevrah. The first group will be Velkyn Millitharn

Zaknador E'Ilansani

Goroglak the Incinerator

Malkaer Illuvinar

Zaun the Metal man

and Zulan Igniz.

The second will be whoever submitted a charcter today and to noon tomorrow, mountain time.

Sounds interesting. I'm curious if there will be some "cross-world" actions at some point like hearing news of the other group.


So the party looks like...

Malkaer: Noble Drow Magus (AC 27, shocking grasp damage)
Zaun: Construct Fighter (AC 25, mechanical weapon damage)
Velkyn: Noble Drow Incanter (Blaster)
Goroglak: Goblin Kineticist (Blaster)
Zulan: Aasimar Wizard (Blaster/Crowd Control)

Likely will be having myself and Zaun up front to hold the enemy in place, while Velkyn, Goroglak and Zulan blast them apart with arcane magic.

----

The one thing I can see that we are missing though...a healer. I suppose that if we survive to lvl7 we can use the leadership feat to get an NPC healer to follow us around.

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