| DM-Kal |
Well that was unpleasant. In the end, I found it entirely impossible to trim the team down to my planned maximum of 5, so the heroes are going to be rolling with a bit of an advantage on the villains.
The following candidates have been selected for the heroes' team:
Aurora Volant - goodly neighbor and fiendish alchemist.
Melaphi - scarred emissary of the gracious gods of healing.
Sir Willard - proud and noble paladin of virtue.
Orald - ferocious warrior and magic user.
Garroth Seren - fleet-footed battle dancer.
Ransaq - unpredictable, sneaky, back-stabbing mage.
Please check in with discussion and dot gameplay when able. I should have the intro post up tonight.
| DM-Kal |
We've had two heroes need to step down from their noble duties. This leaves two openings. The party, as it remains:
Melaphi (oracle) - scarred emissary of the gracious gods of healing.
Garroth Seren (fighter/monk) - fleet-footed battle dancer.
Ransaq (rogue/wizard) - unpredictable, sneaky, back-stabbing mage.
They've just leveled up to 3, so I'll be taking submissions for 3rd-level characters otherwise using the described creation rules.
| rashly5 |
I'm planning on a skill monkey/support Investigator.
Does copying spells from another's spellbook count under 'spellcasting services'? And what would be our starting wealth?
Additionally, what's your opinion on using Bodyguard against ranged attacks? There are two schools of thought about it.
| Arvin J. Hook |
Hey, new to this site, not to PbP, so I was wondering if I could join in on this campaign with a Fighter? Just to boost frontline a little bit... Is that okay or am I too late with this question?
Edit 1: I was told to Note that I'm the fool that Victor has as a friend. (In real life that is)
Edit 2: Quick Question that might need long answer (QQTNLA if you want an acronym): How? As in, how does this new guy (someone else or I) join the group of heroes? Are they holding some big "I WANT YOU!" kind of event, where people have to put up a show of combat prowess and such, or is it because of rumors and flyers? I just want to understand the way I'm getting into this if I'm allowed to join. You have after all played some sessions with these people. (Sorry for the long edit)
| Patricie |
Here's The Little King's druid submission; again, lemme know about the surrounding environment, and I'll adjust as needed.
PS: It's worth mentioning she's got an Ape companion named Trilby, and a horse to carry her stuff named Milley. Just so you don't think she's got two companions or anything.
PPS: Her backstory's otherwise uneventful besides the whole avatar of nature thing: parents were entertainers, she gained a love for nature through time spent with the leader of the entertainers' guild. One day whilst in the wilderness, she was called to protect it by Gozreh herself. She was taught how to live off the land from her companion and friend Trilby the chimpanzee. From that point on she's only entered the city when necessary, deciding it best to defend the wilderness from within its embrace.
| DM-Kal |
There is no deadline for submissions, it's more about when I have time to read over them and find some that I like.
As for the surrounding environment, it varies, but it's all in the wilderness. Now, mind you, you may well spend a lot of time delving in caves or exploring temples, but the environment around those things is generally a mix of jungle, forest, and plains.
As for Bodyguard, it seems quite clear that it can be used against ranged attacks.
As for how you'll be joining, the town alchemist is one of the people dropping, so I'm going to call it a referral; she decided she didn't have time to adventure, but sent a couple of adventurous folk to find the heroes around the fire.
As for copying spells, no, if you want a spell you'll need to copy it from the spellbook of a defeated foe, a loyal ally, an awkward meeting of heroes and villains, or by using scrolls.
| jimibones83 |
| Payet Best |
Payet Best wrote:Valhallen, viking god of rock, and his mighty AxeCool, I'll update Payet here to third level to conserve aliases,
He's a Nagaji bard (arcane duelist) with a greataxe/guitar combo (if that's alright with you)
this was actually my inspiration, my character worshipes this god if that's ok.
| Wolfwaker RPG Superstar 2013 Top 8 |
Here's a kitsune magus 2/swashbuckler 1. Going to be traveling for 2-3 days but should be able to check in.
CG Kitsune Magus (Eldritch Scion) 2/Swashbuckler (Mysterious Avenger) 1
favored class: magus
20 pt build
str 3/13
dex 5 +/16
con 2(-)/10
int 2/12
wis -2/8
cha 10+/18
Medium humanoid (kitsune shapechanger)
30' movement
languages: common, sylvan
Racial traits.....
agile: +2 acrobatics OR gregarious
Fast Shifter (change shape as move action)
natural weapons: bite 1d4
low-light vision
Proficient: martial weapons, light armor, whip
Class skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape, Fly, Intimidate, Kn. Arcana/Dungeoneering/Local/Nobility/Planes,Perception,Perform, Profession, Ride, Sense Motive,Sleight of Hand,Spellcraft, Swim, UMD
HP: 3d10
skills: 2*(4)+5=14
Acrobatics: 1
Bluff: 1
Climb: 1
Disguise: 1
Escape Artist: 1
Kn. Arcana: 1
Kn. Local: 1
Perception: 1
Ride 1
Sleight of Hand: 1
Spellcraft: 1
Swim: 1
Craft, Diplomacy,
, Fly, Intimidate, /Dungeoneering/Nobility/Planes,Perform, Profession, Sense Motive, UMD
Magus features.......
*Use CHA for Magus class features and spells
Spontaneous spells. # known (and replacement at 5th+) as a bard
Eldritch pool: 1/2 level +CHA (=5)
*swift action: focus for 2 rounds. may use bloodline ability
*at 4th, may use as arcane pool
Bloodrager Bloodline: Arcane
The +2 DC to cast spells defensively for enemies within your threatened area.
Spell Combat (only in focus before 8th level)
* 1 free hand, melee attack at -2 and cast std action spell
Spellstrike: deliver touch spells via weapon.
Spells known: 5 cantrips, 3 @ level 1 (as a bard)
Cantrips: Arcane Mark, Daze, Read Magic, Detect Magic, Dancing Lights
Level 1: Shocking Grasp, Reduce Person, Chill Touch
Spells/day: 5 cantrips, 3 @ level 1
Swashbuckler features.........
Swashbuckler Finesse
* Finesse with piercing weapons. Cha for combat feats.
Panache
* starts at 4/4 (=Cha). regained by crit or kill
Deeds
* Derring-do: spend 1 panache to get exploding +1d6 on Acrobatics/Climb/Escape/Fly/Ride
* Dodging Panache: spend 1 panache to move 5' as immediate action when attacked in melee, gain +Cha to AC as dodge bonus. [Provokes AoO from others; light armor/light load only.]
Opportune Parry and Riposte: spend 1 panache to make AoO to parry, -2 penalty/size difference, if my total is higher than attack, it misses. If 1 point in pool, then may make attack as immediate action.
Feat (1st):
Feat (3rd):
BAB Magus 1+Swash 1=2
Fort M3+0 Con =+3
Ref S3+3 Dex=+6
Will M3-1 Wis=+2
Melee: 2 BAB +4 dex=+5 (Rapier: d6+1 dmg, 18-20/x2)
Ranged 2 BAB +4 Dex = +6
CMB: BAB 2+Str 1=+3
CMD: 10+ BAB 2 + Str 1 +Dex 3=16
AC: 10 +Dex + ? armor =
Feat: Combat Expertise (-1 attack to gain +1 dodge AC)
Feat: Improved Feint (feint as move action)
Lord Foul II
|
So glad of the positive response from the players, :) I'd like the GM to weigh in on the concept
As for the pic
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| Payet Best |
Male Aasimar Bard 3 | [Chaotic Good]
STRENGTH
17 (+3)
DEXTERITY
12 (+1)
CONSTITUTION
12 (+1)
INTELLIGENCE
12 (+1)
WISDOM
10 (+0)
CHARISMA
17 (+3)
Initiative +1 = 1 [Dex]
Action Points (Lifetime) 7
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +1 = INT 1+0+0
Bluff +9 = CHA 3+3+3
Climb* +3 = STR 3+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +9 = CHA 3+3+3
Disable Device*† +1 = DEX 1+0+0
Disguise +7 = CHA 3+1+3
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† +3 = CHA 3+0+0
Heal +0 = WIS 0+0+0
Intimidate +9 = CHA 3+3+3
K (Arcana)† +5 = INT 1+1+3
K (Dungeoneering)† +1 = INT 1+0+0
K (Engineering)† +1 = INT 1+0+0
K (Geography)† +1 = INT 1+0+0
K (History)† +1 = INT 1+0+0
K (Local)† +1 = INT 1+0+0
K (Nature)† +1 = INT 1+0+0
K (Nobility)† +5 = INT 1+1+3
K (Planes)† +1 = INT 1+0+0
K (Religion)† +1 = INT 1+0+0
Linguistics† +1 = INT 1+0+0
Perception +6 = WIS 0+3+3
Perform +8 = CHA 3+2+3
Perform +7 = CHA 3+1+3
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +1 = DEX 1+0+0
Sense Motive +6 = WIS 0+3+3
Sleight of Hand*† +5 = DEX 1+1+3
Spellcraft† +7 = INT 1+3+3
Stealth* +5 = DEX 1+1+3
Survival +0 = WIS 0+0+0
Swim* +3 = STR 3+0+0
Use Magic Device† +3 = CHA 3+0+0
* Armor Check Penalty -1
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 30 (6 sq.) ]
AC [15] = 10 +4 [MW Chain Shirt] +1 [Dex]
Touch AC [11] Flat-Footed [14]
BASE ATTACK BONUS
+2
Basic Melee Attack +5
Basic Ranged Attack +3
FORTITUDE SAVE
+2 = 1 [base] +1 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+3 = 3 [base] +0 [Wis]
CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD
+16 = 10 +2 [BAB] +3 [Str] +1 [Dex] +0 [size]
FEATS
Arcane Strike
combat casting
Power Attack
Step Up
TRAITS
Company Woodsman: +1 to damage with the axe
unscathed (+2 to all energy resistance)
drawback: power hungry -2 to will saves when power is offered
Red handed fetish: 2 fire resistance (4 with unscathed)
CARRYING CAPACITY
Light Load: 86lbs.
Medium Load: 173lbs.
Heavy Load: 260lbs.
Lift Over Head: 260lbs.
Lift Off Ground: 520lbs.
Push or Drag: 1300lbs.
LANGUAGES
Common
celestial
draconic
Bard Spells Per Day
Level 1 3 + 1 [Cha]
Bard Spells Known
Level 0 6 stabilize, prestidigitation, summon instrument, detect magic, enhance water, ghost sound.
Level 1 4 charm person, cure light wounds silent image summon monster 1
bard class abilities
Preformance
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on AUDIBLE components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on AUDIBLE and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and IMPROVING their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use AUDIBLE or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on AUDIBLE components.
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses AUDIBLE components.