Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
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Neils D. Lafont wrote:
Lord Foul II wrote:
Neils D. Lafont wrote:
Lord Foul II wrote:

Oh dang. Spellfire is available. Cool.

Anyway

Anyone want to collaborate on backstories?

I'm open to it.
so far I got an amnesiac magical warrior who looks like an elf found in some old ruins by the church, but backstory is malleable at this stage

I am hero-man™

I don't know about amnesia, I don't know about elves (though I speak the language), I don't know about ruins, or a church, or magic. But gosh dang am I heroic.

So if some naked elf type fellow needed help, or money, or whatever - Neils is there to step up no questions asked.

Zath might be more likely to be around once he's gotten some help or money.

On a tangentially related note; Zath needs a handler, likely an official of some sort in the Stoneshields, whether a PC or an NPC. I don't recall seeing anyone put forward a character quite like that, but I could be wrong. A parole officer of some sort would definitely make sense, though.

Scarab Sages

I'm thinking that my dwarf spent the last 100 years* trapped in stasis in an emergency stone ball he formed on accident during a mining accident when the tunnel collapsed. Recent excavations uncovered the strange stonework, and when the dwarves cracked it open the stasis ended and my dwarf popped out, unaware of how much time had passed. He also hasn't been able to reproduce the stasis form again, but he has discovered that he can summon stone armor, among other things.

*Not sure exactly how long, looking for something long enough that friends are venerable now, and after a while hearing stories of what happened after my dwarf "died" and meeting the new family members of friends, he's ready to move on and start adventuring.


Raisse wrote:

I'm thinking that my dwarf spent the last 100 years* trapped in stasis in an emergency stone ball he formed on accident during a mining accident when the tunnel collapsed. Recent excavations uncovered the strange stonework, and when the dwarves cracked it open the stasis ended and my dwarf popped out, unaware of how much time had passed. He also hasn't been able to reproduce the stasis form again, but he has discovered that he can summon stone armor, among other things.

*Not sure exactly how long, looking for something long enough that friends are venerable now, and after a while hearing stories of what happened after my dwarf "died" and meeting the new family members of friends, he's ready to move on and start adventuring.

Have you seen the Awakened from Stasis trait?

Scarab Sages

Oh, hmm, I like the name, though the flavor doesn't quite fit. Good idea though.


Raisse wrote:
Oh, hmm, I like the name, though the flavor doesn't quite fit. Good idea though.

Awakened from Stasis

You'll just need to change the flavor slightly, not a big deal.


Zath Crowspark:

Human soulknife (deadly fist, gifted blade) 3 // Malefex 3
Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 14 (18 armored), touch 14, flat-footed 10(14 armored) (+3 Dex, +1 dodge)
hp 36 (3d10+6)
Fort +9, Ref +12, Will +9
--------------------
Offense
--------------------
Speed 40 ft. (30ft in armor)
Melee unarmed strike +9 (1d6+6)
Soulknife (Deadly Fist, Gifted Blade) Powers Known (power points 9, ML 1st; concentration +8)
. . 1st—chameleon
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 7, Dex 17, Con 14, Int 12, Wis 20, Cha 9
Base Atk +3; CMB +1; CMD 15
Feats Crane Style[UC], Dodge, Extra Blade Skill, Improved Unarmed Strike, Mental Leap, Mindblade Proficiency, Psionic Talent, Speed Of Thought, Up The Walls
Traits Cunning Liar, Psionic Knack (Gifted Blade)
Skills Acrobatics +9 (+15 to jump), Autohypnosis +11, Bluff +11, Disable Device +11, Knowledge (local) +7, Perception +11 (+12 finding traps), Sense Motive +11, Sleight of Hand +9, Stealth +9
Languages Dwarven, Illuskan
SQ blade skills (flurry of fists, focused offense, Telekinetic Athleticism), empowered strikes, enhanced strikes, manifesting, psychokinetic discharge, shape mind blade, unarmed assault
Gear Muleback Cords, Masterwork Chain Shirt, Masterwork Thieves' Tools, Deep Crystal Rings x2 (100gp value), 50gp
--------------------
Special Abilities
--------------------
Bad Penny The malefex may bind an item to herself with a ritual requiring 10 minutes and 100 GP worth of reagents and preparatory materials. Thereafter, the item is her penny. The malefex may summon her penny to herself as a swift action, regardless of physical distance or planar boundary. If the penny is a weapon, she may have it arrive in her hand, if armor, she may have it arrive donned and ready. Containers arrive with their content in the appropriate place on the malefex's body. A malefex may only have one penny at a time.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Combat Feat The malefex gains a combat feat she qualifies for as a bonus feat.
Empowered Strikes Empower body as a move action, dealing 1d6 damage and considered magic weapons for overcoming damage reduction. Cannot change the form of empowered strikes, but you can still change damage types between bludgeoning, piercing, and slashing, like a normal soulknife.
At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the
deadly fist chooses to dismiss it as a free action. When empowered s
Enhanced Strikes Not fully implemented
The deadly fist’s empowered strikes are improved like a standard soulknife’s mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist’s unarmed attacks, rather than to a
Extra Blade Skill You gain an additional blade skill.
Flurry of Fists Not implemented yet
When making unarmed attacks and making a full attack, the soulknife can make one additional attack at his highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not
Focused Offense As long as the soulknife maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier.
Glued Boots (Malefaction) Choose one:
• Your target cannot take 5-foot steps or use the withdraw action
• Your target’s movement speeds are halved (rounded down to the nearest multiple of 5 feet). You gain a 15 foot enhancement bonus to your movement speeds.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Manifesting You have a reduced ML equal to ML-2.
Malefactions Malefactions target a single creature or object within medium range, and require the malefex to clearly verbalize their curse against the target. Malefactions do not provoke attacks of opportunity, and in order to use one, the malefex mus have a general idea of where the target is. Using one is a swift action. Maximum 3+1/2 Wisdom bonus malefactions active at a single time, with only one instance of a given malefaction active at once. Save DC 16, Fortitude save-requiring Malefactions can still affect objects and creatures without Constitution score. Malefactions are curse effects.
Mental Leap While you maintain psionic focus, you gain a +2 enhancement bonus on Acrobatics checks made to jump. If you have at least 10 ranks in Acrobat
Psionic Talent Gain 2 extra power points.
Psychokinetic Discharge Not fully implemented
A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. Deals damage as normal for unarmed attacks. Range increment of 10 feet, considered a projectile instead of thrown weapon. Discharges empowered strikes.
School of Hard Knocks At 1st, 3rd, and every three levels thereafter, a malefex selects a knock. Knocks are tricks, edges, and tactics that the malefex learns through training or experience. The malefex must meet all the prerequisites for a knock she wishes to select.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Skin of my Teeth The malefex gains a bonus equal to her Wisdom Modifier (if positive) as a bonus on Fortitude and Reflex saves.
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Sands of Time(Malefaction) If your target (an object) fails its save, it loses 2 points of hardness per character level (minimum 0). If this reduces the object's hardness to 0, it gains the broken condition for the duration of this malefaction.
Steal Courage (Malefaction) If the target fails its Will save, it becomes shaken and you gain a +2 morale bonus on attack rolls against it.
Steal Possessions (Malefaction)If the target fails its Fortitude save, it takes a penalty to its CMD against steal and disarm combat maneuvers equal to your Wisdom modifer and you gain a luck bonus equal to your Wisdom modifer to your CMB on steal and disarm combat maneuvers as well as not provoking attacks of opportunity from attempting steal or disarm combat maneuvers against those affected by this effect.
Telekinetic AthleticismYou gains the benefits of the Mental Leap and Speed of Thought psionic feats while she maintains her psionic focus, and may expend her psychic strike’s charge to fuel the secondary abilities of these feats instead of using her psionic focus.
Trapfinding The Malefex adds half her class level (minimum +1) on Disable Device checks and on Perception checks made to locate traps. A malefex can use Disable Device to disarm magical traps like a rogue can.
Unarmed Assault At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill.
Up the Walls While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Wrack +1 The malefex gains a +1 bonus to attack cursed creatures, which increases by +1 at 4th level and every four levels thereafter. In addition, attacks against cursed creatures deal additional damage equal to her Wisdom modifier.

Zath Crowspark Backstory:

Zath could've had a better childhood. A much better childhood, in fact. Born into a poor family of Maskarran in the rough side of Sundabar, he never stood much of a chance to stay on the right side of the law. As a child, his sticky fingers often got him into trouble, despite his skill; he had a habit of being rude, and making fun of his pursuers for fumbling about, even as they made their mistakes, though as many times as not, it seemed they were able to catch him just fine. Far too often, they let him off with a warning, after a half-assed apology and the return of stolen goods (though not always the entire allotment of what he'd taken), but as he grew older, the punishments grew both less common (thanks to his parents teaching him better methods of thievery) and less lenient, though never much more than a payment of debt, plus interest, and some work on one of Helm's civic projects.

Though not the most valuable, monetarily, of his unpunished scores, the rings he wears on each of his hands are some of his favorite of the myriad of items he's stolen in his time. After all, in his mind, they're pretty potent magical items, even if nobody believes him. On a dare from one of the younger Maskarran in his community, he'd briefly ransacked the home of a local psychic, and despite some of the likely more valuable items in the dimly lit abode; all made of thick, clear crystal, and ranging from weapon guards, to small pieces of armor, and even some more exotic jewelry, the rings, he asserted, had drawn him to them. This idea was only cemented in his mind as the psionically sensitive material reacted with him, helping to bring out latent abilities in him, mainly pertaining to combat, though he also found that if he concentrated, he was much faster and more maneuverable, both of which he found to be incredibly useful in his line of work.

Of course, now he knows that he wasn't just lucky, growing up; He uses luck in a bit of a different way, cursing his enemies and pursuers with loose grips, failing gear, and a weak mind. Between his predilections for disabling his enemies and his relatively newfound capabilities for beating face when he absolutely needed to, he very quickly let his skills go to his head. Where some might stick to some safer targets, he dove in well over his head. When he was found late at night in the armory of the Stoneshields, perusing weapons, armor, and other, similar gear, he was lucky he was even given a choice. Between using his skills as a thief to assist the watch and serving time in prison, I suppose, he never really was.

I believe, Samnell, that that's another completed submission! I hope so, at least; I can't think of anything I'm particularly missing, at least.


Raisse wrote:

I'm thinking that my dwarf spent the last 100 years* trapped in stasis in an emergency stone ball he formed on accident during a mining accident when the tunnel collapsed. Recent excavations uncovered the strange stonework, and when the dwarves cracked it open the stasis ended and my dwarf popped out, unaware of how much time had passed. He also hasn't been able to reproduce the stasis form again, but he has discovered that he can summon stone armor, among other things.

*Not sure exactly how long, looking for something long enough that friends are venerable now, and after a while hearing stories of what happened after my dwarf "died" and meeting the new family members of friends, he's ready to move on and start adventuring.

Assuming your dwarf friends were adult to middle aged at the time, a century would handily put most of them into old age. Your PC could have been dug up right in Sundabar's Undercity, or in the holds of one of the isolated clans that trades with it.


Joseph Soltz wrote:
** spoiler omitted **...

What's Zath's alignment? Does he personally revere Helm and see him as a vehicle for his rehabilitation, or is being stuck with the Helmites just how it fell out? If so, is there another god he's got his eye on?


I somehow forgot to put down his alignment. Chaotic neutral, tending towards good when it doesn't put him out.

He finds the whole business of being stuck helping the authorities to be a nuisance, but a "lesser of two awfuls", though I do plan on his rehabilitation actually happening as he (I assume) starts to help more and more people, and hopefully seeing the impact of his actions personally.

Edit: To clarify, he's still kind of in Mask's camp, so to speak, but definitely has the potential to sway towards someone a little more righteous. There's no going full Tyr for him, but something a little more socially acceptable is far from out of the question.


Alright, re-rolling!

Rolls:

4d6 ⇒ (6, 1, 6, 2) = 15 = 14
4d6 ⇒ (2, 3, 1, 3) = 9 = 8
4d6 ⇒ (4, 3, 6, 3) = 16 = 13
4d6 ⇒ (6, 1, 1, 5) = 13 = 12
4d6 ⇒ (1, 2, 2, 6) = 11 = 10
4d6 ⇒ (5, 3, 3, 1) = 12 = 11
9 pt buy

4d6 ⇒ (6, 1, 2, 2) = 11 = 10
4d6 ⇒ (2, 2, 3, 6) = 13 = 11
4d6 ⇒ (6, 1, 4, 6) = 17 = 16
4d6 ⇒ (1, 6, 6, 4) = 17 = 16
4d6 ⇒ (4, 2, 3, 4) = 13 = 11
4d6 ⇒ (2, 2, 4, 2) = 10 = 8
20 pt buy....so 25 pt buy it is :)

Scarab Sages

Samnell wrote:
Raisse wrote:

I'm thinking that my dwarf spent the last 100 years* trapped in stasis in an emergency stone ball he formed on accident during a mining accident when the tunnel collapsed. Recent excavations uncovered the strange stonework, and when the dwarves cracked it open the stasis ended and my dwarf popped out, unaware of how much time had passed. He also hasn't been able to reproduce the stasis form again, but he has discovered that he can summon stone armor, among other things.

*Not sure exactly how long, looking for something long enough that friends are venerable now, and after a while hearing stories of what happened after my dwarf "died" and meeting the new family members of friends, he's ready to move on and start adventuring.

Assuming your dwarf friends were adult to middle aged at the time, a century would handily put most of them into old age. Your PC could have been dug up right in Sundabar's Undercity, or in the holds of one of the isolated clans that trades with it.

Awesome, I have the background information on Sundabar open on my home computer, but I fell asleep last night before I could read it.


On the home stretch with this character, I'll finish up the fluff tomorrow night.


Hey Samnell, thanks for the info on gods. Selune and Sehanine are both good possibilities. I've kept reading up and am curious now about the Ghostwise Halflings. Is it possible that there's a tribe in or near the North?

I see they are said to communicate telepathically, which fits with a Zealot. I also see "some ghostwise halfling warriors became nightgliders, warriors who rode giant owls." I was thinking that might work by gestalting with Hunter, or even a class that grants a familiar...and then taking the Mauler archetype (e.g. Unchained Carnivalist Rogue).

If I went Hunter, how would you recommend doing a giant owl companion? Just re-fluffing the Roc? Or something else?

Crunch aside...what are your thoughts about a ghostwise halfling? I'm picturing someone who starts with next to no familiarity with other races or cultures. Perhaps he's been led away from his tribe by dreams and visions, and so is forced out of his comfort into the civilized world. Perhaps his tribe isn't near the North, but he's flown there due to his visions and nightmares...

If I go this route, he'll probably venerate both Sheela Peryroyl and Urogalan.


Dot. Don't know much about Forgotten Realms, but sounds interesting. Especially with PoW available. Love maneuvers since the 3.5 warblade.


Here is my incomplete submission to Samnell's Against the Necromancers FR campaign, Thurvek Noclan. Gear, Spells, Personality, Appearance, and Backstory need to be completed. Once I get those completed, I might wish to convene with other submissions to gel backstories, but being without a clan status, this dwarf is seen outside of dwarven life, despite his priestly garb.
90% of crunch is done, Samnell. Give him a look, please.


One more question: would you allow the true professional rogue archetype? I like it as a base for a dex-based skilled character, where bonus feats fit better thematically than sneak attack damage.

Shadow Lodge

backstory:
Alton doesn't remember much before whatever changed his body from an elf into... whatever he was now

On a good day he can remember a few vague images of what he thinks might have been a school, a flash of light, some sort explosion.

His first clear memory is of a holy symbol emblazoned across someone's chest. He was found by the priests in some kind of trance in some old ruins, apparently hybertating and using his magic to sustain him until he could be rescued, though he wasn't a cleric he still felt an obligation to the organization that rescued him.


crunch:

Ageis/magus Alton Vensryn:
LG Elan magus/ageis
Worshiper of mystra

Str 17
Dex 14 (includes enchantment bonus)
Con 15
Int 18
Wis 10
Cha 11

AC 10+4 (armor)+2(dex)+1 (trait)

Saves
Reflex +6
Will +4
Fort+6

Skills 4+int per level

8x3=24

Skills of note
Perception +6
Spell/psicraft 11
Know (arcana) +9
Know psionics +8
Diplomacy +6
Bluff +4
Stealth +6
Craft (alchemy) +11

To hit
Melee +8
Ranged +6

Traits
Combat trained (iron shell)
Magical leniage
Defender of the society

Drawback
Hedonistic

Feats

Weapon focus
Spellfire

Magus arcana:

Flamboyant arcana

Arcana pool: 6/day

Customizations 5 points
Nimble
Speedx2
Evasion

Psycryatal (1 point)
You gain a psycryatal

Stalwart (1 point)

Stalwart (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Stalwart (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.
As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Climb (2 points)
The aegis gains a climb speedequal to 1/2 of his base land speed. (20)

Swim (1 point)
The aegis gains a swim speed equal to his base speed. (40)

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day

I would like to be added to the list of submissions please

.

gyrfalcon wrote:

Hey Samnell, thanks for the info on gods. Selune and Sehanine are both good possibilities. I've kept reading up and am curious now about the Ghostwise Halflings. Is it possible that there's a tribe in or near the North?

I see they are said to communicate telepathically, which fits with a Zealot. I also see "some ghostwise halfling warriors became nightgliders, warriors who rode giant owls." I was thinking that might work by gestalting with Hunter, or even a class that grants a familiar...and then taking the Mauler archetype (e.g. Unchained Carnivalist Rogue).

If I went Hunter, how would you recommend doing a giant owl companion? Just re-fluffing the Roc? Or something else?

Crunch aside...what are your thoughts about a ghostwise halfling? I'm picturing someone who starts with next to no familiarity with other races or cultures. Perhaps he's been led away from his tribe by dreams and visions, and so is forced out of his comfort into the civilized world. Perhaps his tribe isn't near the North, but he's flown there due to his visions and nightmares...

If I go this route, he'll probably venerate both Sheela Peryroyl and Urogalan.

giant owl is an option for monstrous companion, but you don't qualify for that feat yet


*sigh* my muse isn't cooperating. Nothing is inspiring me so far.


gyrfalcon wrote:
Hey Samnell, thanks for the info on gods. Selune and Sehanine are both good possibilities. I've kept reading up and am curious now about the Ghostwise Halflings. Is it possible that there's a tribe in or near the North?

They normally hail from far to the south so it's unlikely, but there could be an isolated tribe in the High Forest or (less likely) the Cold Wood or Moonwood that arrived courtesy of some magical shenanigans. Could have happened ages ago and they've not been noticed by many because the High Forest is gigantic and they're quite insular. Or they could be a pilgrim or exile of some kind like you suggest further on down. With a flying mount, it's a lot easier to cover ground than hoofing it.

gyrfalcon wrote:
I see they are said to communicate telepathically, which fits with a Zealot. I also see "some ghostwise halfling warriors became nightgliders, warriors who rode giant owls." I was thinking that might work by gestalting with Hunter, or even a class that grants a familiar...and then taking the Mauler archetype (e.g. Unchained Carnivalist Rogue).

Ghostwise halflings can speak if they like. They're the descendants of a group who were corrupted by Malar Beastlord in ages past and other halflings stepped in and took down their leadership. They went into exile and swore not to speak as penance. That oath's run out now, centuries back, but they developed mindspeech over the course of it. They retain it now, though the norm is to speak verbally to groups since they can only mindspeak one at a time.

To model that, I'd be cool with your taking the 3e ability (telepathic speech to one person within 20 feet, requires a common language, in lieu of the standard halfling +1 to all saves. It's about on the level of Paizo alternate racial traits.

gyrfalcon wrote:
If I went Hunter, how would you recommend doing a giant owl companion? Just re-fluffing the Roc? Or something else?

Roc is probably the best template. It already has low-light vision. I'd give it a +4 racial bonus on stealth checks too and call it good.

gyrfalcon wrote:
Crunch aside...what are your thoughts about a ghostwise halfling? I'm picturing someone who starts with next to no familiarity with other races or cultures. Perhaps he's been led away from his tribe by dreams and visions, and so is forced out of his comfort into the civilized world. Perhaps his tribe isn't near the North, but he's flown there due to his visions and nightmares..

I like the flavor of 'em a lot, honestly. Big halfling fan in general and ghostwise halflings are the neglected halfling culture. They're a little weird, but in a sensible way. A person of little to no familiarity with non-halfling cultures who just landed in Sundabar would probably draw lots of curious eyes. Lots of ways they could end up at the temple or generally looking for a reason to get out of Sundabar for a while. Maybe the visions are involved.

The self-exile/pilgrimage angle is more seamless than the dislocated tribe, but either one could work fairly well. The High Forest is a goodly ways from Sundabar (~100 miles over rugged terrain), so it could even be both.


gyrfalcon wrote:
One more question: would you allow the true professional rogue archetype? I like it as a base for a dex-based skilled character, where bonus feats fit better thematically than sneak attack damage.

Archetype approved.


I'll have my Background ready to go tonight, no plans and no child to put to bed so plenty of time ;-)

Shadow Lodge

I would like to offer up my current character for inspection to the DM.

Please tell me if I messed something up, and if so what, so I can fix it

If everything is fine, please add my name to the submission roster


Lord Foul II wrote:

I would like to offer up my current character for inspection to the DM.

Please tell me if I messed something up, and if so what, so I can fix it

If everything is fine, please add my name to the submission roster

You're on the roster.


I should have my back story and or my crunch ready by tonight.

Shadow Lodge

Thank you :)


Teiidae wrote:
I should have my back story and or my crunch ready by tonight.

I'll post my Backstory so we can link up if you like ;-)


storyteller shadow wrote:


I'll post my Backstory so we can link up if you like ;-)

Perfect, I will be sure to be in communication with you. Should be a good read.


Zomg, gestalt, in FR? Teiidae and ST Shadow in the running?

What's not to like about this?!

Samnell,

Sheer curiosity, since I am unsure if anybody else asked, are Aasimar allowed?

If not, I am totally ok with going human.

My concept, currently, would be a Blossoming Light cleric likely paired with a celestial blooded sorcerer.


Monkeygod too? Well if we all make it in we might just have a party good doers for the zhentarium to face ;).

Shadow Lodge

Hey MG! Should have known I'd see you around here :)


Monkeygod wrote:

Sheer curiosity, since I am unsure if anybody else asked, are Aasimar allowed?

If not, I am totally ok with going human.

My concept, currently, would be a Blossoming Light cleric likely paired with a celestial blooded sorcerer.

Human would be easier, but aasimar aren't impossible with the right story. The local outsider influences are all Abyssal and the nearest place where aasimar are prevalent at all are Impiltur (a paladin-ish kingdom with a troubled history of demonic influence far to the southeast) and Mulhorand (pseudoEgypt, farther southeast still). Passing as human would be a good idea for Sundabar, since anyone who doesn't look enough like one of the "normal" and accepted races (human, dwarf, gnome, halfling, elf) is going to be suspect. Sure you look good...but what if you're the spawn of some succubus from Hellgate Keep?

Blossoming Light cleric and celestial blooded sorc shouldn't cause the same issues. Sundabar has a fair bit of experience with goody-good clerics.


Hey Samnell, I'm tweaking Valda's backstory, looking at oracle and bloodrager options and archetypes. Her original revelation and bloodline was centered on being like a Valkyrie. So I want them to fit with a deity or 'spiritual concept' from the Forgotten Realms. Would Selûne be likely to be worshiped by the 'Black Lions' or any of the Uthgardt tribes?


Robert Henry wrote:
Hey Samnell, I'm tweaking Valda's backstory, looking at oracle and bloodrager options and archetypes. Her original revelation and bloodline was centered on being like a Valkyrie. So I want them to fit with a deity or 'spiritual concept' from the Forgotten Realms. Would Selûne be likely to be worshiped by the 'Black Lions' or any of the Uthgardt tribes?

Selûne (swiped your accent) would be a pretty unusual choice, though not impossible. The Black Lions have more peaceful contact with non-Uthgardt than most any other tribe, so lots of opportunities for learning about her. She has a temple in Silverymoon, which is a major trading partner with Beorunna's Well. Being the Black Lions are pretty open-minded on top of that, I think she fits in pretty well.

In the sense of choosers of the slain, valkyrie aren't a thing Selûne really does. She's not warlike or psychopompy in quite that way. But I checked and it's a good thing I did. :)

Among Selûne's celestial servitors are the Shards, an order of shining women of flowing blue hair and pearly-white skin. Strong of arms and resolute of purpose, they sometimes sprout wings to fly into battle or to deliver the endangered. Your character could easily be channeling a Shard or mystically growing into one. Or even both.


Lightfooted Barra

Fluff:
Four Years Ago

Slowly, painfully, Barra clawed his way back to consciousness. Every inch of his body hurt - his tongue had grown hair, someone had re-purposed his skull as a church bell, and some Morninglord-damned bastard had put a massive flaming orb in the sky.

"Myaa..."

"Oh good, you're awake. And it's not even 10th bell." Barra's uncle stooped, setting a mug of steaming willow tea down next to the couch before going back to his desk. His arm shot out, and Barra drained half the mug in one gulp before sitting up. He took stock. His feat hurt, so he must've gone out last night, and his side was absolutely covered in bruises. He might have cracked a - Oh. Latharna. And her brothers. He took another deep sip of tea.

A half-bell later and with two to go before his shift started, Barra wandered over to his uncle's desk and asked "So what're you deciphering today? More of our ancestors ancient techniques for farming in a forest?"

"No, I finished that. This is something Cait, the older lady down the street, found in her attic. Some kind of instructional manual, I think, from the days of Ascalhorn. Maybe even older." His uncle smiled at Barra's interest and passed him a few pages. "It looks like a dance."

Barra's eyebrows shot up. "A dance?" He tested his ribs again, and thought of that beautiful girl. "Can I help?"

--------------------------------------------------------------------------- -------------------------

Last Year

Signal horns sounded across the city, though Barra could barely make them out over the screams. The orcs had breached the gate.

He and two or three others had taken shelter inside a stable - the militia was scattered, their commander was dead, and no one knew anything. Save that the orcs had breached the gate. Under the door, he could see shadows moving and his shaking hands tightened on his shortswords. He could smell them, all blood and rancid fat and wet dog. He looked to Latharna next to him and she nodded, touched his hand.

There was a rippling crack as the door splintered inwards, and a massive orc carrying some kind of ram stepped inside. It had to duck. In a surprisingly mellow basso it shouted "Horse flesh!" and then stopped, sniffing the air. "Man flesh." Behind it, more orcs filtered in.

With a sharp cry, the militia members charged. Barra's vision tunneled on an orc on the left and, as it lunged at him, he came up short and took a half step back. And, for a half-moment, the world stopped. His ball change echoed like the beat of some enormous drum, vibrating up from his feat and into his arms, and near-instinctively he stepped into an outside turn around his partner. The orc's guts spilled onto the straw, and those same echoing beats accompanied his footwork. Without really knowing why he smiled and advanced, trying to keep the beat going.

It was beautiful. He and the other militia members fought like dervishes, like the entire battle had been choreographed. Soon only the massive orc was left, and its arms and legs were scored with cuts. They danced around it, weapons flickering, and it went down on one knee.

And then Latharna misstepped, and the orc's ram caught her in the knee. She screamed, Barra screamed, and he drove his sword into it's jaw before running to help.

--------------------------------------------------------------------------- -------------------------

Today

Barra was standing outside the temple of Torm, frowning at a horse. Around him, priests and packers and other poor souls were bustling back and forth in a frantic effort to prepare for the journey to Auvandell. He'd agreed to this foolhardy expedition as a favor to his uncle, and because it looked likely to pay more than busing tables. He hadn't expected the horse. Barra hated horses, hated the way they smelled, hated the way he felt after a day of riding them.

It snorted at him, meeting his eyes.

After a moment he broke the stare, turning around. His uncle was there, with his bum arm, and next to him was Latharna, leaning on her cane. He grinned despite himself. For them, he could survive the horse.

Crunch:

Male Half-Elf Bard (Rubato) // Fighter 4
CG Medium Humanoid (Human and Elf)
Init: +4; Senses: Low-Light Vision; Perception +6

--------------------------------------
Defense:
--------------------------------------

AC: 20, Touch: 16, Flat-footed: 14 (+4 Dex, +4 Chain Shirt, +2 Inner Sphere Stance)
HP: 39
Fort: +8 Ref: +8 Will: +6 (+2 vs. Enchantment) (+1 vs. Fear) (+4 vs. Bardic Performance, Sonic, and Language-Dependent)

--------------------------------------
Offense:
--------------------------------------

Speed: 30ft
Melee:
- Masterwork Shortswords +6/+6 (1d6 + 6, 19-20/x2)
- Dagger +7 (1d4 + 5, 19-20, x2, 10ft increment)
Ranged:
- Shortbow +7 (1d6, 20, x3, 60ft increment)
- Ammunition: 60 arrows

Maneuvers Readied:
- 1st: Encouraging Roar, Swift Claws, Tactical Strike

Maneuvers Known:
- 1st: Encouraging Roar, Swift Claws, Offensive Roll, Tactical Strike, Leaping Dragon

Active Stance: Inner Sphere Stance

Stances Known:
- 1st: Inner Sphere Stance

--------------------------------------
Statistics:
--------------------------------------
Ability Scores: STR 10; DEX 18; CON 14; INT 10; WIS 10; CHA 16
BAB: +4; CMB +4; CMD: 19
Feats: Two-Weapon Fighting, Weapon Finesse, Skill Focus (Perform (Dance)), Deadly Agility, Discipline Focus (Thrashing Dragon)
Skills: Acrobatics +10, Bluff +9, Escape Artist +8, Intimidate +7, Kn. Arcana +5, Kn. Dungeoneering +5, Kn. Geography +5, Kn. History +7, Kn. Local +6, Kn. Martial +6, Kn. Nature +5, Kn. Religion +5, Perception +6, Perform (Dance) +14 (Can use in place of Diplomacy, Acrobatics, and Spellcraft), Sense Motive +4, Sleight of Hand +8, Stealth +8 Racial Modifiers: +2 Perception
Traits: Savant (Perform (Dance)), Unorthodox Method (Thrashing Dragon for Mithril Current)
SQ: Tempo (4), Bardic Knowledge, Bardic Performance, Weapon Proficiency, Well-Versed, Bonus Feats, Bravery, Armor Training
--------------------------------------
Special Abilities:
-------------------------------------

Bardic Performances: (13 rounds/day)
- Inspire Courage - An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. To be affected, an ally must be able to perceive the bard’s performance.
- Inspire Competence - An ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. The ally must be within 30 feet and able to see and hear the bard.
- Counterpoint - Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. An ally must be able to perceive the rubato’s performance to be affected.
- Metronome - While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns.
- Dissonance - Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 14) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter.

--------------------------------------
Equipment:
--------------------------------------

Fighter's Kit, Skeleton Key, Two Masterwork Shortswords, Masterwork Chain Shirt, Ioun Torch, Common Dungeoneering Kit, Dancer's Garb, 313g


Samnell, great, the ghostwise halflings sound fun to explore!

One more crunch question: gestalt can be used to make a character really really good at something, really really versatile, match a unique concept...or any combo of the above. Do you have anything you're going for (particularly on power level)? i.e., I know some DMs who say "I'm not looking to have you be better at X than a non-gestalt, I want you to focus on filling multiple roles"...all the way to DMs who say "I encourage going for fairly high maximization of power, because this is going to be really epic/difficult".

Do you have and design guidance beyond what you wrote in your intro post (in terms of power level and/or versatility, or in general)?

Thanks again!


After reading up on Sundabar, including the blurb in the 3.0 setting book, I'm going to change my concept, but I have some questions:

1) Could I play an Ifrit, with the Mostly Human alternate trait?

Mostly Human::
A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages

I was thinking of being connected to the Everfire, as a sorcerer with the effret bloodline. I would take elemental(fire) but I hate that the middle level bonus spells are all elemental body.

2) If you would allow me to play an Ifrit, could I apply the Fire Affinity trait to the effret bloodline, instead of elemental(fire)?

3) Are we getting a bonus regional feat at 1st level? If so, could I take Fire in the Blood, despite not being from Calimshan, but still meeting the racial pre-req?.


My submission is now complete and ready for your review Samnell.

Teiidae the portion of the Background that Aldon would be willing to divulge is spoilered below.

Note he appears to be and hols himself out as Human.

Background:
Aldon journeyed north utilizing trade caravans to reach the city. His arrival was just in time for the city to be sieged by Orcs. With his “mind magic” and his martial prowess, he aided in defending the city from an Orcish invasion. Unfortunately, the contact who wrote the essay on the followers of Auppensar died in the assault leaving Aldon in a strange city without any clue as to where to look next.

Still, his efforts in defending the city did not go unnoticed, Helm Dwarf Friend cited him as one of the heroes of the battle and Aldon was given a position with the city guard doing one of the things he did best, training the guard on hand to hand combat. Even as a stranger it was obvious that Aldon was a leader of men and “special”.

Aldon befriended some of the locals and not so locals who were stuck in Sundabar by the fierce winter of the next year. One such friend was the local Priest of Torm who Aldon saw eye to eye with especially with respect to following the letter of the law. He found the powers of Aldon fascinating and they often sparred steel against fist and Spell against Art to increase their own skills with both.

Despite his short time in Sundabar, the Elan has become bored with his lot. He wishes to seek out answers or at the very least pursue some task of greater interest and importance. After all, is not Aldon destined for greatness? Or at least something greater than the role that he currently serves?


@ Samnell
I've finished the fluff for the character and sent you a PM about certain things.


Whiskey and a Bonesaw wrote:

Lightfooted Barra

** spoiler omitted **...

Barra looks complete...but you made him 4th level. The game starts at 3rd. :)

Also does Barra have a patron deity?


Samnell wrote:

Barra looks complete...but you made him 4th level. The game starts at 3rd. :)

Also does Barra have a patron deity?

Gah! I knew, just knew, that there'd be a typo in there somewhere. (Actually, I found two more while I was frantically checking all my math.) I've corrected and re-posted everything below.

Barra's patron deity is Lathander, though that's more due to his lifestyle than anything else. For someone born and raised in Sundabar, the Morninglord seems the closest he'd get to a god of revelry.

Barra

Fluff:
Four Years Ago

Slowly, painfully, Barra clawed his way back to consciousness. Every inch of his body hurt - his tongue had grown hair, someone had re-purposed his skull as a church bell, and some Morninglord-damned bastard had put a massive flaming orb in the sky.

"Myaa..."

"Oh good, you're awake. And it's not even 10th bell." Barra's uncle stooped, setting a mug of steaming willow tea down next to the couch before going back to his desk. His arm shot out, and Barra drained half the mug in one gulp before sitting up. He took stock. His feat hurt, so he must've gone out last night, and his side was absolutely covered in bruises. He might have cracked a - Oh. Latharna. And her brothers. He took another deep sip of tea.

A half-bell later and with two to go before his shift started, Barra wandered over to his uncle's desk and asked "So what're you deciphering today? More of our ancestors ancient techniques for farming in a forest?"

"No, I finished that. This is something Cait, the older lady down the street, found in her attic. Some kind of instructional manual, I think, from the days of Ascalhorn. Maybe even older." His uncle smiled at Barra's interest and passed him a few pages. "It looks like a dance."

Barra's eyebrows shot up. "A dance?" He tested his ribs again, and thought of that beautiful girl. "Can I help?"

--------------------------------------------------------------------------- -------------------------

Last Year

Signal horns sounded across the city, though Barra could barely make them out over the screams. The orcs had breached the gate.

He and two or three others had taken shelter inside a livery - the militia was scattered, their commander was dead, and no one knew anything. Save that the orcs had breached the gate. Under the door, he could see shadows moving and his shaking hands tightened on his shortswords. He could smell them, all blood and rancid fat and wet dog. He looked to Latharna next to him and she nodded, touched his hand.

There was a rippling crack as the door splintered inwards, and a massive orc carrying some kind of ram stepped inside. It had to duck. In a surprisingly mellow basso it shouted "Horse flesh!" and then stopped, sniffing the air. "Man flesh." Behind it, more orcs filtered in.

With a sharp cry, the militia members charged. Barra's vision tunneled on an orc on the left and, as it lunged at him, he came up short and took a half step back. And, for a half-moment, the world stopped. His ball change echoed like the beat of some enormous drum, vibrating up from his feat and into his arms, and near-instinctively he stepped into an outside turn around his partner. The orc's guts spilled onto the straw, and those same echoing beats accompanied his footwork. Without really knowing why he smiled and advanced, trying to keep the beat going.

It was beautiful. He and the other militia members fought like dervishes, like the entire battle had been choreographed. Soon only the massive orc was left, and his arms and legs were scored with cuts. They danced around him, weapons flickering, and it went down on one knee.

And then Latharna misstepped, and the orc's ram caught her in the knee. She screamed, Barra screamed, and he drove his sword into it's jaw before running to help.

--------------------------------------------------------------------------- -------------------------

Today

Barra was standing outside the temple of Torm, frowning at a horse. Around him, priests and packers and other poor souls were bustling back and forth in a frantic effort to prepare for the journey to He'd agreed to this foolhardy expedition as a favor to his uncle, and because it looked likely to pay more than busing tables. Maybe even enough to afford a temple ceremony, or a few badly-needed spells. He hadn't expected the horse. Barra hated horses, hated the way they smelled, hated the way he felt after a day of riding them. It snorted at him.

He broke the stare, turning around. His uncle was there, with his bum arm, and next to him was Latharna, leaning on her cane. He grinned despite himself. For them, he could survive the horse.

Crunch:

Male Half-Elf Bard (Rubato) // Fighter (Weapon Master) 3
CG Medium Humanoid (Human and Elf)
Init: +4; Senses: Low-Light Vision; Perception +6

--------------------------------------
Defense:
--------------------------------------

AC: 20, Touch: 16, Flat-footed: 14 (+4 Dex, +4 Chain Shirt, +2 Inner Sphere Stance)
HP: 36
Fort: +6 Ref: +8 Will: +4 (+2 vs. Enchantment) (+1 vs. Fear) (+4 vs. Bardic Performance, Sonic, and Language-Dependent)

--------------------------------------
Offense:
--------------------------------------

Speed: 30ft
Melee:
- Masterwork Shortswords +6/+6 (1d6 + 6, 19-20/x2)
- Dagger +7 (1d4 + 5, 19-20, x2, 10ft increment)
Ranged:
- None
Maneuvers Readied:
- 1st: Encouraging Roar, Swift Claws, Tactical Strike

Maneuvers Known:
- 1st: Encouraging Roar, Swift Claws, Offensive Roll, Tactical Strike, Leaping Dragon

Active Stance: Inner Sphere Stance

Stances Known:
- 1st: Inner Sphere Stance

--------------------------------------
Statistics:
--------------------------------------
Ability Scores: STR 10; DEX 18; CON 14; INT 10; WIS 10; CHA 16
BAB: +4; CMB +4; CMD: 19
Feats: Two-Weapon Fighting, Weapon Finesse, Skill Focus (Perform (Dance)), Deadly Agility, Discipline Focus (Thrashing Dragon)
Skills: Acrobatics +10, Bluff +9, Escape Artist +8, Intimidate +7, Kn. Arcana +5, Kn. Dungeoneering +5, Kn. Geography +5, Kn. History +7, Kn. Local +6, Kn. Martial +6, Kn. Nature +5, Kn. Religion +5, Perception +6, Perform (Dance) +14 (Can use in place of Diplomacy, Acrobatics, and Spellcraft), Sense Motive +4, Sleight of Hand +8, Stealth +8 Racial Modifiers: +2 Perception
Traits: Savant (Perform (Dance)), Unorthodox Method (Thrashing Dragon for Mithril Current)
SQ: Tempo (4), Bardic Knowledge, Bardic Performance, Weapon Proficiency, Well-Versed, Bonus Feats, Bravery, Armor Training
--------------------------------------
Special Abilities:
-------------------------------------

Bardic Performances: (13 rounds/day)
- Inspire Courage - An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. To be affected, an ally must be able to perceive the bard’s performance.
- Inspire Competence - An ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. The ally must be within 30 feet and able to see and hear the bard.
- Counterpoint - Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. An ally must be able to perceive the rubato’s performance to be affected.
- Metronome - While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns.
- Dissonance - Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 14) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter.

--------------------------------------
Equipment:
--------------------------------------

Fighter's Kit, Skeleton Key, Two Masterwork Shortswords, Masterwork Chain Shirt, Ioun Torch, Common Dungeoneering Kit, Dancer's Garb, 346g


gyrfalcon wrote:

One more crunch question: gestalt can be used to make a character really really good at something, really really versatile, match a unique concept...or any combo of the above. Do you have anything you're going for (particularly on power level)? i.e., I know some DMs who say "I'm not looking to have you be better at X than a non-gestalt, I want you to focus on filling multiple roles"...all the way to DMs who say "I encourage going for fairly high maximization of power, because this is going to be really epic/difficult".

Do you have and design guidance beyond what you wrote in your intro post (in terms of power level and/or versatility, or in general)?

I usually leave that to the players to decide, sorry. :( It looks from a quick scan of the completed submissions like most have doubled down on their niche rather than trying to wear multiple hats. I usually do the same when I gestalt as a player, but it's not the only way to do things.

I like diversity in the party, but by that I mean RP first and mechanics second. If two characters I like about equally well seem pointed toward the same narrative archetype, usually only one will be chosen. You can't all be runaway princesses or plucky peasant boys fleeing an arranged marriage. :)

Rules diversity is less of a big deal unless the emerging party starts to look like it's too heavily skewed one way or the other. I'm not too fussed about PC races predominating -I gave you more info on what's locally prominent, after all- but it's unlikely that I'd take six paladins or six wizards. The more different PCs with similar classes are, the less I perceive them as being in competition for the same rules space. An archery-oriented monk isn't working quite the same angle as a melee monk, though it might be with a non-monk archer. "Archer" is broad enough that two is no big deal (maybe not even three) but after that I'd be unlikely to pick another. A good, distinct story can change that, though.


Whiskey and a Bonesaw wrote:
Samnell wrote:

Barra looks complete...but you made him 4th level. The game starts at 3rd. :)

Also does Barra have a patron deity?

Gah! I knew, just knew, that there'd be a typo in there somewhere. (Actually, I found two more while I was frantically checking all my math.) I've corrected and re-posted everything below.

Ok. Your BAB is still listed as +4. Can break down your CMB and CMD for me? Not seeing how you get a +4 (shouldn't it be +3 from flat BAB?) and a 19 (17? 0 str mod, +4 Dex, +3 BAB).


Aldondrick Volharan wrote:

My submission is now complete and ready for your review Samnell.

Teiidae the portion of the Background that Aldon would be willing to divulge is spoilered below.

Note he appears to be and hols himself out as Human.

** spoiler omitted **

He's added.


Hey Samnell, just wanted to double-check a couple things. Is Ari being a member of the Broken Ones okay or should I pick a different order? Also, I realize I may or may not have added a fictional brother for the former battle mage of Sundabar, so please let me know if I took too many liberties with that aspect of Ari's backstory. Thank you in advance for your answers!

Submissions are shaping up to be really good. I don't envy you when it comes time to decide, that's for sure.


Samnell wrote:
gyrfalcon wrote:

One more crunch question: gestalt can be used to make a character really really good at something, really really versatile, match a unique concept...or any combo of the above. Do you have anything you're going for (particularly on power level)? i.e., I know some DMs who say "I'm not looking to have you be better at X than a non-gestalt, I want you to focus on filling multiple roles"...all the way to DMs who say "I encourage going for fairly high maximization of power, because this is going to be really epic/difficult".

Do you have and design guidance beyond what you wrote in your intro post (in terms of power level and/or versatility, or in general)?

I usually leave that to the players to decide, sorry. :( It looks from a quick scan of the completed submissions like most have doubled down on their niche rather than trying to wear multiple hats. I usually do the same when I gestalt as a player, but it's not the only way to do things.

I like diversity in the party, but by that I mean RP first and mechanics second. If two characters I like about equally well seem pointed toward the same narrative archetype, usually only one will be chosen. You can't all be runaway princesses or plucky peasant boys fleeing an arranged marriage. :)

Rules diversity is less of a big deal unless the emerging party starts to look like it's too heavily skewed one way or the other. I'm not too fussed about PC races predominating -I gave you more info on what's locally prominent, after all- but it's unlikely that I'd take six paladins or six wizards. The more different PCs with similar classes are, the less I perceive them as being in competition for the same rules space. An archery-oriented monk isn't working quite the same angle as a melee monk, though it might be with a non-monk archer. "Archer" is broad enough that two is no big deal (maybe not even three) but after that I'd be unlikely to pick another. A good, distinct story can change that, though.

You have to admit though...6 gestalt paladins, each with a different niche? That would be pretty amazing. I mean, just imagine...

* Enlightened Paladin/Sacred Fist Warpriest (dex, cha and wis to AC! Unarmed and unarmored)
* Divine Hunter Paladin/Inquisitor (would be an amazing archer)
* Silver Champion Paladin/Mindwyrm Mesmerist (It's a knight...who rides a dragon mount! And who has draconic mesmerist powers. Probably how he got the drake in the first place)
* Sacred Shield Paladin/Cleric (Protects allies and heals them)
* Virtuous Paladin/Celestial Sorceror (Unarmored, dex-based arcane casting paladin)
* Paladin/Oracle (Classic Oradin)
* Dwarven Stonelord/Elemental Ally Druid (Stoneplate armor, earthbreaker...a real chip on his shoulder)

A truly holy party of knights, each with different party roles.


Monkeygod wrote:

After reading up on Sundabar, including the blurb in the 3.0 setting book, I'm going to change my concept, but I have some questions:

1) Could I play an Ifrit, with the Mostly Human alternate trait?

I was thinking of being connected to the Everfire, as a sorcerer with the effret bloodline.

Sounds reasonable. The Realmsian for ifrit is genasi.

Monkeygod wrote:
2) If you would allow me to play an Ifrit, could I apply the Fire Affinity trait to the effret bloodline, instead of elemental(fire)?

Go for it.

Monkeygod wrote:
3) Are we getting a bonus regional feat at 1st level? If so, could I take Fire in the Blood, despite not being from Calimshan, but still meeting the racial pre-req?.

No bonus regional feats, but if you mean the Bloodline of Fire feat (+4 to saves vs. fire, +2 to DCs with [fire] spells, I don't mind the feat and wouldn't object to you picking it up after first level if that works out better for you.


Samnell wrote:
Ok. Your BAB is still listed as +4. Can break down your CMB and CMD for me? Not seeing how you get a +4 (shouldn't it be +3 from flat BAB?) and a 19 (17? 0 str mod, +4 Dex, +3 BAB).

BAB is +3, CMB is +3, CMD is 10 (Base) + 3 (BAB) + 4 (Dex) + 2 (Dodge bonus from Inner Sphere Stance). Sigh. And I make a living doing math.


Whiskey and a Bonesaw wrote:
Samnell wrote:
Ok. Your BAB is still listed as +4. Can break down your CMB and CMD for me? Not seeing how you get a +4 (shouldn't it be +3 from flat BAB?) and a 19 (17? 0 str mod, +4 Dex, +3 BAB).
BAB is +3, CMB is +3, CMD is 10 (Base) + 3 (BAB) + 4 (Dex) + 2 (Dodge bonus from Inner Sphere Stance). Sigh. And I make a living doing math.

Ah I see. I forgot you could add dodge bonuses to your CMD.


Émile the Courser wrote:

@ Samnell

I've finished the fluff for the character and sent you a PM about certain things.

He's on the list. Will check the PM tomorrow. What's his alignment?


Thurvek Noclan is complete and ready for inspection. If any other submitters wish to weave Thurvek into our backstorys, please pm me.

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