| Einar Gunnarson |
I think and hope I finished Here he is Einar Gunnarson and his bard buddy Tyr
1st : Bard (Sound Stricker)
2nd : Bard (Sound Stricker)
3rd : Bard (Sound Stricker)
4th : Bard (Sound Stricker) +1cha
5th : Bard (Sound Stricker)
6th : Bard (Sound Stricker)
7th : Bard (Sound Stricker)
8th : Bard (Sound Stricker) +1cha
9th : Bard (Sound Stricker)
10th: Bard (Sound Stricker)
Tyr Olafson, Son of Olaf, Son of Steinn
Male Aasimar (Ulfen) Bard (Sound Striker) Age: 80
CG Medium Outsider (Native)
Init +17; Senses: Darkvision 60' ; Perception +1
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+ 3dex, +6 armor)
HP: 63 (10d8+10)
Fort +4, Ref +10, Will +6
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OFFENSE
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Speed 30 ft.
Melee
MW Cold Iron Long Spear +9/+4 1d8+1 x3
w/ Inprie Courage +13/+8 1d8+5 x3
Ranged
Weird Words 10 Ranged Touch Attacks all at +12 to hit 1d8+6 damage/each fort save DC 21 for half 30ft Range
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Bardic Music 31 rnds/Day
Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performances
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.
This performance replaces inspire competence.
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
This performance replaces suggestion.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Versatile Perfromance Sing, Dance, Keyboards
Well Versed At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Arcane Bond Scorpion Familiar
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STATISTICS
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Str8 , Dex16 , Con12 , Int12 , Wis8 , Cha22
Base Atk +7/+2; CMB +6 ; CMD 19
Traits:
Reactionary--Maestro of the Society
Feats:
Flagbearer, Improved Initiative, Skill Focus (K. Arcana)Eldritch Heritage (Arcane), Lingering Performance
Skills: 70pts
Kno. Arcana +16 (4rank, 1Int, 8class,3feat)
Kno. Dungeoneering +13 (4rank, 1Int, 8class)
Kno. Engineering +13 (4rank, 1Int, 8class)
Kno. Geography +13 (4rank, 1Int, 8class)
Kno. History +13 (4rank, 1Int, 8class)
Kno. Local +13 (4rank, 1Int, 8class)
Kno. Nature +13 (4rank, 1Int, 8class)
Kno. Nobility +13 (4rank, 1Int, 8class)
Kno. Planes +13 (4rank, 1Int, 8class)
Kno. Religion +13 (4rank, 1Int, 8class)
Perform Dance +21 (10rank, 6cha, 3class, 2race]
Perform Sing +21 (10rank, 6cha, 3class, 2race]
Perform Keyboard +21 (10rank, 6cha, 3class, 2race]
Racial Modifiers:
Ability Increase: +2 Dex, +2 Cha
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Spell-Like Ability (Sp): Muse Touched Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Languages: Common, Skald, Celestial
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Spells
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Spells Known
Orisons: Detect Magic, Lullaby, Ghost Sound, Know Direction, Prestidigitation, Message
1st: Charm Person, Detect Secret Door, Hideous Laughter, Vanish, Feather Fall
2nd: Blindness/Deafness, Gallant Inspiration, Mirror Image, Glitterdust, Silence
3rd: Haste, See Invisibility, Charm Monster, Blink
4th: Freedom of Movement, Heroic Finale
Spells Per Day
1st 7
2nd 6
3rd 4
4th 2
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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light: 76 lbs. Medium: 77-153 lbs. Heavy: 154-230 lbs.
MW Cold Iron Long Spear Carried with Banner 14lbs 310gp
+2 Mithri Shirt Worn 10lbs 5100gp
Headband of charisma +2 Worn 1lb 4000gp
Muleback Cords Worn 1/4lb 1000gp
Pathfinders Kit Worn 22lbs 12gp
Wand Cure light Wonds 50/50 chgs 1lb 750gp
Money: GP 1578
Total Weight: 47 1/4 lbs.
===================================================
[spoiler=Background]
To come
Friendly, Cheerful, Creative, Energetic, Gracious, Honest, Kind;
Tyr is the happy go lucky sort. He has looked up to his childhood friend Einar forever. He loves to be by his side to recount first hand at his deeds. Tyr is not well suited for combat but knows Einar will get him through whatever they get in. He is boastfull of Einars abilities and talks little of himself. He loves to help others when not adventuring.
Ht: 6'1''
Wt: 200 lbs
Age: 78
Hair: Black
Eyes: Blue
Skin: A bit Pale
Reference Image
Tyr is small for an Ulfen, must be the celestial blood. He has dark hair and deep dark blue eyes. He is normally smiling. He wears enough furs over his armor to keep warm. He is charismatic and charming. He loves to drink, sing, and dance in whatever order the night decides that they happen in.
| DM Jelani |
Okay, here are the submissions so far...
Agmundr Brandrson - M Ulfen Barbarian (Invulnerable Rager) 12 (Needs cohort's stats, unless I missed them somewhere)
Korvax Draverian - M Aasimar (Ulfen) Cleric of Ruzel 12; Cohort is F Human Ulfen Bard 12
Eysteinn Jökullsonn - M Human Druid (menhir savant) 12; Cohort is F Human* Sorceress (fey bloodline) 10
Ashren Bloodsworn - M Human (Ulfen) Fighter (Two Handed) 7/ Sorcerer (Draconic) 1/ Dragon Disciple 4; Cohort is F Human Wizard 10
Einar Gunnarson - M Aasimar (Ulfen) Summoner (Synthesist) 12; Cohort is M Ulfen Bard (soundstriker) 10
Aprox. 18 hours left to finish your submissions!
| Arradir |
Alright, it's taken a bit, but I'm finally done with the cohort (in the nick of time!). I've also updated Agmundr with brief Background and Personality text, both of which will be fleshed out in later weeks if I'm accepted.
Here's his cohort, the skald Valdemar Sverreson (believe it or not, Valdemar is a very Norwegian/Scandinavian name, but if you'd prefer one that sounds a bit more standard Ulfen, he'll be Sverre Sverreson). He's a young man who didn't live up to his father's expectations, but he became a skald and chanced upon meeting Agumdnr (chance! ha). A lot of his special abilities aren't linked since the ACG Playtest info isn't online as far as I know.
1st: Skald 1
--Class Abilities: Bardic Knowledge, Cantrips, Raging Song +1 (+2 Str/Con), Scribe Scroll
--Feats: Point Blank Shot, Precise Shot, Scribe Scroll
2nd: Skald 2
--Class Abilities: Well-Versed
3rd: Skald 3
--Class Abilities: Rage Power (Reckless Abandon)
--Feats: Extra Rage Power (Lesser Beast Totem)
4th: Skald 4
--Class Abilities: Raging Song +2
--Ability Score Increase: Constitution +1
5th: Skald 5
--Class Abilities: Spell Kenning 1/day
--Feats: Focused Shot
6th: Skald 6
--Class Abilities: Rage Power (Beast Totem)
7th: Skald 7
--Class Abilities: Lore Master 1/day
--Feats: Bullseye Shot
8th: Skald 8
--Class Abilities: Raging Song +3 (+4 Str/Con)
--Ability Score Increase: Constitution +1
9th: Skald 9
--Class Abilities: Rage Power (Improved Damage Reduction)
--Feats: Extra Rage Power (Improved Damage Reduction)
10th: Skald 10
--Class Abilities: Dirge of Doom
Valdemar Sverresson
Male Human (Ulfen) Skald 10
CN Medium Humanoid (Human)
Init +2; Senses Perception +13
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+2 Dex, +7 armor)
HP 63 (10d8+10)
Nonlethal 0
Condition Normal
Fort +9, Ref +6, Will +8
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OFFENSE
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Speed 30 ft.
Melee Cold iron spear +7 (1d8/x3)
Ranged Masterwork composite longbow +10 (1d8/x3)
Ranged Cold iron spear +9 (1d8/x3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Bardic Knowledge (Ex): Valdemar adds half his class level on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Damage Reduction (Ex): Valdemar has DR 1/--, and he grants this DR to all allies affected by his raging song.
Dirge of Doom (Su): Valdemar can create a
sense of growing dread in his enemies, causing them to become shaken. This works like raging song and expends rounds of raging song, but it only affects enemies within 30 feet who are able to hear Valdemar’s performance. The effect persists for as long as the enemy is within 30 feet and Valdemar continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and it relies on audible components. Valdemar may not use dirge of doom and raging song simultaneously.
Lore Master (Ex): Valdemar can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, he can take 20 on any Knowledge skill check as a standard action.
Rage Powers: Valdemar's rage powers affect anyone under the influence of his raging song. When using raging song, he chooses which rage power to add to the song, and all affected allies gain the benefit of that rage power, using Valdemar's skald level as their effective barbarian level. He may add multiple rage powers from this ability to a raging song at the same time.
--Increased Damage Reduction (2)
--Lesser Beast Totem
----Beast Totem
--Reckless Abandon
Raging Song (Su): Valdemar is trained to use the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability 15 rounds per day. Starting a raging song is a move action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that limits bardic performances, such as how many can be maintained at once.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
At the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects (this is not an action); unconscious allies automatically accept the song. Affected allies gain a +4 morale bonus to Strength and Constitution and a +3 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
If an ally has its own rage class ability (such as
barbarian’s rage or bloodrager’s bloodrage), they may use the Strength, Constitution, and Will saving throw bonuses, and AC penalties from that ability instead of those from the raging song. However, raging song does not allow the ally to activate abilities dependent on other rage class abilities (such as rage powers, blood casting, or bloodrager bloodlines); the ally must activate their own rage class ability in order to use these dependent abilities.
Scribe Scroll: Valdemar received the Scribe Scroll feat as a bonus feat at 1st level.
Spell Kenning (Su): Once per day, Valdemar can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald’s spells known, expending a skald spell slot of an appropriate level to cast the spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
Spells: Valdemar can cast unlimited 0-level spells, 6 1st-level spells, 5 2nd-level spells, 4 3rd-level spells, and 2 4th-level spells per day. He knows the following spells.
--Level 0 (DC 14): dancing lights, detect magic, ghost sound, light, mage hand, read magic
--Level 1 (DC 15): adjuring step, anticipate peril, cure light wounds, enhance water, horn of pursuit
--Level 2 (DC 16): ancestral communion, cat's grace, cure moderate wounds, invisibility, mirror image
--Level 3 (DC 17): blink, cure serious wounds, tiny hut, tongues (communal)
--Level 4 (DC 18): cure critical wounds, dimension door
Well-Versed (Ex): Valdemar gains a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects.
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STATISTICS
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +7; CMB +7; CMD 19
Drawback: Doubt - Whenever Valdemar fails a skill or ability check, he takes a -4 penalty on that thype of skill or ability check for the next hour.
Traits:
--Good-Natured - Valdemar gains a +2 trait bonus on all saving throws against fear effects.
--Irrepressible - Valdemar uses his Charisma modifier in place of his Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
--Voice of Velvet - Valdemar gains a +1 trait bonus on Diplomacy and Perform (oratory) checks.
Feats:
--Bullseye Shot
--Extra Rage Power (Improved Damage Reduction)
--Extra Rage Power (Lesser Beast Totem)
--Focused Shot
--Point-Blank Shot
--Precise Shot
--Scribe Scroll
Skills:
Diplomacy +18, 10 ranks (10 ranks+3 class+4 Cha+1 trait)
Knowledge (arcana) +15, 5 ranks (5 ranks+3 class+2 Int+5 Bardic Knowledge)
Knowledge (history) +15, 5 ranks (5 ranks+3 class+2 Int+5 Bardic Knowledge)
Knowledge (local) +15, 5 ranks (5 ranks+3 class+2 Int+5 Bardic Knowledge)
Knowledge (religion) +15, 5 ranks (5 ranks+3 class+2 Int+5 Bardic Knowledge)
Perception +13, 10 ranks (10 ranks+3 class)
Perform (oratory) +18, 10 ranks (10 ranks+3 class+4 Cha+1 trait)
Spellcraft +10, 5 ranks (5 ranks+3 class+2 Int)
Stealth +10, 5 ranks (5 ranks+3 class+2 Dex)
Use Magic Device +17, 10 ranks (10 ranks+3 class+4 Cha)
Languages: Common, Draconic, Skald
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GEAR/POSSESSIONS
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Location: On Person
+1 mithral breastplate
Cloak of resistance +1
Cold iron spear
Efficient quiver
Headband of alluring charisma +2
Masterwork composite longbow
--60 cold iron arrows
Traveler's outfit
--Furs
Carrying Capacity Light: 33 lbs. Medium: 66 lbs. Heavy: 100 lbs.
Money: 178 GP SP CP
Total Weight: 26 lbs.
===================================================
Born the second son of Sverre Air-Slasher, an Ulfen raider renowned for his speed and ferocity in combat when he worked himself into a battle-rage, Valdemar grew up being told he was a disappointment. He was not as strong or hardy as expected of many young Ulfen men, nor did he show great expertise with the sword or the axe. Though he displayed a knack for archery, this alone did not appease his father's wishes for a martial son--his first having been died in a harsh winter early in life--and Valdemar would carry the doubt instilled in him for the rest of his life.
He consoled himself by learning the tales of the ancient legends, and he soon found a place in his people as a skald. Despite his downtrodden youth, Valdemar was always an upbeat and charming young man, and his clear voice lent itself well to both convincing argument and melodious chants; he was a natural diplomat and story-teller.
During his travels as a skald, however, Valdemar ran into an interesting individual who had many tales of his own to tell: an older Ulfen warrior who called himself Agmundr Brandrson. After spending several years in his company, Valdemar has come to realize just who and what Agmundr is, as well as his epic quest. While he does not fully know from where Agmundr receives his otherworldly power, Valdemar knows that as long as he remains by Agmundr's side, he is viewing history in the making. In Valdemar's mind, if there is any man alive who could become the High Linnorm King, it is the enigmatic and striking Agmundr Brandrson.
Valdemar is an eternally upbeat and determined young man; he refuses to quit and is a driving force in Agmundr's life. He fully belives in the ancient hero, and helps drive him to new heights, even though Agmundr himself remains somewhat aloof and is hesitant to treat Valdemar as a good friend. This coldness from his ally doesn't seem to faze Valdemar, though, and he continues to serve alongside Agmundr valiantly and steadfast, into the den of evil itself.
Ht: 5'9"
Wt: 150 lbs
Age: 24
Hair: Blond
Eyes: Deep blue
Skin: Creamy
Valdemar is a bit shorter than most Ulfen men, and is much leaner than many of them as well. When standing next to many warriors, especially the massive Agmundr, he is dwarfed by their size. Still, he has a straight nose and fine, delicate features that are quite attractive. He keeps his beard and mustache shaven, though he wears his fine, golden hair long and free, held back by his winged headband. His cloak is a rich green and his breastplate is gleaming mithral over simple traveler's attire and furs.
| Loup Blanc |
Just stating for full disclosure that I just realized Agmundr had too few skill ranks based on his level and Intelligence--I forgot the bonus from being human. He gained ranks in Knowledge (history) and Linguistics, so now he knows a bit about the past and can speak to more people (makes sense given his age). Also, his skill points were calculated based on him gaining Intelligence 12 from aging after he hit 4th level, which will be included in his biographical information in the coming weeks if he's accepted.
| DM Jelani |
Jelani, How will we level in this? Just wondering where it may go. Should we expect more class levels, mythic ones or none ?
We'll see. That'll depend on what you do. I will give you experience as normal from the initial module. You're kind of starting out as a godlike figure, so I'm not sure how much farther I want to take it. Fafnheir is a CR 24, but I bet like a mythic 16 or 17th level character could take him.
| DM Jelani |
4.5 hours until recruitment closes!
It's very late for me right now and I will be traveling tomorrow morning. So I might not get back to this for a day or two. Right now, I'm thinking I'll bring all five of the completed characters forward to at least the first background stage. They each seem like they could be interesting.
| Fafhrd "The Fallen" |
I introduce to you Fafhrd and Caecilia. Their backgrounds are not updated yet, but I envision them being rather protective of each other. Especially Fafhrd of Caecilia considering he is by far hardier than she.
Please let me know if there is anything that needs to be fixed about either character.
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Advancement Choices
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1st: Skald;
2nd: Skald;
3rd: Skald;
4th: Skald;
5th: Skald;
6th: Skald;
7th: Skald;
8th: Skald;
9th: Skald;
10th: Skald;
Caecilia
Female Human (Ulfen) Skald 10 23
CN Medium Humanoid (Human)
Init +2; Senses ; Perception +9
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DEFENSE
--------------------
AC 19, touch 10, flat-footed 19 (+0 dex, +7 armor, +2 shield)
HP 93 (10d8+40)
Fort +9, Ref +3, Will +8
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OFFENSE
--------------------
Speed 30 ft.
Melee +11/+6 Longsword, +1 1d8+4 (19-20/x2)
Ranged +8/+3 Composite Longbow, Masterwork Str +3 1d8+3 (20/x3) 110 ft
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Skald Class Abilities
- Bardic Knowledge +5
- Cantrips - 6 - Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
- Raging Song (+3 Morale to will, +4 Morale to str and con,-2 ac) 15 rounds/day
- Scribe Scroll
- Well-versed
- Rage Power - Superstition, Ghost Rager, Witch Hunter
- Spell Kenning 1/day
- Lore Master 1/day
- DR 1/-
- Dirge of Doom
Spells
- Level - Per Day - Number Known - Known
- 1st - 6 - 5 - Cure Light Wounds, Identify, Invigorate, Moment of Greatness, Saving Finale
- 2nd - 5 - 5 - Cure Moderate Wounds, Gallant Inspiration, Glitterdust, Heroism, Silence
- 3rd - 4 - 4 - Cure Serious Wounds, Mass Invigorate, Purging Finale, Reviving Finale
- 4th - 1 - 2 - Cure Critical Wounds, Greater Invisibility
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STATISTICS
--------------------
Str 16, Dex 11, Con 14, Int 121, Wis 10, Cha 16
Base Atk +7; CMB +10; CMD 20
Drawback:
- Headstrong - Drawback
Traits:
- Reactionary - Basic (Combat)
- Indomitable Faith - Basic (Faith)
- Restless Wayfarer - Campaign
Feats:
Skills:
- Diplomacy +12 (6 rank, 3 cha, 3 class)
- Knowledge (Arcana) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Dungeoneering) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Engineering) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Geography) +13 (3 rank, 1 int, 3 class, 5 bardice knowledge, 1 trait)
- Knowledge (History) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Local) +13 (3 rank, 1 int, 3 class, 5 bardice knowledge, 1 trait)
- Knowledge (Nature) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Nobility) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Planes) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Knowledge (Religion) +12 (3 rank, 1 int, 3 class, 5 bardice knowledge)
- Perception +9 (6 rank, 0 wis, 3 class)
- Perform (Oratory) +12 (6 rank, 3 cha, 3 class)
- Spellcraft +10 (6 rank, 1 int, 3 class)
- Use Magic Device +12 (6 rank, 3 cha, 3 class)
Racial Modifiers:
- +2 Str, +2 Cha
Languages: Common, Skald
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GEAR/POSSESSIONS
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Location:
- Agile Breastplate, +1 - Body
- Arrows (60, 3 Quivers) - 1 on Right Hip, 2 in Handy Haversack
- Bandolier - Chest
- Bedroll - Handy Haversack
- Buckler, +1 - Left Arm
- Composite Longbow, Masterwork Str +3 - Back
- Cure Light Wounds Potion (4) - Bandolier
- Cure Moderate Wounds Potion (3) - Bandolier
- Dagger, Masterwork - Bandolier
- Handy Haversarck - Back
- Longsword, +1 - Left Hip
- Spell Component Pouch - On Belt
- Trail Rations (40) - Handy Haversack
- Waterskin - Handy Haversack
Carrying Capacity Light: 76 lbs. Medium: 153 lbs. Heavy: 230 lbs.
Money: 89 PP 7 GP 13 SP 10 CP
Total Weight: 48bs.
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Background
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To be determined.
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Personality
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ooc]Loud, lively, happy, caring, protective.[/ooc];
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Description
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Ht: 5' 10"
Wt: 170 lbs
Age: 23
Hair: Brunette
Eyes: Hazel
Skin: Tanned
Caecilia is short for an Ulfen woman, but she demands as much respect as any other. She keeps her long brown hair in a long ponytail and her eyes are a vibrant hazel.
| Einar Gunnarson |
I can take him now. Just let me get 50 of my level 1 followers trained as Freebooter Rangers. Everyone else can have bows readied. I stroll into the lair talk some big game and get him to chase me out. 50 targets of freebooters bane other 100 guys shoot and arrow and 5000+ damage = profit :) I kid of course but how silly is it that this ability is untyped I don't know why there are not murder squads of these guys.
| DM Jelani |
A ran another gimmick game once where the challenge was to single handedly defeat a ancient wyrm red dragon with the lowest level character possible. A sixth level alchemist took the prize in the end. He used UMD and items to teleport over the dragons head while invisible, then opened a bag of holding full of a ton of vials of liquid ice. Essentially bombed it to death.
This is less about cheesy ways to kill the thing ASAP, and more about the epic story. I hope anyway.
| Fafhrd "The Fallen" |
Yeah, I remember that. I took down the dragon on two different occasions. First with an ancient Elven paladin archer and the second time with a witch who was going to take control of the dragon's body after she trapped it's soul away.
And you're right, this game should be about the story. Thusly I made this character as opposed to another.
| Ashren 'Bloodsworn' |
Ashren might be able to do it on his own but I made him because I had ideas for the build that could translate into an interesting story... ontop of just really liking playing fighters and what not on front lines and the Dragon Disciple prc in general. XD
Way I see it, win or lose he has the potential for an epic story... but definitely going for the win!
| DM Jelani |
Okay, once again sorry for the unannounced delay. Now it's time for you guys to write your first vignette. These are essentially short stories that should be written in the third person perspective, and past tense case. I want you to tell me the story of your character's very first adventure. It should give me an idea of a few things:
Other than that, I don't care. You've got until Thursday the 12th, at 05:00 AM EST to finish. I'll pick the ones I like best to advance to the next "round". If you have questions, ask them.
| Krovax Draverian |
I hope this is along the lines of what you are looking for. Posting it here, and if I advance, I will combine any future updates to his story to his background, and will flesh it out as necessary along the way.
House Draverian was once a highly respected name in the North. Ages ago, it was once the name of a line of Linnorm Kings, but this all ended when Baba Yaga arrived, slaughtering the Ulfen who fought against her and driving out the rest, carving for herself and her seed the nation of Irrisen. Since that ancient time, those of the nearly forgotten Draverian family have served the warriors of the Blackravens, taking every opportunity to strike back at those who have taken their homeland.
While their line has nearly all but been dismissed, their proud beginnings have always been passed from father to sons, hoping that one day, one of their number would again rise up and reclaim their former glory. It was to this, that Krovax was born. He grew up on the stories. He was obsessed with them. And he devoted himself to Gorum in hopes that the war god would lend aid to his families cause. When he came of age, he enlisted with the Blackravens, as had his father and his father’s father. During his training, he excelled in swordsman ship, and used his raw strength to his advantage in sparring. He made a name for himself, and was eventually tasked with leading a group of Blackraven initiates north, as it was rumored that a small raiding party of Irrisen scouts had crossed the borders and were traveling across the plains toward Trollheim.
The group of 15 initiates crossed the Iceflow and headed out to find their quarry. Eventually, they found the tracks they had sought, but discovered something they weren’t expecting. Troll tracks. This band had at least one troll with them, that much their scout was certain. A large portion of their number wanted to turn back, but Krovax forbid it. He wasn’t about to be made a failure on his first mission out. Five of their number refused to continue the hunt, and Krovax decided to send them back to Blackraven Hall, their true colors revealed, to report their findings to Huscarl Stenvast.
The remaining of their number pressed on, and after a couple days tracking, finally located their quarry. The band had already sacked a nearby farm, and had made camp in the remains of the battle. The farmer and his family were dead, save their three small children, whom were in chains and crying at the edge of the fire light. Their foes numbered five in total, including the ice troll that was currently feasting on the body of the farmer’s wife, much to the disgust of the soldiers working with him.
Krovax’s plan was simple. Fire on the camp with bows, then charge in for the kill to avoid any errant shots hitting the children. After the initial volley, their opposition had been reduced to only two soldiers and the troll. Soon enough, all that remained was the troll, which fought with a fury matched only by others of its kind. It’s vicious blows sent Blackravens flying backwards, but their sheer number was more than it could handle. It eventually fell to a violent slice from Krovax’s blade, and was laid to rest with the flames of the raiding parties camp fire.
Fortunately, none of his comrade’s wounds were too severe, and Krovax was able to mend them up with Gorum’s blessings. They freed the children, and claimed the skull of the troll to add to the collection on the walls of Blackraven Hall. On the return march, Krovax’s band met up with Huscarl Stenvast, leading a small troop of experienced Blackravens, as well as the five who had abandoned him earlier. Krovax said nothing, but simply handed the charred skull over to his superior officer, all the while glaring at the ones who had abandoned him in the field days ago.