Lords of Taldor: Reviving the Empire

Game Master Divinitus


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CommandoDude wrote:
Quote:
Err... you can't ever actually get a gold dragon cohort (it's Cohort Level 19 minimum).
You can if you boost up your leadership score high enough.

Nope. No matter how high your Leadership score is, the maximum cohort level never goes above 17. (And your cohort level can never be more than your level-2, no matter how high your leadership score, so a Dragonne really is the only thing you can get at level 12)

Quote:
Maybe? I'm not sure if the GM will let lots of characters ALL taking Leadership, but that could be pretty cool.

If we have a whole entourage of dudes and villagers whom we manage, it might be fun, with only actual player characters participating in combat.

Quote:
I...don't think so, a young dragon is only large sized. I'm not sure how you'd fit everyone on.

Someone suggested a Mammoth Rider, who might have a sufficiently large mount.

* * *

drbuzzard wrote:
Bottle of air+portable hole= smuggle people device.
Gaius Coranatus wrote:
I warn you, I am a bit chilly to snuggle with. Constant breeze following me, and all that :-P

I think the second problem might solve the first one (or at least, the "bottle of air" part.

* * *

Angelpalm wrote:
I mean is magic that common place in this world that anyone can just kick over a bucket and find a wizard there to teleport them to the other side of the world?

Absolutely not that common. You'd need a total expert to have those spells/items, and at level 12, we're pretty much world-wide heroes... so the best few smugglers in the world might be willing to sell teleportation.

That said, a magical carriage that everyone fits into also feels a bit too steampunk-y/magical-anime-y to me (and out of place in non-Numeria Golarion), but if we've got a brilliant inventor in the party (or as someone's contact/cohort), then that sort of thing seems a bit more in-character.

Also, there are folding boats and such. But while a ship is clunky, a riverboat makes a lot of sense for getting around Taldor, and could be pretty cool.


Hrm......a keelboat is only about 3k and would be able to navigate riverways. A junk would be more stylish and also be able to go to sea, but it's a 5 times the price. But with everyone talking about cohorts we would be able to man a vessel if need be.

Silver Crusade

I've always seen level 12 as on the -cusp- of being world wide heros.

level 15+ are world wide heros "3


The srd doesn't show any statistics for the Junk besides the price.

Anyone know it's speed and carry capacity?


thunderbeard wrote:
CommandoDude wrote:
Quote:
Err... you can't ever actually get a gold dragon cohort (it's Cohort Level 19 minimum).
You can if you boost up your leadership score high enough.
Nope. No matter how high your Leadership score is, the maximum cohort level never goes above 17.

The Leadership table doesn't give values for "25+" but you can definitely go above it. Just like for exceptional strength rules. Although

Quote:
(And your cohort level can never be more than your level-2, no matter how high your leadership score, so a Dragonne really is the only thing you can get at level 12)

Well...that blows. I looked back at the rules and didn't figure that out, I thought you only needed a corresponding leadership value.

Quote:
Absolutely not that common. You'd need a total expert to have those spells/items, and at level 12, we're pretty much world-wide heroes... so the best few smugglers in the world might be willing to sell teleportation.

Considering that you can find at least one person who can cast Teleport in a settlement of as few as 2000 people, yes - very common. At any given time - there are is at least two people of comparable level to us (One magic/divine practitioner) per city of any size (5000 or more people).


I kind of like the carriage or the boat idea, especially the bigger on the inside thing. I think it would fit better in a Varisian campaign, but still! Could draw inspiration from Baba Yaga's Dancing Hut, but that is high level magic indeed (Witch/20 Archmage/10)

Meredith, a good place to check is in the Skull & Shackles player's guide or one of the adventure books, I can't remember


You wouldn't want stats for something like a riverboat—they're generally designed for moving people and cargo, and usually only function as platforms in combat (any bandits you might meet on a river are historically less likely to have anti-ship weapons, and more likely to have archers hidden in the trees or a toll-dam blocking the river). I'm thinking about a situation like Medieval Europe's river barons—assuming the landholders in Taldor build occasional toll gates across the rivers, there'd be little actual river piracy in the country, with rivers used mostly for trade and travel (think Steamboats on the Mississippi). At that point, you'd have a big flat barge perfect for hauling animals and followers, and the ship would be something the party's okay leaving behind for large periods of time.

Here's d20pfsrd's page on vehicles. If everyone pitched in, I couldn't imagine a river barge costing more than 1-2k of each person's wealth, and it's the sort of thing that might even be provided for certain missions.

Here's the stats for a junk. It's a massive, armored merchant ship, generally only seen in Eastern cultures (historically, and possibly in Golarion), and pretty unsuitable for travel except in deep seas.


Well I was thinking about the Junk because despite what pathfinder will have you believe, they come in a wide variety. With some of them being flat bed, they typically make good ships for river travel and are supposedly fairly quick irl. Something about that sail construction and it's light weight materials....bamboo and all that. Wanted us to have the fastest ship on the river. That is of course for the smaller type that I am talking about and what they seem to have here. But then I look at the armament......

If anything they are making it out to be a friggin battle ship lol. It's like they are trying to combine the Junk Warships and Treasure ships with the actual river boats. Now those ships were huge, waaaaay bigger than the stats they have listed here. Those I could see being armed with twelve cannons if not more. I don't think they did their research when they came up with these numbers to be honest. But it's whatever.


That's because historically, junk-rigged ships were only used briefly in river transport. Sailing ships only go one direction on a river—you need poles and oars to go in the other direction, while the junk is generally a layout for dedicated sailing.

This has probably gotten off-topic, though.


Hrm, I'm not gonna sit here and pretend that I am some sort of historical expert in esoteric and foreign methods of water transportation but man all of 5 minutes on google told me that not only are "sampan rigs" able to sail into the wind, but the actual Junk ships the employ them have "historically" been used on chinese rivers thanks to their flat bottoms for over 1000 years. If 1000 years of human history is a brief amount of time to you then......idk man.

But yes the junk made a lot of innovations that are still currently used to this day. And they as a class of several different ships were on of the first seafaring vessels. All I am saying however is that the stats that they show in pathfinder are not accurate in portraying the actual sized vessel that it is describing.

I can already tell you are going to be the first person to walk the plank. But its cool, the shore is only a few hundred yards away.


Meredith Mulberry wrote:
not only are "sampan rigs" able to sail into the wind, but the actual Junk ships the employ them have "historically" been used on chinese rivers thanks to their flat bottoms for over 1000 years.

Ah, got it, we hit a terminology problem, and I didn't know about sampans. A sampan is a junk-rigged ship, but not typically referred to as a junk. And wikipedia tells me that sampans typically had small crews and used poles/sculling oars for low-wind river conditions. So a sampan would probably follow the stats of something more like a keelboat.

And because "Junk" is just a rigging designation in Western culture (and the Chinese word for "ship"), we've retroactively used as a name for pretty much every East Asian ship type from 1000 years of history, even when they're entirely different ship classes. The pathfinder "Junk" appears to refer to a pre-Ming dynasty merchant ship, probably for long-distance blue water trade, which would describe the majority of the Chinese merchant marine between around 1000-1500, but not the Ming treasure fleet—that would be a modified version of the generic "War Ship" or "Galleon," most likely.

Meanwhile, just get a Hang Glider from Ultimate Combat. They're 500 gp, and with your acrobatics skill and a running start you'd probably be fine just hovering over the party in circles and shooting anything that comes out of the woods.

EDIT: Sorry for hogging your thread, GM.


That's what I'm saying, they just basically figured all the ships were the same because of the name of the rigging. I mean they have all these 24 pounders on a 75 ft vessel? Do they realize how big those guns are alone?

75 ft is a yacht lol, which is perfect size for river travel, but yeah you ain't getting 12 cannons on a yacht.

Also I thought about flight, I got that Astral construct using a cool feat that lets me learn other powers. Very versatile, even more so if I can use the constructs to carry us in times of need using the flight I can give them.


Commandodude is making me consider grabbing leadership as well since it is on the table if only for the fact that I qualify for a level 10 siege mage that can be the ships gunner. :)


Hey guys, just posting my withdrawl from recruitment. I've had a crisis of sorts come up, so I'm done with Pathfinders as a whole for a while. Sorry for the inconvenience.


Be well friend


Has anybody heard from the DM for a while? I'd really like to know if I can craft my items.


A quick look indicates that last post appears to be Friday, and this IS a holiday weekend for many, and this thread kind of really blew up, so I'm not sure if they've had a chance to sift through every post to make sure every question has been answered yet.


GM Lost Glory wrote:
I am equally fine with PC cohorts crafting magic items.

This is the best I could fine. I'd recommend people go with starting wealth, and once the game starts the DM will tell people if they can afford extra items, which seems the least intrusive way to handle things.

The Creation Guidelines suggest starting with not more than 150% of your WBL, even if you have crafting feats. Since a level 10 cohort would need ~12k gp of gear, that gives probably around 42k gp of extra stuff to players with a crafting cohort—nice, but not game-changing for someone who doesn't take it, since with a few levels we'll have a lot more shared wealth.

And Meredith: Most of Taldor's cities are next to rivers, but not the coast. A ship with guns would just be so... limited in its usefulness, and if you want good siege cannons you've gotta sink 5-10k gp on each one. I'd wait and see if the GM thinks it would be useful.


Hrm.....yeah I will wait to see. Was thinking along the lines about what you all said about the portable holes. Basically use those to disguise our gun shop and have the siege gunner making strategic direct cannon fire when the time was right.


Woah, when did we aquire a gunshop? Did we kidnap an engineer from Alkenstar?

Silver Crusade

can you have your cohort take leadership O.o


Lol it was supposed to say gunship......which in reality would just really be one gun, hidden on a ship. Did this guy really just ask about his cohort taking leadership?

Thinking making a whole crew, with a Steven Segal like cook that cuts more heads than tomatoes. My right hand girl the siege mage that helps maintain the ship and craft for us. Then Sister Nancy who we basically kidnapped from her crazy cult and keep around to babysit my characters darling son since I am thinking about making her a single mother. It would be our mobile base of operations that we use as freedom fighters to smack the corrupt officials in the face with when times got tough. That's kind of why I wanted it to be fast.

I think my girl meredith would be the zoro/usopp of the crew.

Silver Crusade

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one BIG gun


Give me some time to look over things. The internet was out at the dorms and I didn't even check earlier, since I had been gone for Easter.


Someone remind me to post replies to everyone's questions, it's almost 6:00 A.M. here and a few hours of sleep before class today is on my agenda!


I think the main outstanding questions are:

1) Are we allowed to pay the crafting price for magic items, saying that we have crafted them before the game started (either via a consort using leadership or having the necessary feats ourselves).

2) How many players do you mean to accept - and, tangentially, would you consider running more than one group in parallel (alternate universes of the same setting or whatever)?


Looking at submitting crunch within the next 24 hours. more time needed for back story.


Character reference picture...

True-neutral Words-of-Power Sorceress 12, Crossblooded Arcane and Abyssal Bloodlines... the rest of her crunch will be forthcoming.

Ioame de Iseld is a noblewoman of Taldor of high-born lineage. Her family's claim lies in lost Cheliax, in the rich lowlands around river whose name they bear (or which bears theirs, according to family legend, beyond their reach for generations, and the family has been sadly reduce in the centuries that followed. In those five-hundred plus years, many schemes were concocted to restore their wealth and prestige, including an ill-considered dalliance and congress with demonic forces that have tainted the family's arcane blood. House de Iseld – such as remains - guards its knowledge of Wordspells jealously amongst the arcanely-obsessed nobles of Taldor.

In recent times, a shadow of its former self, Ioame's elder brother and sister chose to seize by main magical force the lands of a minor rebellious noble who betrayed Taldor through their opposition to Grand Prince Stavian III. In the battle, both Ioame's elder siblings were slain, leaving her and her younger sister Iohanna the sole heirs to their house. Somewhat at Ioame's direction, Iohanna has taken a more peaceful path, one that has led to a more traditional wizardly career optimised for rare and powerful item-crafting, both protecting her sister and reducing the potential threat she poses.

Ten-minute background (which I have not once managed to complete in ten minutes, but...)
Things about Ioame...
1) Ioame is the heir of a noble family, whose lands have been lost in Cheliax. Her earlier career has substantially helped the family rise in prominance and power.

2) Ioame is secretive and seductive. Power-games were common between her and her elder siblings, and she's slow to trust and quick to manipulate. Taldor's primogenature laws don't make this any easier for her, since her hand in marriage would come with considerable wealth and power – including over her.

3) The de Iseld family turned to demonic aid to regain their power at some point after the even-tongued-conquest. Demonic blood mixes with arcane human heritage in her veins. She herself has had dealings with demons, though she tries to shield her younger sister from this. The family guards its wordspell magic – passed exclusively through the maternal line - ferociously, though she is almost its last heir, as she's prevented and protected her sister from training in it.

4) Shortly after their mother's death, and the loss of her restraining influence, she was drawn into the plan of her sorcerous elder sister Ioknur and her landless-knight brother Iosif. Led by Ioknur, the eldest of them, the three determined to sieze the lands of a minor noble who stood opposed to Grand Prince Stavian III. In the battle – harder than intended, as the noble had betrayed Taldor to Cheliax and was backed with devilish support – Ioknur betrayed Iosif to his death, for she had always been jealous that her younger sibling would inherit over her under Taldor's laws. Ioame herself slew Ioknur in fury and vengeance, and swore she'd ensure her younger sibling Ioame took a different path than the one she walked.

5) Ioame and Iohanna hold a comfortable tower-town-house in the Seven Towers district of Oppara. Wealthy and beautiful, Ioame and her sister are a feature on the captial social-scene... including its somewhat more debauched side, given the drives that come with her demonic blood. Their father Iowerth, is far away managing the small estate that they've siezed, where their brother is buried. As senior woman of the family, Iohanna's education is Ioame's responsibility.

6) Princess Eutropia's home is not far from Ioame's tower-town-house in Seven Towers, and Ioame is a partisan of the Princess's, since both share similar difficulties with Taldor's patricarchal inheritance laws.

Ioame's goals...

1) Ioame would like to see her sister safe and secure, with a somewhat different lifestyle than that of danger and debauchery she herself leads. This could be resolved either by Ioame achieving that goal, or by developing as a person sufficiently to allow Iohanna to make her own choices, including following Ioame's path if she wishes.

2) Ioame would like to see Taldor's patriarchal inheritance laws amended, and Princess Eutropia on the throne. The chaotic drive of her demonic blood would also like to see the venal, but over legalistic senatorial class somewhat reduced in favour of her own nobles.

3) Her family history cries out of vengeance against Cheliax, and since that devil-led nation has its own opposition to her demon blood on the lawful-chaotic axis she's not adverse to this. On the other hand, she wants better for her sister and has no great love of bloodshed for its own sake, so this isn't very important to her.

4) Although Ioame would never state it as one of her own goals, it wouldn't be bad to see her overcome her fear of getting close to anyone, both because of the status of Taldor's laws on inheritance, and because of her sister's betrayal. I'd be open to shennanigins with a character or NPC of either gender.

Ioame's secrets...
1) Family secret – both that they deal with demons, and their secretive wordspell knowledge

2) Deadly personal secret – that her elder sister betrayed their brother, and that she slew her in revenge. The world merely believes this to have been in battle with a treacherous noble.

3) Secret from her sister – although both are active on the captial social scene, and Ioane even takes Iohanna to some slightly risque parties, Ioane's social circle is rather more debauched that she'd prefer to expose her little sister to – although Iohanna dearly wants to do all the things the big sister she idolises does. Their father has some idea what his daughter's get up to in Oppara, but little influence over them – except in a strictly legalistic format.

4) Secret from her... perhaps either her elder sister or brother are still alive? Either one could be interesting somehow.

People with ties to Ioane...
1) Her younger sister (her cohort) Iohanna, who idolises her big sister. Ioane both wishes to protect Iohanna from the dangers of her life – but she's aware she herself killed her elder sister, and also worries that Iohanna might become a threat if she did embrace Ioknur's path.

2) Princess Eutropia, who she knows socially, and whose ambitions she supports (I'd be happy to change this if the demands of the campaign require it – e.g, if Eutropia is the villian of the piece).

3) Aubric Aurane is a former-comrade of her brother's, who was present at the fateful battle that cost Iosif his life. There might've been a hint of romantic spark between Ioame and Aubric, but she was rather overshadowed by her more beautiful elder sister Ioknur – not aided by the fact that, as one of the beardless, Ioane looked down upon Aubric in a way Ioknur didn't. Aubric doesn't know the full story of the events of that night, but they definitely prevented any further relationship developing, to the sometime-regret of both.

Ioane's memories...
1) The brutal memories of the night of her sibling's death haunt her dreams.

2) She has a fine memory of her and Iohanna playing together in a city park, chasing illusionary butterflies amongst the flowerblossoms.


Still need my questions answered about class and backstory allowances before I want to get started on that...


I'm finishing out the crunchy details on the soon retiring Detective Chief Inspector of Opparra's Crownsgate. Looking interesting so far. I'll get the details up shortly.


Crafting items: I did not explain well enough, so it is my fault. Yes, you may have crafted equipment from as far back as you have a crafting feat. To represent this, you have standard starting GP value in standard cost magic items up until the level crafting is available to you. THEN you can start getting your 1/2 cost magic items.

To give an example: You are planning on your cohort being a crafter. You can gain Leadership as early as 7th level. Assuming you build your cohort as starting with at least one crafting feat when you gain him/her, you will be able to start crafting from level 7 onwards. This means that up to 23,500 GP worth of equipment will be standard cost, with the remaining 86,500 GP allocatable, which is not a word but it is now, towards crafting costs. Make sense?

@CommandoDude: War Master is allowed and you may choose to incorporate being the Princess' retainer into your background. Since she will not be joining the PCs, for obvious reasons, perhaps she is using you as an informant?


Oh I sound grade a guchi then lol. I took craft wondorous item at level 3, because I need it anyway to make all my good traps. What I was planning on know was giving her assistant and partner in crime that cooperative crafting feat as well as other crafting feats relevant to her station and abilities. Speaking of which I wanted to make her cohort a Siege mage but the class itself seems a bit broken, I had wrote some stuff up for it and wanted to see if you would consider any of it.

siege mage changes:
Combining Siege mage with spellslinger since both are pretty terrible one their own might give it a bit more oopmh. So I was thinking okay yeah you take out the 3 schools at level 1 but you don't lose that 4 school until later, and not the whole school just higher level spells. Like you forsake 7-9 level spells from 4 schools period, none of this it takes double slots, you simply can't cast them, but the selling point is if it is a ray, bolt, or line, you can use it. But only through your gun.

Then I would combine arcane gun and siege bond. Just like siege bond the amount of separate bonds you can create is limited to your intelligence modifier(temporary increases do not affect this). You can add one more bond per 4 levels. So level 1-4 you have one extra bond, 5-8 equals two extra bonds and so on. At any time you can sacrifice a bond usage per day to empower you gun/siege engine with a usage of the magic bullets/empower ability and treat it as a spell you know of the highest level.

You can have a bond with a up to three weapons, two firearms and one siege engine. The real kicker is that now you can add your intelligence to your attack, but only one point per level. So if you had two levels and a 20 intelligence you could add two points to your attack with your bonded weapons. These would be confidence bonuses.

Also thinking you get the culverin in addition to the normal battered gun, but you treat it as a battered gun as well. Make it so you can treat it as a siege engine for use with your abilities if you want. When you form a bond with it you negate the penalties for firing it. That being the knocked prone part. I am guessing though on a natural 1 you still get put on your butt lol. I think it gets a -4 to hit as well while not being mounted. Reduce that by 2. Same thing with using two regular one handed guns, reduce it's penalty by 2 as well. Probably in a regular game using these rules I wouldn't give them culverin until level 3.

Then I think any gun you form a bond with at level 5 gains the everloaded property(doesn't require being reloaded), and it's range increment increase by 5 ft per 3 levels thereafter. At level 15 you can add everloaded to any siege weapon

It's funny but now that I think about it isn't that Momo from breath of fire 3?

[url]http://vignette2.wikia.nocookie.net/bof/images/2/29/BoFIII_Momo_Artwork.png /revision/latest/scale-to-width/250?cb=20120831141006[/url]

I think that might take care most of the issues.

Hrm and if that is too strong add that backfire penalty to the siege weapons and the culverin with the exception that the culverin instead deals d8 damage on a back lash and siege weapons deal d12 making it imperative that they remain in perfect working order.


All right, here's my application! Please feel free to let me know if you have any questions about it. He can serve as a melee combatant in a pinch, particularly when given time to prepare, with powerful spells at his command as well.

Backstory:
Johar Madincor was raised in the heart of Highhelm, amongst the pinnacle of dwarven glory and might. His father, a priest of Trudd, made sure that from a young age, Johar was aware of how advanced the dwarven society was, always pointing out various accomplishment all around Highhelm, such as the beautiful architecture and stonework that still remains unmatched across Golarion today. But while he grew up in the height of dwarven power, his parents made sure to remind him that despite the many achievements made by the dwarves, they are not the only impressive nation, and would take him on trips across Avistan to show him the great societies of other nations.
Of these societies, there was only one that he had yet to visit, the one said to be the greatest of all, Taldor. There was a reason for this, besides the extravagant cost of a trip to Taldor. It was because such a journey would be made by Johar alone, when he became an adult. He would experience this great civilization by himself, and bring back to Highhelm inspiration that he would use to further improve his own nation. At least, this was what his parents had intended, and hoped would happen, but their knowledge of Taldor only extended to books and historical accounts.
When he turned forty, he traveled to Taldor, excited and prepared to be flabbergasted by the opulence of such an empire. When he arrived in Taldor, he could plainly see that while the remains of a grand empire were still there, the society and civilization had eroded into corruption and disorder. Rather than an advanced and powerful nation, it was a disunified state long past its prime. When he returned home, he was disappointed rather than inspired, and took that disappointment to find a new purpose in life. If Taldor in its current state couldn’t match the glory and progress of nations around it, then he would begin to restore it to what it once was. Then, he could observe the empire at the height of its power, as he so desired.

Stats:
Male Dwarf(Lorekeeper) Warpriest of Trudd 12
LG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision 60'; Perception +22
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Defense
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AC 28, touch 16 or 26 vs incorporeal, flat-footed 25
HP 155/155
Fort +17, Ref +13, Will +20
CMD 29(33 vs. bull rush or trip)
Jaunt Boots 3/3
Negate Crit/Sneak Attack 1/1
Fervor +4d6 12/12
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Offense
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Speed 20 ft.
Melee
+1 Fortuitous Corrosive Bardiche +18/13 (1d10+1d6+11/17-20)
Range
+2 Longbow +15/10 (1d8+9/19-20/X3)
BAB +9
CMB +16
Sacred Weapon +3 12/12 rounds
Sacred Armor +2 12/12 Minutes
Blessings 9/9
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Statistics
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Str 25, Dex 16, Con 16, Int 12, Wis 22, Cha 8
Skills: Acrobatics +4, Appraise +3, Climb +11, Knowledge(Dungeoneering) +3, Knowledge(Engineering) +6, Knowledge(History) +7, Knowledge(Religion) +9, Perception +22(24 for stonecunning), Sense Motive +15, Spellcraft +12, Stealth +5, Survival +11
Feats: Weapon Focus(Bardiche), Toughness, Power Attack, Combat Reflexes, Pushing Assault, Craft Wondrous Items, Lunge, Cleave, Improved Critical(Bardiche), Great Cleave, Quicken Blessing, Pin Down
Languages: Common, Dwarven, Taldan
Traits: Reactionary; Glory of Old; Fates Favored, Envy(Drawback)
Blessings-Good, Protection
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Spells-CL 12st, Concentration +6
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Cantrips
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Light; Detect Magic; Detect Poison; Read Magic; Purify Food and Drink
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Lvl 1 Spells
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Divine Favor, Divine Favor, Shield of Faith, Protection From Evil, Entropic Shield, Obscuring Mist
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Lvl 2 Spells
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Weapon of Awe, Resist Energy, Spiritual Weapon, Ironskin, Lesser Restoration, Shield of Fortification
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Lvl 3 Spells
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Dispel Magic , Channel Vigor, Deadly Juggernaut, Water Walk, Wind Wall
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Lvl 4 Spells
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Air Walk, Divine Power, Freedom of Movement, Forceful Strike
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Special Abilities
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Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).
Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Good Blessing
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
====================
Gear
====================
+2 Composite Longbow
100 Arrows
+1 Fortuitous Corrosive Bardiche
+1 Ghost Touch Mithral Full Plate
+4 Belt of Giant Strength
+4 Headband of Inspired Wisdom
+3 Cloak of Resistance
+2 Amulet of Natural Armor
+1 Ring of Protection
Ring of Forcefangs
Bracers of Falcon’s Aim
1 1st Level Pearl of Power
Jaunt Boots
Jingasa of the Fortunate Soldier
1 Handy Haversack
Warpriest’s Kit
1 Traveler’s Outfit
1 Heavy Horse
20 Days of Feed
Riding Saddle
Saddlebags
2,661 Gold


I like this format Ioame so I’m using it! Props though.

LN Aasimar Inquisitor of Iomedae

Imperius is a member of the Taldan noble family Agallon, who own a large plantation just south of Oppara as well as several iron mines and Blackwood lumber operations. His family's wealth is guarded by his half-sister and half-brother the twins Lucar Agallon and Lucine Agallon.

Imperius’ sister Lucine has been writing him with the family’s troubles. Lucar is squandering the family fortune on the decant practices of court and they are steadily falling out of favor with Stavian the lll.

Taking a leave of absence from the Fifth Crusade in Mendev, Imperius returns to his childhood home.

Things about Imperius,

1) Imperius has fought in the Fourth Crusade as a scout and tracker in his father Emperion’s command unit.

2) At the start of the Fifth Crusade, Imperius formed the hunters, a group of ruthless investigators set to weed out traitors and cultists along with demon sympathizers from the ranks of the faithful.

3) The last time Imperius was in Taldor was 17 years ago for the funeral of his mother, High Lady Mona Agallon.

4) Imperius is has a double sided personality, he can be vicious and mistrusting, especially to those who consort with demons. But his celestial blood actually makes him very forgiving, merciful and grace oriented. He knows people make mistakes and can be forgiving, but he also has the stomach to do what it takes to achieve his goals.

5) His family is exorbitantly wealthy though lately, its wealth is declining thanks to the mismanagement of his half brother Lucar.
The Agallon house has survived for a thousand years and Imperius won’t see it fall during his exceptionally long life time.

6) Imperius is still young for an Aasimar at the age of 40

Imperius’ goals,,

1) He wants to stabilize his family’s fortune, securing it for generations to come, many of which, he’ll be alive for.

2) He wants a break from the crusade, he necessary suspicion of the holy people of Mendev has weighed heavily on his mind, he wishes to pursue personal goals and be away from the brutal atrocities of the demons for a time.

3) He wouldn't mind taking twenty years to have a wife and male heirs. He doesn't care to supplant his sister Lucine but the male driven laws of the country leave it to Lucar and his progeny, who Imperius views as weak.

4) Imperius seeks to atone for things he’s done that he is not proud of.

Imperius’ secrets.

1) Imperius let petty criminals go and continue to operate in Kenebres in exchange for information leading to the capture or death of cultists, pragmatic, but not the type of thing that Paladins accept.

2) He has sacrificed whole squads of men on the field of battle to take an objective.

3) Family Secret- Lady Mona had many paramours and Imperius may have other siblings out there that could cause him trouble in the future.

People with ties to Imperius,

1) Emperion, Imperius’ father who continues his fight as a Paladin against the World Wound.

2) Lord Mitchell Agallon, Mona’s second husband, father to Lucar and Lucine, an abusive drunk who the twins drove from the family several years ago.

3) Lucar Agallon. Imperius’ half brother, smart and shrew but not thrifty or political. Has many vices that he spends heftily on. A burgeoning alcoholic and whoremonger.
4) Lucine Agallon. Lucar’s twin sister, a prize marriage and merciless noblewoman, even if he took control of the house from Lucar, Imperius would rely heavily on the talent of his half sister to run the estate.

5) The hunters, a secretive group of watchdogs in Kenebres, they include normal soldiers, wizards, trapmakers, occultists and others that specialize in rooting out the dark secrets of mankind.

Imperius’ memories.

1) Many battles against demons in the 4th crusade. The death and destruction and loss of life therein.

2) Leaving his mother at the age of 20 to find his birth father in Mendev and join the cause.

3) The many letters of support from Lucine over the years, until the last which requested his return home.


Imperius looks like he is the perfect candidate for a kidnapping. Not that Meredith would do such a thing.....her crew on the other hand.

That reminds me, who would want to actually be a part of my crew starting off? I can already see Thunderbird and Rorek what with that lyre of building and another crafter cohort in the mix we could pretty much help set up encampments anywhere.

Like I said my notable crew would be Lucy the crafter mage(Master Gunner?), Nancy the cleric who good be flavored to follow whatever sect one of our players decides to be if we have another cleric on board. Then I can make the cook(unless someone wants that prestigious position) and finally Meredith or Lucy's son(haven't decided which one to make a mother)


Meredith Mulberry wrote:
Speaking of which I wanted to make her cohort a Siege mage but the class itself seems a bit broken, I had wrote some stuff up for it and wanted to see if you would consider any of it.

Siege Mage is, in my opinion, one of the most underappreciated archetypes in the game. The following is important to remember if you're considering a siege mage:

1. Siege Engineer normally takes two feats to get, so you're getting bonus feats out of all this too.
2. Anyone trained in engineering takes no size penalties to firing any siege weapons.
3. Indirect-fire siege engines (catapults, bombards, and other high-damage ones) don't just use your BAB to make attack rolls—they use your skill (not ranks) in knowledge engineering, allowing a high-int wizard to always hit the square they want to.
4. Siege weapons are AoE effects. With enough crew/unseen servants/constructs reloading, your siege mage can attack every single round with what is essentially a 6d6 fireball.

And don't forget the following spells, which can be used to fire your siege weapon constantly, anywhere:
-Reloading Hands
-Abundant Ammunition + Alchemical Siege Ammo
-Shrink Item
-Telekinetic Assembly

Meanwhile, Sir Darren gets seasick real easily and probably wouldn't join your crew without a properly compelling interest.


That was extremely useful Thunderbeard(lol why did I type bird)

Gonna make feat selection for Lucy a lot easier.


How many players are you anticipating accepting?


Don't forget Master Siege Engineer, which seriously speeds up everything.


thunderbeard wrote:
Don't forget Master Siege Engineer, which seriously speeds up everything.

Oh yes, that is pretty awesome although in order for her to use it she would have to be level 11 unless the gm would be willing to allow me to use her 10 level bonus feat for it instead.


Thank you for your response, looks like I have a lot of thinking to do on the maths/gp.

10 minute background.

Background/Concept:

2: Description: Tall, blond with a multitude of braids, fair skin, gently muscular,

1: concept: When faced with a between a rock and a hard place scenario, the rock should break, and the hard place be dented.

3: Quirk: Enjoys being underestimated, frequently travels unarmored and exposed. Thus far, strangely, no one's taken a shot at his back. This is likely to change during play.

4: Currently between long term assignments, can frequently be found at the Staggering Skald along with many of the Guard, or on duty within the Palace. While more savvy to the dark undertones, thus far he has completely avoided playing politics with the locals.

5: For his first year or two serving as an Ulfen Guard he seemed completely convinced of his own immortality, though over the last three years he's slowly started to actually try and preserve his

life, and not place himself in completely impossible situations. This is a slow change over a deep seated, and much repressed, trauma surrounding a failed will save against a compulsion effect when he was very young, which led to the death of a boyhood friend at the hands of some of the fey that haunt the Land of the Linnorn Kings.

Goals

1: He hopes to kill a Linnorn, or die trying, in the Ulfen way of the Linnorn Kings.

2: I'd like to see Eutropia ascend the throne during the game.

Secrets:

1: (Known) Several secret societies have been trying to quietly recruit Carrack Athelstan over a period of several months. Thus far he has not made a decision one way or another, but nor has be betrayed the trust of the offers made.

2: (Unknown) At least one of the offers is with an ulterior motive of trying to get him killed, ruined, and/or destitute.

NPC's:

1: (Cohort): Elsa, has been exposed to the intrigues of court life only for a few years since her introduction by Carrack three years ago after following him there after their introduction up in the Wold's End Mountains two months prior. Elsa is a gifted healer and telepath, and currently works part time in an infirmary dedicated to the Ulfen Guard.

2: (Friendly): Master at Arms, Huscarl (Name pending, open to suggestions), a Senior Ulfen Guard who oversees some of the day to day assignments for the Guard who's been serving for 10 years.

3: (Unfriendly) Undersecretary of the Treasurer Count Darius Cheliff, had been looking forward to not losing an arm and a leg in the traditional retirement of an Ulfen Guard due to the relatively weak arms of the man in front of him. That is of course, until he walked into the great Vault, and doubled in size. Darius has suggested, several times, that perhaps allowing members of the Ulfen Guard to walk off with whatever they can carry after a mere year's service is a bit excessive to no avail. These days he's started to take a more ... active... hand in ensuring that few Ulfen Guardsmen either retire, or live to enjoy it. Thus far he's managed to cause the death of 4 active members of the Ulfen Guard, and 2 recent retiree's, and has quietly acquired their severance packages.

Memories

1: Battle of the Blocked Pass - see background Story. (~3 years ago)

2: Outside of the last few years, he can not remember being happy.

3: During his first year on duty as a Guard while serving with a more experienced Guard, there was an assassination attempt, that only failed because there were two Guards instead of one. Carrack was caught unawares and suffered several near lethal strikes to the kidneys, knees, and skull. He remembers vividly a scent of a strange perfume just before being struck from behind with a poisoned crossbow bolt. The would be assassins did not survive to be questioned.

Partial Crunch:

Str: 14+2 level ups.
Dex: 14+1 level up.
Con: 14
Int: 18+2 Race
Wis: 12
Cha: 12

Armor Customizations:

Heavy

Cost - Customization - Basic Load out. (23 points, 15 base, 2 feats, 2 +3/4 race, 2 gear = 21, depends on gear.

0 - Fortification
0 - Stalwart
4 - Hardy x3 (1 free) (+6 Con > 20)
1 - Evasion - optional
2 - Harness Power Stone x2
1 - Harness Shard
6 - Power Stone Repository, Improved, Greater.
2 - Improved Armor x2
4 - Improved Damage Reduction
2 - Powerful Build
1 - Darkvision - optional

Gear is mostly pending.

Ideas

Adamantine, Furious, Bardiche +2
Crystalline Spaulders +2/3

Pathfinder pouch full of ML 1 power stones. (Aka, scrolls, can be slotted as effectively powers known. Can reuse until swapping for a different power, can have at most 2 ready to use at any given time.)

Fort: 18 = 8 (Base) + 5 (Con in Armor) + 5 (Cloak)
Ref: 10 = 3 (Base) + 2 (Dex while Medium) + 5 (Cloak)
Will: 14 = 8 (Base) + 1 (Wis) +5 (Cloak)

HP: 144 base, 180 Armor, 204 Raging Armor.

Feat Plans: Combat Reflexes, Power Attack, Combat Expertise, Improved Trip, Felling Smash, Leadership, Extra Customization x1~2, Optional: Craft Crystalline Focus or Arms and Armor.

Skills. All have 12 ranks, and are class skills

Autohypnosis 16
Bluff 16
Craft (One of- Weapons, Jewelry, Crystal, other) 23 (+3 class bonus)
Diplomacy 16
Knowledge Nobility 20
Knowledge Psionics 20
Perception 16
Sense Motive 16
Spellcraft 20
UMD 16

Trait ideas:

Campaign: None yet posted.

Faith: Focused Discipline: You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Combat: Berserker of the Society: You may use your rage ability for 3 additional rounds per day.

Regional: Thoughtful Wishcrafter: You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish's potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted. --- Region is Plane of Fire.

Story Snippet (Optional, for the above trait): 2 years ago a delegation to the City of Brass briefly included the Grand Prince's 3rd niece, twice removed. Carrack was part of a team of 4 Ulfen Guards sent through to try and keep her safe. Their explicit instructions were to ensure the girl survived, no matter what. While there, the retinue spent many hours watching for trouble at various functions, and quickly learned that a favorite game for the locals, was to offer wishes to supplicants, and then twist them horribly. Few survived long enough to know the current answer is to not play unless you are very, very good, and few, oh so few, were good enough. (Carrack is not good enough, and he knows it)

Cohort: Elsa, Human Female

Vitalist 10

Details pending.
Wis > Int > other stats

Feat Ideas:
Enlarged Network (NOT on the SRD, Ultimate Psionics or Psionics Augmented only, have not gotten a confirmation this is ok)
Expanded Network (10/2+2 = 7 members)
Network Power
Craft Wonder
Craft Arms and Armor (Maybe)

Possible Expanded Knowledge (at least 2, 1 is a bonus feat)
Force Screen
Slip the Bonds
Hidden Body

­_________


thunderbeard wrote:
Meanwhile, Sir Darren gets seasick real easily and probably wouldn't join your crew without a properly compelling interest.

Did you not see her character picture? :)

Also, a late but sincere dot.


Crunch and fluff ready, then my interwebs crashes on me!

This is An Gore's fault! I'll have it all up as soon as I get internet up. Currently posting via Phone.


Always copy long posts before hitting submit (or write them in a text file before you post them). PSA, everyone!

And...

Thornborn wrote:
thunderbeard wrote:
Meanwhile, Sir Darren gets seasick real easily and probably wouldn't join your crew without a properly compelling interest.
Did you not see her character picture? :)

Yeah... she's a magically-created aberration alien to Taldor who wields strange foreign weapons and inappropriate shoes. Her powers involve terrifying, mysterious witchcraft that resembles no proper magic and displays itself in disturbing and unnatural ways (See: Psionic Displays). Her summon spells, instead of calling fiendish or celestial creatures, create golems out of crystallized snot. Not to mention the 10 charisma and creepy assassin-slang. These are worrying observations.

EDIT: Miss Mulberry, I think you may have forgottan about the Elan penalty to charisma-based skills.

Of course, the same warning signs probably apply to a lot of the potential characters (it's hard for an Aegis or Godling to pass themselves off as "normal dude, I totally belong here"). But the "religious rites" of Cayden Cailean might help with any worries Sir Darren would otherwise have regarding his potential allies.


Somebody is totally jealous of my snot golems. And my tattoo power displays. J/k

Its all good though, if I have any problems my circulet of persuasion might come in handy. Not even gonna go into my synaptic mask goodies but I know I won't ever have to worry about charisma related checks.

Also a woman's shoes are never inappropriate.... How rude. And unless you are talking about blessing my pumps you can bloody sod off with your religious rites.


Cayden's religious rites mostly involve drinking a lot of alcohol, and the downside of synaptic masks is you spend all day running around with a leather web on your face. And if you're planning on being a river boat captain, you might want appropriate deck shoes.


Oh man a fellow boat shoe enthusiast lol. Naw that mask was added to the headband and reflavored as the hat. And as far as footwear. If peg leg Pete can do it....

Totally skipping the part about trying to get her drunk.....


What? No, I mean he'll be drinking himself until he's able to forget how weird and spooky everyone around him is.


Nice try cutter, you won't be slipping anything into her drink or anywhere else as long as she makes her perception check lol


Also, be careful (as a character, not as a player) with that Planescape slang when you're talking to nobility—most of it is based on real English thieves' cant, and it might identify you as a seedier sort if you use the wrong words in conversations with Important People. "Cutter" is somewhat unclear, but "deadbook" sounds like something Pharasma would be interested in, and "berk" is a Rude Word.

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