Lil"Eschie The Emerald Spire-Team I'm good and I know it! (Inactive)

Game Master Escharid Blackrose

Fort Inevitable Map
Emerald Spire-Map
Forest Ambush
Loot-Good team

Davlamin HP 10/10 AC 12/12/10
Warren HP 10/20 AC 20/11/19
Joza HP 10/18 AC 15/12/13
Rahiv HP 18/18 AC 16/13/13
Zinli HP 17/17 AC 16/14/13
Voyla HP 20/20 AC 17/14/13


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I foresee a heavy caster party... I look forward to the opportunity of playing.

Grand Lodge

I'm afraid because I know I won't have time to start designing a character concept and delivering it for a proposal for a few days at least and there are already so many good-looking PC proposals.

But hopefully....


How would you feel about an Antipaladin reworked to be Lawful Evil rather than Chaotic Evil? Maybe swap Smite Good with Smite Chaos? I'd like to go full-hellknight with this character so I'm measuring my options. If the answer is no I've got other ideas I can explore.


@Dave: I'll check on the book to see the Firebug trait.

@Chyrone: any non monstrous humanoid race will do. Do you have a specific race in mind? And what do you mind by "Alternate Classes"? Archetypes?

@SCKinghthero: I'll check tonight, I don't have my books right now.

@Arachnofiend: It could work, but let me think about it first, will give you my answer for tomorrow.

Characters proposed so far (crunch done, or mostly)
Gorok, Half orc alchemist (Dave Herman)
Strider Kalerian,Catfolk Rogue(Shadowrun312)
Davlamin Glimmergaunt, Half Elf Sorcerer (Scknight)
Meurasold Spellslayer, Dwarf Bloodrager (Nickadeamous)
Corban Scale, Human Warpriest of Abadar (Gavmania)
Rahiv, Undine shaman (Vincent Fleming)
Zurka, Fetchling magus (Eric Swanson)

Work in progress:
Cave Druid, (Dwarf or Oread)-Orannis
Sylph Swashbuckler (Drayen)
Cavalier (mountless archetype)-Lady Ladile
Inquisitor of Cayden-Diego Rossi
Gunslinger-Ythiel
Gnome Cleric of Asmodean -Bigrig107
Changeling Fighter-Black Dow
Antipaladin?-Arachnofiend

Hope I haven't forgotten anyone...


Thanks.

No, alternate classes are the alternative to core. Like the ninja is to a rogue.

I've a few ideas i'm wondering to choose from, so can't say exactly what yet. I think i might have some concept by the end of the day.


Just wondering when character selection will begin. You said 6/1/15?

testing my phone ability to post. I think I am in good condition, and everything appears to be working.attack: 1d20 + 4 ⇒ (20) + 4 = 24


Character selection will be done for the first week of June, I hope, and the adventure would begin on Monday 8th, probably.


Here is drayen's submission. It is only the crunch right now. I'll work on the fluff tonight.


Hello, DM Lil" Eschie.

Would you consider having the Blue Basilisk Recruit trait extend to a bastard sword?

If so, I'll present my human fighter for review with the crunch mostly done and the fluff forthcoming. :)


Backing out, can't come up with a concept I like.


1 person marked this as a favorite.
Shadowrun312 wrote:

Just wondering when character selection will begin. You said 6/1/15?

testing my phone ability to post. I think I am in good condition, and everything appears to be working.[dice=attack] 1d20+4

That's a crit threat. Now you gotta roll to confirm crit!

Man, your phone is deadly.


How will leveling work? Will we level up like normal or will you decide when we level up? Just curious.


Wee query DM Lil" Eschie... do you allow Additional Traits Feat?

Also myself and Drayen will likely combine our characters background's (former bandits) if that's okay with you.

Cheers


Dotting with interest. Thinking at the moment of a Black Blade Magus with a longsword black blade who is a Blue Basilisk Recruit.


Work in progress profile for Black Dow's Changeling Fighter (Mutation Warrior)

Crunch getting there, fluff to come - pending collaboration with Drayen.


Alright so let's see how deadly. critical confirm: 1d20 + 4 ⇒ (1) + 4 = 5


2 people marked this as a favorite.

Well it appears that its not that good.


I'm thinking of whipping up a Halfling Sorcerer for this. Gonna go freed slave too, make it a motif!


1 person marked this as a favorite.

Thinking of Gnome Sorcerer, or perhaps an elf arcanist.

Hey Black Dow and Drayen. Best of luck.


Strider gets really mad at the arrow that just barely hits the small green kobold, and use a move action to finish out the move, using stealth to duck out and get around the kobold from the back side. Arrow Damage: 1d6 ⇒ 5 Vanishing into the shadows Stealth: 1d20 + 13 ⇒ (8) + 13 = 21. Follow up next round with a arrow from the shadows breaking my stealth hoping for that power strike from the darkness. Stealth strike with Sneak attack at FF: 1d20 + 4 ⇒ (15) + 4 = 19 Hoping for justice, if the hit strikes. Bow and Sneak dmg: 1d6 + 1d6 ⇒ (2) + (6) = 8


LOL well that was interesting, I think that hit

Ok I know its not game time yet but I am just running some simulations


1 person marked this as a favorite.

Okay, I'm done with the fluff and went back and redid some stuff due to writing up his bio and personality.

Stats:

Davlamin Glimmergaunt
Male Half-Elf (Varisian) sorcerer 1
Deity: Calistra
Favored Classes: Sorcerer and Cleric
CG Medium humanoid (elf, human)
Init +2, Senses low-light vision; Perception +6
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 6 ((1d6))
Fort +0, Ref +2, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee claw +0/+0 (1d4)

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-mage armor(DC 14), magic missile
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 12
Feats Elven Spirit, Eschew Materials, Skill Focus (Knowledge (Arcana))
Skills Diplomacy +4, Knowledge (Arcana) +10, Knowledge (History) +5, Perception +6, Spellcraft +7,
Traits Magical Knack (Sorcerer), Azlanti Historian
Languages Auran, Azlanti, Common, Draconic, Elven, Varisian
SQ adaptability, bloodline arcana, bonus bloodline power use (Favored Class Bonus [Sorcerer]), cantrips, claws, draconic bloodline (bronze), elf blood, elven immunities, elven magic, keen senses, low-light vision, multitalented,
Combat Gear
Other Gear claw, outfit (scholar's), backpack, common, bedroll, elven trail rations (2), ink (1 oz. vial) (3), inkpen, journal, spell component pouch, waterskin (filled), 3.8 gp
=================================================
SPECIAL ABILITIES
=================================================
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Bloodline Power Use Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws 6 rounds per day.

Draconic Bloodline (Bronze) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eschew Materials

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Azlanti Historian The fallen empire of ancient Azlant fires your curiosity and drives you to adventure. Tired of only learning of the empire through dusty tomes you have followed rumors of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery. Perhaps you might even earn a mention of your own in a future historical tome.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Background:

Davlamin Glimmergaunt knew he was different from other children, especially since he was known for his lust for knowledge as well as having a very charismatic personality, even at an early age. His parents, being both scholars as well as clerics of a local temple of Calistra in the village of Novoboro, left him in the care of a female djinn historian named Banu. Davlamin was very close to Banu, even calling her Auntie Banu.

Being raised by both scholars and Banu, Davlamin came to be greatly interested in the history of the Azlanti. He read every book he, Banu, or his parents could get their hands on; but still it was not enough. Banu saw his hunger for the legacies of the Azlanti, and would sometimes speak of her past, having seen the wonders of the Azlanti Empire in its heyday. Davlamin’s mother, a retired Pathfinder, had been on several expeditions to ancient Azlanti ruins, showing her son the finds that the Pathfinder Society allowed her to keep.

Davlamin having grown older, began to tap into his strange arcane powers, which he correctly deduced were the result of a bronze dragon being somewhere in the family tree. And while he knew the reason for his love of knowledge, it didn’t help him in sating his hunger for more knowledge. Deciding to explore, he set off, traveling to other libraries, seeking more knowledge about the Azlanti and their past glories. He eventually heard of an ancient ruin called the Emerald Spire, and the half-elf knew that he just had to explore these ruins!

Description and Personality:

Davlamin Glimmergaunt is a tall fair-skinned half-elf with wild, curly platinum blond hair and amber colored eyes which resemble the eyes of a bronze dragon. He tends to dress in an open vest, short leggings, and a scholar’s robes, colored in the holy colors of Calistra, which is the result of his upbringing by priests of Calistra. He also has numerous dragon tattoos all over his body, which gives him a bit of a exotic look to others. While being a bit of a flirt, especially when someone catches his eye, he knows when to mind his manners and keep his ego in check. Still, his pursuit of knowledge has gotten him in trouble in the past, and while he has learned restraint from these past ‘misadventures’, he still lusts after knowledge and understanding the history of the Azlanti Empire.


Random Adventure:
//Dives off the marble covered bridge, gliding into the crystal blue glass like lake thats below, making a massive splash that covers all the nymphs in the lake with cold water. Realizing that I have put myself in a strange situation as I look around and the only thing I can say is://

"Hi ladies"

//Quickly skittering to the edge of the grass to stealth away. Stealth: 1d20 + 13 ⇒ (2) + 13 = 15 Whispering to myself//

"What did I just do????"

//Thinking glad I made it away, that could of been very bad. Wet fur, errr should of thought that one through.//

I really hope DM Lil" Eschie doesn't mind these odd comments of character random RP.


Submitting Clyde McClod. Ex-lumberjack and aspiring adventurer.


Got started on Gorok's sheet. Not complete, but it has all the important data.
Link:
Gorok Scorch-Face


@SCKnight: I think levelling will happen when you'll get enough XPs. If I see you need more XP before getting deeper in the Spire, I'll throw a few more side adventures/random encounters. Remember most adventures are for 4 characters, and you'll be 6. No problem with players having similar backgrounds, but keep in mind that maybe you won't be both selected.

@Black Dow: Yes, this Feat is allowed, if you don't take a Drawback. Starting with 5 traits seems a little too much. Just take note that all traits must be from different categories.

@All: please keep this thread for recruitment only, or be spanked. Thankies.


Here is Brin Woodson for your perusal. He is a bladebound magus that is a Blue Basilisk recruit.

Grand Lodge

I'm going to have to bow out. I'd love to submit a LE unchained Summoner or Inquisitor but I'm just not going to have time.


@ DM Lil'' Eschie: Perfect may well run with the standard 3 (incl. Drawback) - yeah I'm an old champion of traits (one of my fave elements of the game so no worries there)


@ DM lil' Eschie, I was wondering if your familiar with Major drawbacks and if you would except major drawbacks in trade for an additional Feat? Also, are you playing with or without hero points?


Interesting how many half-casters there are. Apart from a Sorceror, an alchemist and a rogue all are half casters (of those who have submitted so far). Seems to be a popular choice.


Gavmania wrote:
Interesting how many half-casters there are. Apart from a Sorceror, an alchemist and a rogue all are half casters (of those who have submitted so far). Seems to be a popular choice.

Is that a good thing or a bad thing?


I'm coming up empty for this one. I'll be bowing out. Take care and I wish all of you luck.


dotting for later.

Liberty's Edge

Let me see what I can come out with


@Brin:No Feat and Traits selected so far, but the rest of the character looks good. I'm not very familiar with Magus, so I'm checking on the archetype you chose.

@Myrna: Why do you have a gnome racial trait (Illusion resistance) in your Defense Racial trait?

@Shadowrun: No, I'm not familiar with it. If you can find me the reference I'll look into it and give you an answer. I think I might play with Hero Point, but I'm not totally sure yet.

I'll check on the other characters in the next few days.


@Brin:No Feat and Traits selected so far, but the rest of the character looks good. I'm not very familiar with Magus, so I'm checking on the archetype you chose.

@Myrna: Why do you have a gnome racial trait (Illusion resistance) in your Defense Racial trait?

@Shadowrun: No, I'm not familiar with it. If you can find me the reference I'll look into it and give you an answer. I think I might play with Hero Point, but I'm not totally sure yet. Also, one thing about your character: I allow only one archetype, so you should chose between Cat burglar and Chameleon.

@Davlamin : a minor thing: could you indicate clearly on your character sheet your FC bonus ("FC: Bonus bloodline power", for example)

@All:please indicate your FC bonus clearly on your sheet, for easy reference.

@Vincent Fleming I see you have selected "Selective channeling" as your first Feat, but your archetype cannot use Channel before 4th level. Want to change it?

I'll check on the other characters in the next few days.


@DM lil'Eschie: Major Drawbacks. I would take Cat Burglar above all else. Sounds good about the hero points, thanks. Also, I would like to know if you allow stealth as a free action as part of a move action?


Ah, thank you. I made a mistake ^^. I should have an underwater light crossbow instead of a longbow. (Sleepy brain was at fault for these) however it is the Spirit that I took (Life) that grants it at the earlier levels and at the strength of a clerics.

My one question is and forgive me on this for asking but my chargen suggests this. I seem to be getting 8 channels per day. Normally you get 3+cha per day, but life also says 1+cha per day....I guess they stack since they are the same type of channeling? Or are they separate pools?


Feats and Traits posted, sorry was an oversight.


@Shadowrun: no, sorry, the "Major Drawback" seems a little overpowered to me. I'll re-read the Stealth thing bfore giving an answer.

@Vincent: here's what I read on the PrD on your Shaman Archetype for Channeling:

Quote:
Channel Energy (Su): At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive energy as the cleric class feature. The witch doctor uses her shaman level – 3 as her effective cleric level, and can channel energy a number of times per day equal to 3 + her Charisma modifier. This ability replaces the hexes gained at 4th and 12th levels.

. So at level 4, you'll Channel positive energy like a level 1 Cleric, 5/days (3+Cha 14 bonus (2)).

But on the "Life" spirit:
Quote:

Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

That's contradictory...

At level 1, you'd be able to channel 3/day (1+2 Cha).
At level 4 you should be able to Channel 3/day as a level 4 Cleric... and 5/days as a level 1 cleric?
I see only one obvious solution.
Kill your character before level 4.^^
I'll think about it.


Would you allow changeling as race?

Does using necromancy automatically make you evil?


Here's the character sheet:

Crunch:

Spoiler:
Zinli Steelworker

Gnome Gunslinger (1)
Alignment: CN?
Hair: Baby blue
Eyes: Green
Deity:
Init: +3; Perception +8
Favored Class: Gunslinger (+1 Skill)
Languages: Common, Gnome, Goblin

Special Abilities:
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks

Grit (Ex): (Wisdom Modifier: 2 points at the start of each day)
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed
------------
DEFENSE
------------
AC: 16, touch 14, flat-footed 13 (+2 Armor, +3 Dex, +1 Size)
HP: 11 (1d10 + 1 Cons)
Fort: +3
Ref +5
Will +2

------------
OFFENSE
-----------

Spd: 20 feet
Ranged:
Pistol (+5: (+3 Dex, +1 BA, +1 Size) /1D6/ Range 20 feet/ Misfire 1 (5 feet)/ Capacity 1/ x4)
30 Bullets, 10 Black Powder Doses

----------------------------
Equipment and Money
---------------------------

Starting Money: 175 PO

Combat gear:
Defense: Leather Armor
Offense: Pistol, 30 Bullets, 10 Black Powder Doses

Other possessions: Artisan's Tools, Bedroll, Gunsmith's kit, Flint and Steel, 2 Powder Horn (10 Doses, one empty) Trail Rations (2),
Spare Money:
PP: 0
GP:6
SP: 9
CP: 0

Other valuable:
Carried Weight: 25 lbs

Encumbrance:
0-33 lbs: Light Load
34-66 lbs: Medium Load
67-100 lbs: Heavy Load

-------------
Statistics:
--------------

Str 10 (-2 racial penalty, +2)
Dex 16
Con 13 (+2 racial bonus)
Int 12
Wis 14
Cha 12 (+2 racial bonus)

Base Attack: +1; CMB: +0, CMD: 13

Feats:
Low-Light Vision
Armor Proficiency, Light
Simple Weapons Proficiency
Martial Weapons Proficiency (+ gnome weapons)
Gunsmithing
Point-Blank Shot (+1 attack and damage on targets within 30 feet)

Traits:

Unblemished Barrel (+1 Craft (alchemy) and (weapons), only 30 minutes to remove the broken condition from a firearm)
Artisan (+2 Craft (weapons) )

Skills: 6 (Base 4/ +1 Int/+1 Bonus FC)
Acrobatics: +7
Craft (weapons): +10 (+1 Rank, +3 Class Skill, +1 Int, +1 Unblemished Barrel Trait, +2 Artisan Trait, +2 Obsessive)
Craft (alchemy): +6 (+1 Rank, +3 Class Skill, +1 Int, +1 Unblemished Barrel Trait)
Knowledge (engineering): +5
Intimidate: +5
Perception: +8 (+1 Rank, +3 Class Skill, +2 Wis, +2 Keen Senses)

Languages (3): Common, gnome, goblin

I still haven't made up my mind about the alignment though...

I'll start working on the fluff


@Yokaiboy: Changeling is allowed - have pitched one myself :)


Sure thing! It'll probably be tomorrow evening when I can repost it. At work at the moment. Sorry about leaving it out!


@Yokayboy: Changelings are allowed. Necromancy is Evil, except maybe "Speak with dead". That is not necromancy, just "Post-Mortem Communication" (a lil" Terry Pratchett joke here and there can't hurt). There might be an Evil team if there's enough characters, so you can try your luck.

@Zinli: character looks good. You just forgot to recap all your deeds for level 1 (Gunslinger's dodge and Quick clear)

@Davlamin: it's no big deal, and you have plenty of time.


May I introduce Anika Feychild, Halfling Fey-Blooded Sorceress and former slave!

Completed Statblock:

Anika Feychild
Female Halfling Fey Blooded Sorcerer 1
Follower of the Lantern King
CN Small Humanoid (halfling)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+1 Armor, +2 Dex, +1 Small)
HP 7 (1d6+1FC)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Quarterstaff, 1d4/1d4, +1 Atk, x2 Crit, Bludgeoning
--------------------
Statistics
--------------------
Str 11 (+0), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB -1; CMD 11
Feats: Childlike; Eschew Materials
Traits: Former Slave (+1 Fort); Arcane Temper (+1 Init & Concentration)
Skills: Bluff +8, Knowledge (Arcana) +6, Spellcraft +6, Stealth +8
Languages: Common, Halfling, Sylvan, Elven
Other Gear: Sorcerer's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.); Explorer's Outfit; x5 five inch balls; set of caltrops; Armored Kilt
GP: 40 GP
--------------------
Special Abilities
--------------------
Class - Bloodline Power; Eschew Materials; Cantrips;
Racial - Fleet of Foot (Replaces Slow Speed & Sure-Footed); Halfling Luck; Keen Senses; Weapon Familiarity; Fearless; Small Size (+1 AC, +1 Atk, -1 CMB/CMD, +4 Stealth)
--------------------
Bloodline Powers & Arcana
--------------------
Arcana - Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier (7/day). This is a mind-affecting effect.
--------------------
Spells Known
--------------------
0 - Dancing Lights
0 - Haunted Fey Aspect
0 - Jolt
0 - Prestidigitation
1 - Disguise Self
1 - Ear-Piercing Scream
--------------------
Appearance & Background
--------------------
Anika comes in at a mere 2'8", her coppery hair bobbed save a single short braid in front of her left ear. With large blue eyes and a ears well-rounded rather than pointed, Anika uses her relatively human like looks to pass herself off as a human child in most occasions, her knowing that kids get off real easy on most cases.

Born and raised in Cheliax, though, left her with few options growing up. Working on the hard streets of Westcrown and other cities, she quickly learned the art of disguise from her father. Where she viewed it as both a nice trick and a way to avoid punishment, her father saw fit to use it as a business model, using his own childish looks to panhandle on the streets. And when Anika came of age, her father started showing her the ropes of it as well.

But in time, panhandling became the least of their businesses. Soon they found themselves with no money and growling stomachs surrounded by "greedy biggun's" with pouches full of coin. So they, out of neccesity to survive, began filching pockets.

Until they tred to get a Hellknight's purse. Then their lives crashed around them. Hauled off and sentenced to 5 years as slaves, they were summarily marched to market and sold off to Naldred Tillman. The next few years were hard, though not as hard as they could have been. They were at least fed.

With the ending of their servitude, Anika's father was too tired to "play games" anymore, and stayed on as a poorly paid but halfway decent farmhand for Tillman. But that sense of freedom excited Anika to no end. Batting her big blues, twirling her little braid and tapping into a small resevoire of magic (that her father says came from her unknown mother), she was able to talk many folks out of giving their own gold to her which she used for both supplies and passage. Never again would she want to be a slave, and thus set off for the fabled River Kingdoms, feeling Andoran too close to Cheliax for comfort.


SCKnightHero1 wrote:
Gavmania wrote:
Interesting how many half-casters there are. Apart from a Sorceror, an alchemist and a rogue all are half casters (of those who have submitted so far). Seems to be a popular choice.
Is that a good thing or a bad thing?

It's neither one nor the other. It's just interesting that so many have elected to submit partial casters. Personally, I like them, but I can see some wanting to see a Full caster, a Full Martial, a Bard or Rogue and a healer in the party.


Hey GM, Chyrone here.

I'd like to introduce Mary, a witch from a gypsy family with an interest in the occult and the unknown. Alternatively i could make a more combat orientated character if we have a shortage, but this would be my 1st choice.

Statblock:

Witch (Beast Bonded archetype)
N Medium Humanoid
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10
Hp 7(1d6+1)
Fort +1, Ref +2 Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft
Melee :
-Club -1 (1d6-1, x2), 3lbs
-Dagger x2 -1 (1d4-1, 19-20/x2), 4gp, 2 lbs
--------------------
STATISTICS
--------------------
Str 8 (-2), Dex 14 (5), Con 12 (2), Int 18 (10 +2 racial), Wis 10 (0), Cha 14 (5)
Base Atk +0; CMB -1; CMD 11 (9+2 Dex)
Feats:
Lvl 1 Char : Extra Hex
Lvl 1 Racial: Spell Focus [Necromancy, +1 DC on necromancy saves]

Traits:
-Sacred Touch: automatically stabilize a dying creature upon touch.
-Precise Treatment: You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Skills per lvl: 7 (2 +4 int mod +1 racial)
Heal +9(1 rank +3 class +1 trait +4 int)
Intimidate +6 (1 rank +2 cha +3 class skill)
Kn.(Arcana) +8 (1 rank + 4 Int + 3 Class skill)
Kn.(History) +8 (1 rank +4 Int +3 Class skill)
Kn.(Nature) +8 (1 rank + 4 Int + 3 Class skill)
Spellcraft +8 (1 rank + 4 Int + 3 class skill)
Use Magic Device +3 (1 rank +2 cha +3 class skill)

Spells stored in familiar:
-Cantrips: all
-Lvl 1 x7 (start 3 + 4 int modifier):
--Burning Hands
--Cause Fear
--Charm Person
--Mage Armor
--Ray of Enfeeblement
--Sleep
--Summon Monster 1

Spells prepared:
-Cantrips x3 [DC 14]: Detect Magic, Daze, Guidance.
-Lvl 1 x2 (1+1 int mod) [DC 15]: Ray of enfeeblement, Summon Monster I

Hexes [DC 15] :
Starting Hex : Healing
Extra hex at lvl 1: Evil Eye

Patron: Occult
2nd—detect undead, 4th—command undead, 6th—twilight knife, 8th—black tentacles, 10th—snake staff, 12th—create undead, 14th—waves of exhaustion, 16th—trap the soul, 18th—gate.

Background:

Mary is the 2nd daughter to a family in a group of gypsies.
Whereas many of her generation among them were performers, Mary was drawn to the magics of manipulation and the tales from her very old great-grandmother of mysterious darker powers that ran in her family, far back. One ancestor was rumored to have lived far beyond normal lifespan and had seen much of the world, an appealing thought.

Against the wishes of her parents, she spent much of her time with her great-grandmother, going through dusty thick tomes. One day a small bird, a thrush, came flying into the wagon and landed upon her hand. In a high pitched tiny voice it told her it was an envoy and her guide to the occult powers she had been researching.

When eventually her great-grandmother passed away, Mary decided she would master the old dark family powers, for carving out her own future and in honor of her great-grandmother.

With the group's arrival at the great city, Mary sees an opportunity and readily took it.

Personality:

Mary is less innocent than her graceful appearance might suggest.
In search of gaining power, she would manipulate any person who might be of use. Though not out to kill left and right, her moral compass leaves to be desired. She has no problem with cheating to get what she wants.


Hope this is correct.

Stats:

Davlamin Glimmergaunt
Male Half-Elf (Varisian) sorcerer 1
Deity: Calistra
Favored Classes: Sorcerer and Cleric
FC: Bonus bloodline power (claws)
CG Medium humanoid (elf, human)
Init +2, Senses low-light vision; Perception +6
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 6 ((1d6))
Fort +0, Ref +2, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee claw +0/+0 (1d4)

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-mage armor(DC 14), magic missile
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC )

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 12
Feats Elven Spirit, Eschew Materials, Skill Focus (Knowledge (Arcana))
Skills Diplomacy +4, Knowledge (Arcana) +10, Knowledge (History) +5, Perception +6, Spellcraft +7,
Traits Magical Knack (Sorcerer),
Languages Auran, Azlanti, Common, Draconic, Elven, Varisian
SQ adaptability, bloodline arcana, bonus bloodline power use (claws), cantrips, claws, draconic bloodline (bronze), elf blood, elven immunities, elven magic, keen senses, low-light vision, multitalented,
Combat Gear
Other Gear claw, outfit (scholar's), backpack, common, bedroll, elven trail rations (2), ink (1 oz. vial) (3), inkpen, journal, spell component pouch, waterskin (filled), 3.8 gp
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Bloodline Power Use Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws 6 rounds per day.

Draconic Bloodline (Bronze) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eschew Materials

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Azlanti Historian The fallen empire of ancient Azlant fires your curiosity and drives you to adventure. Tired of only learning of the empire through dusty tomes you have followed rumors of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery. Perhaps you might even earn a mention of your own in a future historical tome.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

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