Nearly gods... Legacy of Fire Chapter 2!

Game Master BloodWolven

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Gonna withdraw my submission, I am noot feeling my character :(


I am interested, when will the recruitment end?


Hugo Cornelius "The Lawgiver" wrote:

Here is Emissary of the North submission. I couldn't help but chose one of your new feats: Hero of Legend. The AP I chose for it is Curse of the Crimson Throne.

Not only I'm dying to see what item do you choose, but I found great for my backstory having an AP to rely on.

Excellent, now I have not played that AP all the way through, do you have some suggestions? If not I will pull some inspiration from your background info. Considering a withdrawal.


Recruitment has officially ended. No new applicants need apply. If you dotted for interest or have posted with interest or ability scores, please get your submissions done before Friday. Friday I will be going through submissions.

Please post 3 things you want for your character in the discussion tab. They should be under the following prices: 500 gp, 1,500 gp, and 5,000 gp.


@GM Wolf: Your thoughts on Drow Noble and the adventure path I chose for your Hero feat would be welcome. I hope you'll find a nice item for me if I end up chosen :).


Again not to be that player but I would like to remind the GM that the draw noble would take 41 RP points to build on the race creator compared to the 9 for humans. It is horrendously overpowered if it will cost nothing in levels. I just don't see how it could be balanced to let someone play such a ridiculously unbalanced race without paying. There is even a feat line to allow a regular draw to gain the powers of a noble one and it is long because it is the cost for gaining such ridiculous abilities. Even the developers of the game have said that there is a level cost in playing a draw noble as I posted earlier in this thread. The drow race is already one of the more powerful races in the game costing 14 RP to create. A drow noble just takes that and makes it even more broken.

This is also excluding the fact that many of the characters submitted would have great cause to kill a drow on sight because drow are evil.

Lead Pathfinder designer Jason Bulmahn states that Drow Noble characters should be one level less than characters of standard races but this information was rolled into the CR of the creature, rather than being separate as it should have been. While messageboard posts are not considered official errata, GMs are encouraged to consider this when trying to determine how powerful Drow Noble characters might be.


You are very much being that guy. You already posted all that earlier, no need to repeat yourself. I was asking for the GM's opinion on this, or if I will have to rebuild my character. I'll be happy enough to use a toned down version if that's GM Wolf's preference.

More race discussion:
A drow noble is powerful sure, but it's far from the most powerful thing you can do here, certainly a far cry from broken. Templates are allowed and a lot of class abilities far surpass the effect of the race.

My character in particular relies primarily on int, dex and con with very little use for dex, cha or str, +2 dex over say an elf is good sure, but it's not insanely so. Most of the race points for drow goes into the various SLAs of which most are rather narrow. As a dual caster, my character could have picked up those the normal way anyway.

You already mentioned the biggest drawback to being drow, but you did so as if it was a point making them better than other races, which is far from the case. Having to deal with racism and prejudice wherever he goes will be difficult, though it could also be seen as an opportunity for more roleplay. Resources will probably go into staying alive simply walking on the street, rather than getting to save them for when we face actual enemies. The points I put into disguise is a good example of that.

As for being worth +1 CR, I think a drow is a far cry behind say an elf with the advanced template or a tiefling with the giant template or a an asimaar Suzerain Cfeature. Those are merely the simplest options that stand out, there are several others that are just as powerful.


GM Wolf will you allow the playing of Azlanti or pure bred humans?

Race Discussion:
Well sorry but the idea of playing with someone with a race far superior to my own is a little disappointing. And there is always a use for stats no matter if you depend on them or not. While having a +2 cha for you may not be a big deal its still helps and its something that no one else gets for free. Here is my question Ozyar, you just described that the plethora of drow noble abilities you receive don't actually help you, why not just cut the noble part out and be a drow. As you just said you don't need the stats or the Various SLAs and you will still be judged in public. I don't see why you need any of the extra bonuses if you just stated that you don't care about them.

You playing a drow noble without taking a level reduction is like me playing an Azlanti Human except there are still more benefits for the drow noble. If you want to play the drow noble that badly than go ahead but I probably will make my character Azlanti so I can feel at least a small bit in the same power realm.


Ozyar said wrote:
As for being worth +1 CR, I think a drow is a far cry behind say an elf with the advanced template or a tiefling with the giant template or a an asimaar Suzerain Cfeature. Those are merely the simplest options that stand out, there are several others that are just as powerful.

Are templates allowed, if so can you show me where it says so I did not remember that.

Secondly, even if thats true you still are not paying for it at all, any time benefits have no cost whatsoever there is no reason not to take it. Why would anyone play a drow if they could be a noble?


oyzar wrote:

[dice=I got one more roll]5d6 17

Name: Nazetoz Da'Zhar Backstabber of Darkness:

Flavor Text: They are to caught up in their own darkness to notice me sneaking up to burn them all away!
Alignment: Neutra Good
Races: Drow Noble
Classes: Magus (Kensai, Bladebound) 5 // Unchained Rogue 1 / Wizard 3 / Arcane Trickster 1
Obviously Magus is the favored/primary class. I hope it's fine to go arcane trickster on the other side, I qualify entirely on the other side.
** spoiler omitted **
Identifying Characteristics:
Image
Age: 150
Eyes: Purple
Hair: White
Skin: Black
Height: 6'5
Weight: 190 lbs
As a drow Nazetoz stand out wherever he goes. He really does prefer to go without much in the way of clothes, but he understands that it's very likely to cause conflict, as such he often wears a cloak with the hood pulled up. Some people might have heard about what he did to stop the destruction of Kyonin though and he hopes that even more tales about him will spread so he no longer have to cover up. In combat he usually tosses the cloak aside, being only covered by pants and his magic.

Favorites:
Nazetoz' scimitar Kuro Rakirai is his most prized possession, his closest friend, his mentor, a funnel for his magic, a bond to his godess and an extension of himself. The sword helped made him what he is today and he frequently listens to it for guidance and converses with it telepathically on all sorts of things.
Nazetoz knows a lot of spells, but his favorite is to wreathe his weapon in the holy flames of the everlight in order to burn his enemies to ashes. That's what he defaults to if he's unsure what to do in combat.
Nazetoz does love to sneak about, that’s how he survived down in the underdark,...

Well there are a few things that concern me. First and foremost you will have at least one level of Drow Noble, also known as a level adjustment. Neutral Good, as a Drow noble, I can't wait to hear that story. 6'5", sorry that is taller than half orc stock and you as a Drow Noble would be the ideal for your race. 5' 5" is more realistic in D&D terms. 3 other classes, really, I hope they meet the goals to the end of arcane trickster.

Sorry sometimes I just can't make time for my games due to RL.

*Addition/Alteration: Drow starts with two level adjustments. So likely Drow Noble would be three level adjustments.

*Second: A half dragon in 3.5 has 3 level adjustments too, thus the question is: Is the Drow Noble equivalent to a half dragon, a bit weaker, or stronger?


Alaric the Barbarian wrote:

GM Wolf will you allow the playing of Azlanti or pure bred humans?

** spoiler omitted **

Please reference the material with a link but I am open to most options.


Mayze wrote:

GM Wolf, hit points for levels 2-4? Also, should I use the unchained summoner or regular, or possibly use the spell list and pounce (though I probably won't actually use pounce either way) fixes, but still have the variety of eidolons?

Roll for hp, reroll the lowest.


Azlanti human is the same as human except you get +2 to all stats instead of any stats. It makes drow noble seem weak.

As my analysis above shows, drown noble is nowhere near worth +1 LA for my character, and it doesn't sound like you much like a drow that has gone against his race anyway, so I guess I should just scrap this character... I figured that Drizzit was such a known quantity that it would be cool to do something similar, yet different, but I guess I was wrong about that. I did like the story I came up with though...

Sorry about the height. I forgot that living underground makes them quite different from elves.

Would you be open to playing a normal drow, but with +2 int instead of +2 cha? It's still significantly weaker than an elf, but I'm not sure I have the time to rewrite everything.

Edit:

Quote:
*Addition/Alteration: Drow starts with two level adjustments. So likely Drow Noble would be three level adjustments.

Wait... Why does drow start with two LA? That makes no sense at all. The race is weaker than Aasimar straight up and certainly weaker than elf for my character.

I did not understand your comment about arcane trickster. I need two different classes in order to qualify for it. Is PrCs not allowed?


GM Wolf, I agree with you on most everything you said however I do not belive it should cost him three levels. The other two half dragon submissions have been allowed to do so by taking a two level hit to gestalt on both sides. I believe drow noble is not as good as half dragon because half dragon gives fighters a ridiculous boost to strength and constitution as well as shoring up there ac, giving them good resistances, and giving them an inherent flight speed which is why it costs so much to take the template. I think that if a drow noble was to be selected as race it is a little less powerful because the stat gain is not as ridiculous, and the spell like abilities are not game breaking. It should be a one level hit on both sides of gestalt.

HP Rolls:
HP: 4d8 ⇒ (7, 5, 4, 2) = 18
Reroll: 1d8 ⇒ 8


That sounds fair and what I was getting at with my second Alteration. You may be a Drow Noble at the cost of one level, or play a normal Drow with no level loss.

The class selections was merely a comment/opinion but when aiming for a prestige class sometimes you must go down such a route.

The standard Drow in pathfinder is weaker than the Drow from 3.5.


Did I do my HP rolls correctly? If so then my character is complete albeit a few skills due to wanting to hold back before spending them.


Would you allow me to get +2 int instead of +2 cha (so same stats as elf) while remaining a drow otherwise?

Drow Noble is significantly weaker than taking a class level, so I'll be removing that. I totally understand having to pay more for it than a standard race though.


Why not just be elf that has dark skin and white hair..lol


How much like a dragon do half dragons look like, wanted to know for like Rp and stuff.


Main reason is that I like my backstory and don't want to write it completely from scratch as well as likely not having the time to do so given the deadline is today.

HP rolls: 5d8 ⇒ (7, 7, 5, 5, 3) = 27


HP rolls for Sir Drystan:

1d10 ⇒ 1
1d10 ⇒ 3
1d10 ⇒ 9

Reroll: 1d10 ⇒ 9

Thank goodness for that free reroll.


Here is my fixed submission. Still hoping you'll allow me to swap the cha bonus to int, but it's a minor difference. I looked up the drow height in pathfinder and it seems like I wasn't that far off, but if they are lower in your game, I'm happy enough to keep it low:

Name: Nazetoz Da'Zhar Backstabber of Darkness
Flavor Text: They are to caught up in their own darkness to notice me sneaking up to burn them all away!
Alignment: Neutra Good
Races: Drow Noble
Classes: Magus (Kensai, Bladebound) 5 // Unchained Rogue 1 / Wizard 3 / Arcane Trickster 1
Obviously Magus is the favored/primary class. I hope it's fine to go arcane trickster on the other side, I qualify entirely on the other side.

ability scores:
Str 12
Dex 17 +1 lvl 4 + 2 race +2 belt = 22
Con 17 -2 race = 15
Int 18 +2 headband = 20
Wis 16 = 16
Cha 14 +2 race = 16

Identifying Characteristics:
Image
Age: 150
Eyes: Purple
Hair: White
Skin: Black
Height: 5'10
Weight: 130 lbs
As a drow Nazetoz stand out wherever he goes. He really does prefer to go without much in the way of clothes, but he understands that it's very likely to cause conflict, as such he often wears a cloak with the hood pulled up. Some people might have heard about what he did to stop the destruction of Kyonin though and he hopes that even more tales about him will spread so he no longer have to cover up. In combat he usually tosses the cloak aside, being only covered by pants and his magic.

Favorites:
Nazetoz' scimitar Kuro Rakirai is his most prized possession, his closest friend, his mentor, a funnel for his magic, a bond to his godess and an extension of himself. The sword helped made him what he is today and he frequently listens to it for guidance and converses with it telepathically on all sorts of things.
Nazetoz knows a lot of spells, but his favorite is to wreathe his weapon in the holy flames of the everlight in order to burn his enemies to ashes. That's what he defaults to if he's unsure what to do in combat.
Nazetoz does love to sneak about, that’s how he survived down in the underdark, that’s how he found out about the plot to destroy the elves and that’s how he helped stop that ploy. Though that’s not his favorite pastime, because that is skinny-dipping. He used to love bathing in the lightless pools of the underdark, but he loves even more to do so under the warm desert sun, showing off his magnificent body for all to see.

---===Statistics===---:
Male Drow Magus (Bladebound, Kensai) 5 // Unchained Rogue 1 / Wizard 3 / Arcane Trickster 1
NG Medium Humanoid (Elf)
Init +7; Senses Perception +16
-------------------------------=DEFENSE=-------------------------------
AC: 22, Touch: 21, Flat-Footed: 11 (+1 armor, +6Dex, +5Int, +0 shield,+0 NA)
HP: 47 {+5d8,+2*5Con,+5FC}
Fort: +6, {+4Base,+2Con}
Reflex: +10, {+4Base,+6Dex}
Will: +7,{+4Base,+3Wis}
CMD 25 {+3Base +1Str +6Dex +5Int + size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +4; {+3Base +1Str + size + misc}
Base Atk: +3;
Melee:+9{+3Base,+6Dex}
Ranged:+10{+3Base,+6Dex}

--Melee:+9

--Ranged:+9

-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 22, Con: 15, Int: 20, Wis: 16, Cha: 16

-------------------------=Traits=----------------------
Magical Lineage: Shoacking Grasp
Missionary (Sarenrae, Sense Motive)
----------------=Flaws=-----------------
Skinny Dipper
----------------=Race Traits=-------------------
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses- Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
--------------=Feats=-----------------
Rogue 1: Weapon Finesse
Flaw: Combat Expertise
Wayfinder resonance: Blind-Fight
1: Accomplished Sneak Attacker
3: Dervish Dance
5: Hero of Legend (Second Darkness)
Magus 5: Moonlight Stalker
-=Languages=- Common


---===Skills===---:

---------------=Adventuring Skills=- (44 points; 8+3*2+4 class, 5*4 INT 5 headband)---------------
^Acrobatics*(Dex)____+11{+1rank,+6Dex,+3class}
^Bluff(Cha)____+9{+3rank,+3Cha,+3class}
^Climb*(Str)____+1{+0rank,+1Str}
^Diplomacy(Cha)____+7{+1rank,+3Cha,+3class}
^Disable Device*(Dex)____+15{+5rank,+6Dex,+3class}
^Disguise (Cha)____+10{+4rank,+3Cha,+3class}
^Escape Artist*(Dex)____+14{+4rank,+6Dex,+3class}
^Fly*(Dex)____+7{+1rank,+6Dex,+3class}
Heal(Wis)____+4{+0rank,+3Wis}
^Intimidate(Cha)____+3{+0rank,+3Cha}
^Knowledge (Arcana)(Int)____+12{+4rank,+5Int,+3class}
^Knowledge (Dungeoneering)(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Local)(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Nature)(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Planes) (Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Religion) (Int)____+9{+1rank,+5Int,+3class}
^Perception(Wis)____+17{+5rank,+3Wis,+3class,+2race,+1ioun,+2alertnss}
^Ride*(Dex)____+7{+0rank,+6Dex}
^Sense Motive(Wis)____+11{+1rank,+3Wis,+1trait,+3class,+2alertness}
^Spellcraft(Int)____+9{+1rank,+5Int,+3class}
^Stealth*(Dex)____+15{+5rank,+6Dex,+3class}
Survival(Wis)____+4{+0rank,+3Wis}
^Swim*(Str)____+1{+0rank,+1Str}
^Use Magic Device(Cha)____+3{+0rank,+3Cha}

---------------=Background Skills=- (0 points)---------------
^Appraise(Int)____+5{+0rank,+5Int}
^Craft (Int)____+5{+0rank,+5Int}
Handle Animal (Cha)____+3{+0rank,+3Cha}
^Knowledge (Engineering)(Int)____+5{+0rank,+5Int}
^Knowledge (Geography)(Int)____+5{+0rank,+5Int}
^Knowledge (History)(Int)____+5{+0rank,+5Int}
^Knowledge (Nobility)(Int)____+6{+0rank,+5Int}
^Linguistics(Int)____+5{+0rank,+5Int}
^Perform (Dance)(Cha)____+8{+2rank,+3Cha,+3class}
^Profession(Wis)____+4{+0rank,+3Wis}
^Sleight of Hand*(Dex)____+11{+1rank,+6Dex,+3class}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Magus (Bladebound, Kensai):
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Arcane Pool (Su) (6) The arcane pool of a magus has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack instead of the free melee touch attack normally allowed to deliver the spell. This attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called Kuro Rakirai, a black scimitar. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Kuro Rakirai: +1 Keen Chokuto (estoc) Int: 12 Wis/Cha: 8 Ego: 8 Languages Common, Elven...
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
[b]Black Blade Strike (Sp)
: As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Rogue:
Sneak Attack: (2d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 3d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Wizard
Arcane Bond: Kuro Rakirai
School: Evocation (Admixture)
Opposed Schools: Enchantment, Abjuration
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Trickster:
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

---===Spells===---:

-------------------------------=Spells Prepared=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Wizard(4): Penumbra, Detect Magic, Message, Acid Splash
Magus(3): Arcane Mark, Disrupt Undead, Prestidigitation
------------------------------=1st (0/day)=------------------------------
Wizard(6): True Strike, Mage Armor, Color Spray, Heightened Awareness, Shield
Magus(5):, Shocking Grasp, Blend, Shocking Grasp, Shocking Grasp
------------------------------=2nd (0/day)=------------------------------
Wizard(5): Blur, Frigid Touch, Glitterdust, Glitterdust
Magus(3): Bladed Dash, Blur, Blur
-------------------------------=Spell books=-------------------------------
-----------------------------=Wizard Spellbook=--------------------------------
1st(10): Mage Armor, True Skill, Touch of Blindness, Dazzling Blade, Heightened Awareness, Silent Image, Sow Thought, Protection from Evil, Feather Fall, Blend
2nd(2): Invisibility, Visualization of the Mind
3rd(3): Haste, Displacement
-----------------------------=Magus Spellbook=--------------------------------
1st(12): Blade Tutor’s Spirit, True Strike, Snowball, Vanish, Grease, Long Arm, Comprehend Languages, Disguise Self, Reduce Person, Monkey Fish, Chill Touch, Shield
2nd(4): Bladed Dash, Glitterdust, Blur, Frigid Touch
-----------------------------=Book of Harms=--------------------------------
1st: burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement, shocking grasp
2nd: acid arrow, darkness, ghoul touch, gust of wind
3rd: fireball, lightning bolt

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Kuro Rakirai (Scimitar +2 black blade)
Headband of Vast Intelligence +2 (4000 GP, Perception)
Belt of Dexterity +2 (4000 GP)
Cracked Incandescent Blue Sphere (200 GP, Perception)
Wayfinder (500 GP)
Book of Harms (900 GP)
Copy Haste into book (135 GP)
Copy Displacement into book (135 GP)
Copy Penumbra into book (7.5 GP)
Masterwork Thieves Tools (100 GP)
2 Javelins
Haramaki (3 GP)
Spell Component Pouch (5 GP)
Ink (8 GP)
Spellbooks
5 Candle (5 CP)
2 Chalk (2 CP)
Torch (1 CP)
Whetstone (2 CP)
Sack (1 SP)
Parchment (2 SP)
Flint & Steel (1 GP)
Waterskin (1 GP)
4 Travel Rations (2 GP)

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 2 GP 1 SP 0 CP

---===Background===---:

Despite being born to the noble house of Da'Zhar, growing up in the underdark among the drow was dangerous. Being a noble just meant greater potential to fall, as they continually had to step on those below them to stay up in rank. As a male Nazetoz was always regarded as a lesser being, destined to serve his sisters and his house in their ploys for greatness. He didn't much like being regarded as second rate, but it wasn't much he could do about it either.

What he could do though, was excell in his training. He was quite talented with both magic and sword. And he was perhaps even better at sneaking about, seeing without being seen. This kept him alive through the treacherous dealings of the various houses as he avoided most confrontations and used his skills in combat when he could not.

Somehow Nazetoz wasn’t too thrilled by the normal sadistic pursuits of the drow. Instead he enjoyed going skinny-dipping in the dark light-less pools of the underdark and to explore about. On one such trip, he came upon something weird, a shrine trapped underwater, probably from some tunnel collapsing or opening up as the earth shifted. The shrine itself was dry though and the curious Nazetoz eagerly studied the contents therein.

There he learned about the glory of the Everlight, the gifts of mercy and kindness and the possibility of redemption. Nazetoz had a revelation. He realized how wrong the drow were in how they lived their lives and how he was wrong for participating. Nazetoz also found something else therein, a beautiful black scimitar. Upon grabbing it, the drow male was struck with wonder, the blade spoke to him. It told him even more about Sarenrae and it’s mission down there, to redeem a dark soul like his own.

Burdened with his new knowledge Nazetoz snuck back to his city. There he came upon something most curious. A meeting between his mother and the matron of the first house. It was weird because he could have sword the two women hated each other and that until that day they wanted nothing more than to tear each other’s guts out. As he listened from the shadows he learned that they had indeed put aside their differences for something greater, a ritual to bring down a comet to wipe the elven nation of Kyonin from the face of the earth.

Naturally the talk of genocide made Nazetoz sick and it made the sword go crazy. Still, Nazetoz wasn’t stupid. He realized he would just die in vain if he tried to oppose the plan by himself. Instead he ventured out to the underdark to find someone to help him. There luckily he discovered a group of adventurers who somehow had gotten to know about the very same thing. After somehow managing to avoid being killed on sight they eventually agreed to work together.

With Nazetoz’ help, the adventurers managed to infiltrate the drow city, figure out what was going on and finally put a stop to the ritual. In the final confrontation Nazetoz ended up going up against his mother and though it pained him, he showed her no mercy as he ended her evil life.

Naturally Nazetoz did no longer want to stay in the underdark after that. He surfaced in the desert and is looking to see what else he can accomplish in the name of his goddess, Sarenrae.


Alaric the Barbarian wrote:
How much like a dragon do half dragons look like, wanted to know for like Rp and stuff.

There's not really any hard and fast rules as far as I know, Drystan's appearance is described in his profile. Suffice to say, he might be able to pass himself off as a particularly odd aasimar or tiefling, but no one's going to mistake him for a human.


oyzar wrote:

Would you allow me to get +2 int instead of +2 cha (so same stats as elf) while remaining a drow otherwise?

Drow Noble is significantly weaker than taking a class level, so I'll be removing that. I totally understand having to pay more for it than a standard race though.

Sure

In reference to height: From Pathfinder:
Drow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar.
Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears.

Sure you can be 6'5" but you are a monster.


Sir Drystan Goldenflame wrote:
Alaric the Barbarian wrote:
How much like a dragon do half dragons look like, wanted to know for like Rp and stuff.
There's not really any hard and fast rules as far as I know, Drystan's appearance is described in his profile. Suffice to say, he might be able to pass himself off as a particularly odd aasimar or tiefling, but no one's going to mistake him for a human.

Honestly you can down play it to tiefling or up play it to nearly a humanoid dragon, or something in between. Remember: Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments.

I have always seen it as a human face with small scales growing bigger until the horns jutting from my brow still a head of hair but scales dominate the sides of my face. Which is the same for the rest of my body, scales on the side. Hands with scales on the back with sharpened nails, which are actually manicured claws. Then always a tail of some kind.

Still in the end is your choice!

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