Wesh the Summoner |
Rolling for height and weight in here.
Wesh is almost done, just need his height and weight for the most part.
Still need to select his spells and work out his Eidolon, but everything else is good, so long as I understood the starting money...
Just to check, do we get both classes starting gold or just the highest?
height: 2d8 ⇒ (8, 2) = 10in.
5ft 2in. + 10in = 6ft
Weight 10x5 = 50lbs
110 + 50 = 160lbs.
TheoreticallyYours |
Myst Eye |
OK, I've adjusted her CMB and CMD as requested (can't see how I missed that, oh well), and added to the background. In basic, she didn't fit in, in Magnimar. As a child, her family visited Sandpoint once or twice a year, and on hearing about the festival, she realised she may like it better there. Mysty is searching for allies, and friends, something she hadn't found in Magnimar.
Also, fixed the formatting problems. Thanks for the feedback on that.
Zeldana Amaria |
Okay, so here is Zeldana. I updated the trait and took the +2 to Knowledge(History) and updated her backstory!
CG Medium
Init +2; Senses Low-light 60ft; Perception +6
Stats and Abilities
STR: 14 / DEX: 14 / CON: 12
INT: 18 / WIS: 8 / CHA: 14
HP: 8
Move Rate: 30 ft
AC: 12 (Touch: 12 , Flat Footed: 10)
BAB: +0
CMB: +2
CMD: 14
Fort Save: +1
Reflex Save: +2
Will Save: +1
Conditional Modifiers: +2 vs enchantment spells and effects.
Patron: Portents
Discipline Power: Past-Life Memories, Mnemonic Esoterica
Phrenic Amplification: Defensive Prognostication
Phrenic Pool: 3
Psychich Discipline: Rebirth
Racial traits: Keen Senses, Elven Blood, Low-light vision, Arcane Training
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Hexes
DC: 15
Evil Eye
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Attacks:
Quarterstaff +2 1d6+2
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Skills
Appraise: +6
Diplomacy: +10
Knowledge(Arcana): +11
Knowledge(History): +12
Perception: +5
Perform(Dance): +4 (BGS)
Profession(Fortuneteller): +4 (BGS)
Profession(Shop Keeper): +2
Spellcraft: +9
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Traits
Scholar of the Ancients
Clever Wordplay (Diplomacy)
Harrow Born
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Feats
Skill Focus: Diplomacy
Harrowed
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Languages
Common
Varisian
Elven
Draconic
Minikan
Tien
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Spell Cards (AKA:Spell Book)
(P)=Perpared
0-Level Spells
DC: 14
Arcane Mark
Bleed
Dancing Lights
Daze (P)
Detect Magic (P)
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic (P)
Resistance
Spark
Stabilize
Touch of Fatigue
1-Level Spells
DC: 15
Bungle
Burning Hands
Charm Person
Command
Enlarge Person
Hypnotism (P)
Mage Armor (P)
Frostbite
Psychic Spells
0-Level Spells 4/day
DC: 14
Telekinetic Projectile
Grave Words
Mage Hand
Prestidigitation
1-Level Spells 3/day
DC: 15
Detect Thoughts
Magic Missile
Burst of insight
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Equipment
Quarterstaff
Witch's Kit: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Harrow Deck
Entertainer's Outfit
Kapiena
Journal
Book of Poetry
GP: 140
Weight: 31
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Carrying Capacity
Light: 58
Medium: 116
Heavy: 175
Zeldana Emraeal Luminita Dardlara Anca Nordlara Amaria was born to the Amaria caravan that traveled all of Varisan, Lands of the Linnorm Kings, and over the crown of the world. Her mother had joined the caravan as a guard and within her time among them fell in love with her employer's eldest son. They where married and she was welcomed into the caravan as a part of the family. The following year, while her father and grandfather where speaking with then Shriikirri-Quah about trading horses, Zeldana was born. Since the Amaria family had been trading for horses with the Shriikirri for generation, they welcomed the new born as much as the caravan did.
Though it seemed the one who welcomed the newborn most was Zeldana's grandmother. For within the newest member of the family she felt something that she herself had, magic. The next few years Zeldana spent most of her time with her grandmother, learning the way of the harrow cards, magic weaving, and even that of reading minds. She would sit for hours listening the to elder varisian woman's stories of magic, both old and new. Her favored stories where those of an old civilization build upon magic whose bones still litter Varisia. When the young half-elf turned ten, the elder varisian gave her a small stacks of books. Among which where historical books on Thassalion, the civilizantion she had heard so many stories about, but her favorite out of them all was a small blue book of poems with enough room for Zeldana to write a few of her own.
When she was thirteen though, her grandmother passed away and her father decided that it would be best to hand the caravan over to his younger brother and settled down in Sandpoint, opening a little shop that gets its goods from the family trade route. It took another two years to get everything taken care of and during that time Zeldana focused upon her magical arts as she worried that she'd have time for it once the shop opened.
In the beginning, learning to work a shop and bargain with people was enough for the young varisian. She learned from her father to think before she spoke, which benefited Zeldana greatly especially when reading ones future. It even allowed her to make an unexpected friend. A mage by the name of Octavian Harzhor, who had come in for a harrow reading. The young half-breed could tell Octavian had a rough life, just from the cards along, but she could see light upon the horizon. She offered some kind words, a job at her parent's shop, and even a friendship!
For the past seven years Zeldana, her father, and her mother, have been living in Sandpoint. Most can find the young woman doing Harrow readings, the same deck of cards that had once been her grandmother's, working in her parent's shop, or out and about with Octavian. But many say that her duel-colored eyes often have a far off look in them, as if she was remembering parts of the past to which she longs to return to.
GM-JZ |
Okay, so here is Zeldana. I updated the trait and took the +2 to Knowledge(History) and updated her backstory!
** spoiler omitted **...
Hey Zeldana, I hope you don't mind me mentioning but a couple of your stats appear to be off.
You have +0 Will listed but you get +2 from Witch (or Psychic) and then -1 for your 8 Wisdom.
Also, if your strength is 14 as listed then your CMB should be +2, your attack with your quarterstaff should be +2 as well as your carrying capacity being significantly higher.
Teiidae |
1 person marked this as a favorite. |
Here is our fellow sin mage,
Octavian Harzhor.
Just need to add a description of him and edit his carrying capacity.
Whiskey and a Bonesaw |
Chey
Appearance
Her hair was matted with mud and smoke filled her nostrils. Her head was pounding; she had never pushed her gifts as far as she had tonight and it still hadn't been enough. Overhead, the family caravan burned.
Screams and shouts sounded from the forest, alongside the vicious barking of gadjikane hunting hounds. No one was ever exactly happy to see a Sczarni caravan come down the roads, but they never exactly turned us away either. And she'd never, not in thirty-four years, seen a reaction like this. The guards were hunting us like rabbits, and killing any they found. No jails, no bribes, no mercy.
Maybe it had something to do with the recent unpleasantness up north; the last three towns had been more standoffish than usual but she'd still heard the rumors. All she new for sure was that, when she'd stumbled half-dressed out of her caravan a few scant moments after the screams started, she'd taken an arrow in the arm and it'd been all she could do to fight through the pain and bring up a cloak of fog. They'd been expecting her to run, she knew, planned for it. So she hid. And waited.
Her daj had told her stories about times like these; the hard times, when the greater family had to come together or die. She'd told Chey where to go, who to talk to and what to say. After the sounds of the hounds had died off but before the guards came back to paw through the wreckage, she crouched and moved quickly off into the night. Sandpoint, some two days to the southwest, was waiting for her.
Half-Elf Vexing Daredevil Mesmerist // Warlord
Ability Scores: STR 13; DEX 18; CON 14; INT 10; WIS 8; CHA 16
Traits:
Family Ties
Desperate Focus
Hardly a Fool
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Skills:
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Acrobatics +7, Bluff +8, Diplomacy +7, Intimidate +7, Perform (Comedy) +7, Sense Motive +9, Sleight of Hand +7, Stealth +7
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Defenses:
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AC: 17, Touch: 14, Flat-footed: 13
HP: 11
Fort: +4 Ref: +6 Will: +3
CMD: 16
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Offenses:
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Initiative: +4, Speed: 30ft
BAB: +1, CMB: +2/+5
Melee:
Rapier +5 (1d6 + 4, 18-20, x2)
Dagger +5 (1d4 + 4, 19-20, x2, 10ft increment)
Ranged:
Shortbow +5 (1d6, 20, x3, 50ft increment)
Ammunition 40 arrows
Other:
Hypnotic Stare: As a swift action, a target within 30ft takes a -2 to Will saving throws. This lasts until the mesmerist stares at a new target, the target moves more than 30ft away, the mesmerist falls unconcious, or the target dies. This is a mind-affecting effect.
Painful Stare: Once per round as a free action, when the target of the mesmerist's Hypnotic Stare takes damage the mesmerist can increase that damage by 1/2 her class level (min 1). If the mesmerist uses this to increase her own damage, the damage is increased by 1d6 per three class levels.
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Feats:
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Deadly Agility, Skill Focus (Sense Motive)
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Class Features:
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Mesmerist Tricks:
Dazzling Feints:
Gambits:
- Flanker's Gambit:
- Risk: The warlord attacks an opponent adjacent to one of the warlord’s other allies.
- Reward: The warlord is considered to be flanking that opponent until the end of her next turn, even if the warlord is not in a position that would allow him to flank them.
- Rascal's Gambit:
- Risk: The warlord attempts to successfully feint an opponent.
- Reward: The warlord throws off his opponents defenses with his feint, and the foe is considered flat-footed until its next turn.
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Spells:
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Concentration: +6
Spells Known:
Level 0: Detect Magic, Ghost Sound, Light, Prestidigitation
Level 1: Obscuring Mist, Vanish
Spells Per Day:
Level 1: 2
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Maneuvers:
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Maneuvers & Stances:
Level 1: Blade of Breaking, Red Zephyr's Strike, Scything Strike, Demoralizing Roar, Encouraging Roar, Hunting Party
Stances: Scarlet Einhander, Circular Stance
Readied Maneuvers: Blade of Breaking, Scything Strike, Encouraging Roar, Demoralizing Roar
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Equipment:
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Fighter's Kit, Common Dungeoneering Kit, Skeleton Key
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Alternate Racial Traits:
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Kindred Raised: Gain a +2 bonus to Charisma and one other ability score of your choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
I think that's everything; please do let me know if you've got comments or spot something I messed up.
Cuàn |
Here is my submission, Ullah Deverin.
She is an Alchemist using the Chirurgeon and Wasteland Blighter archetypes on one side and a Fighter with the Opportunist archetype on the other. Starting at level 2 she'll be quite capable as a healer and that will only increase with more levels.
Ullah knows nothing of her origin though. Her first vague memories were of a Magnimaran orphanage. She didn't stay there for very long though. At the age of three she was adopted by Thomas Deverin, second son of Lord Hobart Deverin. He had recently lost wife and daughter due to an accident and he adopted Ullah as a replacement for his lost daughter. For over three year he treated her as if she was the dead child and only stopped when his mother confronted him with how miserable Ullah was under all of it.
From that moment on things changed for Ullah. Her adoptive father learned to love her as his daughter instead of projecting the love of the dead daughter upon her. Under the improved circumstances she blossomed, turning from a demure little girl into an outgoing, happy girl. She took to the teachings of her tutors with gusto and was always eager to help her family with their work for the common people.
As she got older she started moving out on her own to help those poor folks in Magnimar that could not help themselves. Using her skills as a caretaker and an alchemist she'd provide the people of the Shore district with basic medical aid. While she wanted to help the poor she avoided the district of Underbridge, for not only was that the poorest part of the city it also was the district that housed the most criminals. It was at the urging of a small boy that sought help for his sick mother that Ullah eventually dared to set foot there.
For several years after she'd go to the Underbridge several times a week to helped those who actually needed her help most. She still was afraid of the thugs that lived there which led to her asking her father to be tutored in swordsmanship, much to his surprise. The skills with a blade served her well though and she used those skills on a regular basis to defend both herself and her patients.
Things changed dramatically when her grandfather got sick. Instead of heading off into the city she stayed at the manor trying to help him recover. Her skills were only enough to provide temporary solace though and after several attempts on her side her grandfather dismissed her, not wanting to keep her from her work in the city any longer.
She didn't though. Not only was she worrying over her grandfather there also was a restlessness gnawing at her mind. While she had no idea what caused it it did drive her to leave the city and head east along the coast. It was her mother's call that pulled on her though Ullah had no idea. When she reached the cliff known as Hag's Plummet the pull suddenly stopped. Somewhat surprised at where she was Ullah simply continued north east along the coast towards Sandpoint. She felt a little too embarrassed to return home to Magnimar and figured it would be nice to see her cousin Kendra who was mayor of Sandpoint.
Ullah never knew how close she got to damnation for at the bottom of Hag's Plummet lies he mother's den. If one of her half sisters hadn't reached it when she did it would have been Ullah that had been subjected to the horrific ritual that would turn her into a hag.
JDPhipps |
I think I'm right in saying Loup is on the east coast of the US so I wouldn't necessarily expect an announcement for a few hours yet or possibly Friday as per his last post.
Yeah, he's on the east coast. Knowing him, I probably wouldn't expect him to post in with selections until at least 8-9 PM. Around then, I'd be looking to see if he's posted in. If not, I suspect he'll give us an update on when to expect a decision.
GM Loup Blanc |
1 person marked this as a favorite. |
I guess I'm pretty predictable, because it is indeed around 8 PM here on the U.S. East Coast, and here I am with the selections. It was a very tough process narrowing it down, as there were lots of very good submissions here, but after debate and long thought, I've chosen our unfortunate heroes for this one. I'd like to extend a welcome to the following fine souls:
Deiniol Sylvir, elven investigator extraordinaire;
Matoska Tayaya, aasimar outcast and fine brawler;
Perspicacious Gao, human wanderer and sharer great wisdom;
Rajuna Two-Fangs, human slayer of handcrafted monsters;
Shara Alazna, human daughter of Old Thassilon itself; and
Uriel Leveton, aasimar who definitely wasn't brainwashed by a cult.
As I said, there were a lot of great submissions for this one, and I hope to see everyone in the future! In the not-so-distant future I'll be recruiting for another gestalt game with a very different bent to it, so keep your eyes out. In the meanwhile, good gaming to everyone, and I'll have Discussion open for the party shortly.
Whakau Whakau |
Deiniol Sylvir, elven investigator extraordinaire;
Matoska Tayaya, aasimar outcast and fine brawler;
Perspicacious Gao, human wanderer and sharer great wisdom;
Rajuna Two-Fangs, human slayer of handcrafted monsters;
Shara Alazna, human daughter of Old Thassilon itself; and
Uriel Leveton, aasimar who definitely wasn't brainwashed by a cult.
Have fun, all!