Saviors of Ikarios (Inactive)

Game Master Kelsey MacAilbert

A campaign based on Bronze Age Greece for epic heroes.


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Would you consider the 'Sphairai' (using the Cestus stats perhaps) as a valid weapon?

Dark Archive

Telekleia wrote:
If you can think of a deity, it probably exists. As I said last post, this pantheon is massive, and pretty much everything has multiple deities associated with it.

Is this a good deity I could worship since I will go with the Hoplite warrior concept:

Spoiler:

Belccer “The Commander”
Alignment: LN
Porfolio: Battle, Honor, Soldiers and Discipline
Domains: War, Law, Destruction, Strength
Weapon: “Deathbellow” Spear
Symbol: Spearhead pointing to the sky

Dogma
Though he is the patron of soldiers, he also extends his blessings to those who interact with the war effort, military families, artisans, civilian leaders etc. His followers must always submit themselves to legitimate authority..

Clergy
Belccer’s clerics are often soldiers themselves. His temples are found wherever garrisons are but are often humble chapels manned by only a few faithful who see to the spiritual needs of the soldiers. Though troops are often moved around, acting chaplains are not, and they often develop a healthy relationship with local towns and villages. The entire church structure is legally an arm of the military.

Ok! thanks on the feedback well of to work in the character to submit it. Yeah you are right on the weapons was checking just to be sure I got the weapons, barbarian tribes right, but I'm going for the greek fighter ;)


Groth wrote:
How much detail do you want for a submission? A character profile and race/class, obviously, but what do you want in the way of stats and feats and so on at this point? I only ask because at 15th level there can be quite a bit of number crunching to do.

Just give class levels, archetypes, ability scores, feats, equipment, and skill ranks. The rest can be calculated if you get accepted.

@ Deiros - Yes, there could be a good deity for that.

@ Muarak - That sounds good.

@ Stormraven - Yes.


Hey Vinland I did not post gear in my character post did not know you wanted that in the post. Want me to re-post character post again or just make a post with gear for character?


Mrdarknlight wrote:
Hey Vinland I did not post gear in my character post did not know you wanted that in the post. Want me to re-post character post again or just make a post with gear for character?

Repost, please. You have a quarter million GP to spend on whatever you want from the CRB, APG, UC, and UM. If you buy stuff from the UC or UM, please link to the SRD so I can read the description.


Here is Mentu Elven Ranger. I do not really know how the world is set up exactly so I just used real world as a base. I also took the Beast master Archetype for ranger. In the back story I had a lion save his life so that he would be his Animal companion I do not know for sure what type of animals would be native I can change it if you do not think a lion would fit.

Back Story:

Mentu was born in the deserts south of Ikarios near the coast. He was a member of one of the nomadic tribes that wandered the desert. His father was the first hunter of the tribe. He was trained to be a protector of his people from a very young age so he may follow in his father's legacy as a hunter. He was taught how to kill many of the enemies that would plague his people. He showed great promise during his training. He would force any foe without fear and bring them down as quickly as possible.
Once he was old enough to be a hunter himself Mentu received the hunter's tattoos over his body. He protected his people to the best of his abilities for years. This changed when he was attacked by beasts that surrounded him. He fought with the beasts for hours until they pinned him down. The beast moved it's head back to strike hoping to rip his throat out. Right before this happened however a massive lion appeared and attacked the beast that had pinned Mentu saving his life how he still received a massive gash on his chest.. The other beast start to attack the beast. Using this chance Mentu escapes and beings to attack the beasts while the lion did the same.

With the battle complete Mentu and the lion lie there bleeding. Mentu looks at his savior and says “I will call you Bes since you saved my life. Now may we take the great journey together into the after life.” He than passes out. Next thing Mentu knew he was in a strange place with Bes laying next to him on the floor. Shocked he looked around and starts to move but stops from the pain of his wound. He than hears someone say “You should stay in bed. Since we have no healer to fix you up quickly just had to do it the normal way.” Mentu turns to the speaks and sees a male in armor staring at him. Mentu than says “Did you save my life?” The man nods “Yes I did and I know how you nomads work you owe me a life debt.” Mentu nods finding it odd that this warrior knew his people's code of honor. The man than starts to speak once again “Good because I would like for you to come to Ikarios with me. I want you to train some of my men in the ways of tracking. They say the nomads of this area are the best.” Mentu looks at him for a moment before saying “We indeed are but I must speak with my tribe first. I am the First Hunter of my tribe.” The man's eyes widen than says “Of course, by all means.”

Once his wounds allowed it Mentu went back to his tribe bring Bes with him. He told the tribe what had happened and told his second that he would be the First Hunter until he came back. He than went off to meet the man once more. The man looked at Mentu before saying “I never did say who I was I am Alcaeus, who may you be?” Mentus said “I am Mentus.” Alcaeus nodded before taking Mentus and Bes to the ship. Within a few days the arrived at Ikarios, it than took weeks longer before the arrived at where Alcaeus's men where being trained. It took Mentu years but he trained the men to be as good hunter as himself and his forefathers. With his this done his debt was finished and he could return home. He is now traveling back to the sea with Bes to find passage back to his home land.

Character Stats:

Mentu
Male Elf Ranger(Beast Master) 15
CG Medium Humanoid(Elf)
Init +9
Stats:
Str: 18 (10 points)
Dex: 16 (5 points)
Con: 14 (10 points)
Int: 10
Wis: 16 (7 points)
Cha: 10

Used two of my ability increases in strength and last in wisdom.

Offense:
Base Spd: 30ft
Spd: 20 ft
Melee: +3 Keen Khopesh +25 (1d8+2/17-20/x2)
Ranged: +2 Composite Longbow(+4Str) +24 (1d8+5/x3) 100 ft.

Defense:
AC: 31
Touch: 14
Flat-Footed: 28
hp 195
Fort: 15
Reflex: 16
Will: 14
Armor: +4 Breastplate

Gear:
breastplate +4 :30 lbs
Keen khopesh +3 :8 lbs
Compiste Long Bow +2 : 3 lbs
Cloak of Resistance +4 : 1 lb
Headband of Inspired Wisdom
Amulet of Natural Armor +4
Greater Bracers of Archery: 1 lb
Belt of Physical Perfection +4: 1 lb
Boots of Haste: 1 lb
Ring of Protection +3

Other Gear:
Bag of Holding II: 25 lbs
Bedroll: 5 lbs
Flint and Steel:
Silk Rope(50 ft): 5 lbs
Waterskin : 4lbs
Sunrod(2): 2 lbs
Traveler's Outfit: 5 lbs
Wand of CLW:(2)
Pearl of Power(level 1)
Pearl of Power (Level 4)
Weapon Cord
Spell Component Pouch: 2 lbs
Efficient Quiver(60 Arrows)

Feats:
Dodge
Rapid Shot
Quick Draw
Weapon Focus(Khopesh)
Power Attack
Improved Precise Shot
Combat Reflexes
Deadly Aim
Iron Will
Many Shots
Improved Initiative

Skills:
Climb: 8
Escape Artist: 14
Handle Animal: 18
Knowledge(Nature): 18
Perception: 21
Ride: 15
Stealth: 21
Survival: 21
Swim: 8


For gear I have 460 gold pieces left.

Questions:

One of my favored enemies I went with outsider but I do not know which subtype to do which if any show up greatly in the campaign? Also have one favored terrain left first two are desert since that is where he was raised and plains. I was thinking either underground or mountain based off of what I remember of Greek myths. Any suggestions?


Hey I have a lion animal companion too! If you make a boy as mine is a girl we can have little lion cubs! lol


Lions are fine. The Greeks knew of them. In fact, some Spartan tales I've read suggest that they were native to Ancient Greece. Plus, your character looks Egyptian to me, and they certainly had lions, too.

Your backstory works fine.


imimrtl wrote:
Hey I have a lion animal companion too! If you make a boy as mine is a girl we can have little lion cubs! lol

I was going to ask about that but if we both got in. Give everyone little lion cubs.


Telekleia wrote:
Divine Scion is fine.

Excellent good - will tally up my proposal over the course of today and it shall be posted before you get up again tomorrow (I'm at GMT +8)

Any non CRB or APG elements will be highlighted for your review.


One question, do we take any traits? - or are you not using those at all?


Borrowing Deiros's format for deities.

Timandra's Goddess:

Allamorfia “She Who is Many”
Alignment: CG
Porfolio: Shapeshifters, Druids, Magical Beasts, Freedom
Domains: Animal, Protean, Liberation, Ferocity
Weapon: "Fangshard" Punching Dagger
Symbol: Symbol in the shape of a three pointed star with the points the heads of a Serpent, an Eagle, and a Wolf.

Dogma
Allamorfia is a deity that stresses the importance of becoming more than what you are. Expanding shapes and forms of thought and emotion as well as physical form. This is all about the improvement of self and experiencing as much of life as possible. She has another aspect which is the fierceness of the wild and the ferocious will to live that is present in wild things.


I'd like to present Kyros, the most infamous thief in Greece. I've got basic stats and a short background done. Equipment will take a touch longer, but I'll try to finish later tonight. I'll gladly expand on anything if you have questions.

Stats:
Kyros
CG male human Rogue (Burglar) 5 / Shadowdancer 10
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 16

Rogue Talents: Combat Swipe, Combat Trick, Convincing Lie, Distracting Attack, Fast Stealth

Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Agile Maneuvers, Weapon Finesse, Combat Expertise, Imp Steal, Greater Steal, Quick Steal, Improved Disarm

Skills:
Acrobatics +24 (15 ranks + 3 trained+ 6 ability)
Bluff +21 (15 ranks + 3 trained + 3 ability)
Climb +19 (15 ranks + 3 trained + 1 ability)
Diplomacy +21 (15 ranks + 3 trained + 3 ability)
Disable Device +26 (15 ranks + 3 trained + 6 ability + 2 class)
Disguise +21 (15 ranks + 3 trained + 3 ability)
Perception +18 (15 ranks + 3 trained)
Slight of Hand +24 (15 ranks + 3 trained + 6 ability)
Stealth +24 (15 ranks + 3 trained + 6 ability)

Appraise +10 (5 ranks + 3 trained + 2 ability)
Escape Artist +14 (5 ranks + 3 trained + 6 ability)
Perform (Dance) +11 (5 ranks + 3 trained + 3 ability)

Background:
Kyros is the greatest thief in the world. This is perhaps the one statement about him that everyone can agree upon. He steals away truth and honesty as easily as he does physical valuables. So it is that all tales of his exploits are prefaced with “it is said that” to warn the listener that nothing that has come into contact with Kyros, not even a story, can be trusted.

It is said that the first thing Kyros stole was a birthright. His parents had not a drop of divine blood in them, but his swaddling basket was placed next to that of a child of Ikalani the god of trickery and deception. When the divine messengers arrived to deliver their blessing Kyros threw his blanket over the other child and cried out, and so deceived they laid the gifts on him instead.

It is said that Kyros stole the life of Hectrax, the tyrant of Rask, by doing nothing more than tapping him on the shoulder. So hated was Hectrax that the ruled surrounded his bedchamber with a hundred guards, and around those guards were a fortified palace staffed by another hundred guards, and around the palace was a high wall manned by yet another hundred guards. Yet somehow Kyros made it inside without raising a single alarm, and when he touched the tyrant Hectrax was caught by such a frightful surprise that his heart stopped dead.

It is said that Kyros stole something of great value from Melonia the goddess of the dawn. Tellings disagree if this was her favorite tiara, her mirror that reflected the bloom of youth, or her first kiss. Whatever the tale, in her wrath she cursed him that the light of the sun would always flinch away from his presence. But Kyros cared not, and happily stole the secrets of the shadows that clung to him.

It is said that Kyros can wear any face he desires, that he can dance past any lock or chain as easily as a breath of wind, that he can pass unseen by even the most watchful eye, and that he can slip the rings from your fingers so deftly you won't notice till the day after. It is said that he's stolen the treasures of kings across the known world, that he cares nothing for what he takes and does it only for the challenge, and that he turned down an offer to join the ranks of heaven because he'd rather steal himself a spot someday. All these things are a mix of truth, exaggerations, and amusing falsehoods. Many of them spread by Kyros himself, because stealing a reputation is more in character than earning it honestly.


Updated Character sheet for Timandra

Timandra:

TIMANDRA CR 14
Male Human Druid 15
NG Medium Humanoid (Human)
Init +4; Senses Perception +27
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 16. . (+6 armor, +4 Dex)
hp 180 (15d8+60)
Fort +15, Ref +11, Will +20
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Spear +15/+10/+5 (1d8+5/20/x3) and
. . Unarmed Strike +14/+9/+4 (1d3+3/20/x2)
Spell-Like Abilities A Thousand Faces (At will)
Druid Spells Known (CL 15, 14 melee touch, 15 ranged touch):
8 (2/day) Frightful Aspect (DC 27), Stormbolts (DC 27)
7 (3/day) Fire Storm (DC 26), Control Weather, Changestaff
6 (4/day) Dispel Magic, Greater, Stoneskin, Communal (DC 25), Cure Light Wounds, Mass (DC 26), Cure Light Wounds, Mass (DC 26)
5 (6/day) Fire Snake (DC 24), Animal Growth (DC 24), Animal Growth (DC 24), Transmute Rock to Mud (DC 24), Baleful Polymorph (DC 24), Air Walk, Communal (DC 24)
4 (6/day) Freedom of Movement (DC 23), Atavism (DC 23), Protection from Energy, Communal (DC 23), Echolocation (DC 23), Flame Strike (DC 23), Strong Jaw (DC 23)
3 (6/day) Remove Disease (DC 23), Poison (DC 22), Daylight, Ash Storm, Companion Mind Link (DC 22), Hide Campsite (DC 22)
2 (6/day) Barkskin, Restoration, Lesser (DC 22), Fog Cloud, Endure Elements, Communal (DC 21), Flame Blade, Soften Earth and Stone
1 (7/day) Longstrider (DC 20), Speak with Animals (DC 20), Entangle (DC 20), Ant Haul (DC 20), Feather Step (DC 20), Goodberry, Keen Senses (DC 20)
0 (at will) Light, Read Magic (DC 19), Detect Magic, Purify Food and Drink (DC 19)
--------------------
STATISTICS
--------------------
Str 12/16, Dex 14/18, Con 14/18, Int 13, Wis 22/28, Cha 12
Base Atk +11; CMB +14; CMD 28
Feats Augment Summoning, Druid Weapon Proficiencies, Empower Spell, Eschew Materials, Extend Spell, Natural Spell, Powerful Shape, Spell Focus: Conjuration, Superior Summoning, Wild Speech
Skills Acrobatics +2, Climb +5, Escape Artist +2, Fly +20, Handle Animal +19, Heal +22, Knowledge (Geography) +7, Knowledge (Nature) +21, Perception +27, Ride +15, Spellcraft +19, Stealth +2, Survival +19, Swim +5
Languages Common, Druidic, Sylvan
SQ Animal Companion Link (Ex), Cheat Death (1/day) (Ex), Many Lives (Ex), Mysterious Stranger +7 (Ex), Nature Sense (Ex), Resist Death's Touch (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Tongue of the Sun and Moon (Ex), Trackless Step (Ex), Wild Empathy +16 (Ex), Wild Shape (5/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body IV: Small - Huge elemental), Wild Shape (Plant Shape III: Small - Huge plant creature)
Combat Gear +1 Spear, +2 Wild Hide Shirt

- Normal -

The wearer of a suit of armor or a shield with this abil; Other Gear Bedroll, Belt of Physical Perfection, +4, Blanket, winter, Candle (10), Cloak of Resistance, +2, Flint and steel, Handy Haversack (27 @ 15 lbs), Headband of Inspired Wisdom, +6, Holy Amulet of Mighty Fists

A holy weapon is imbued with holy power. This power makes the wea, Holy symbol, silver: Allamorfia, Perfume, common (10), Rations, trail (per day) (3), Spell component pouch, Vial, ink or potion, Waterskin, Whistle, Silent
--------------------
SPECIAL ABILITIES
--------------------
A Thousand Faces (At will) Use Alter Self at will while in your normal form.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cheat Death (1/day) (Ex) Reroll save vs death, energy drain, or necromancy effect. Must take 2nd result.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Mysterious Stranger +7 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Powerful Shape While in wild shape, you are treated as one size category larger
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Superior Summoning When summoning more than one creature, summon an extra one
Tongue of the Sun and Moon (Ex) Gain ability to speak with any living creature.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Wild Speech Speak while in wild shape

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

ANEMACHIUS CR 12
Male Lion
NN Large Animal
Init +5; Senses Low-Light Vision, Scent; Perception +9
--------------------
DEFENSE
--------------------
AC 27, touch 14, flat-footed 22. . (+5 Dex, -1 size, +13 natural)
hp 132 (+36)
Fort +11, Ref +13, Will +6
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Lion) +17 (2d6+18/19-20/x2) and
. . Claw x2 (Lion) +17 x2 (1d6+18/19-20/x2) and
. . Rake x2 (Lion) +17 x2 (1d6+18/19-20/x2) and
. . Unarmed Strike +17/+12 (1d4+18/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 28/32, Dex 20, Con 17, Int 3, Wis 15, Cha 10
Base Atk +9; CMB +21 (+25 Grappling); CMD 36 (40 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Improved Critical: Bite, Improved Critical: Claw, Improved Critical: Rake, Improved Natural Attack: Bite (Lion), Multiattack (Multiattack / Extra Attack), Power Attack -3/+6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +10, Fly +3, Perception +9, Stealth +10 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Improved Evasion (Ex), Multiattack / Extra Attack, Perform [Trick], Seek [Trick], Stay [Trick]
Other Gear Belt of Giant Strength, +4, Speed Amulet of Mighty Fists

When making a full attack action, the wielder of a speed weapon
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


Reposting with bare bones background in profile, can't write much because I only have a smartphone now.


Telekleia - are Aasimar an acceptable (if slightly non-standard) race? Given the deity/human interbreeding in the Greek myths, it doesn't seem like much of stretch but it is outside your stated preferences.

If Aasimar are OK, I'll be submitting an Aasimar Paladin with the Warrior of the Holy Light archetype.

Oh, also, are you using traits?


slight name change to sound more mystic. I'll edit everything else during work tomorrow.


Mark Sweetman wrote:
One question, do we take any traits? - or are you not using those at all?

No traits.


stormraven wrote:

Telekleia - are Aasimar an acceptable (if slightly non-standard) race? Given the deity/human interbreeding in the Greek myths, it doesn't seem like much of stretch but it is outside your stated preferences.

If Aasimar are OK, I'll be submitting an Aasimar Paladin with the Warrior of the Holy Light archetype.

Oh, also, are you using traits?

Aasimar okay, no traits.


imimrtl wrote:

Borrowing Deiros's format for deities.

** spoiler omitted **

That's okay.


Cool. Thanks!


Groth wrote:

I'd like to present Kyros, the most infamous thief in Greece. I've got basic stats and a short background done. Equipment will take a touch longer, but I'll try to finish later tonight. I'll gladly expand on anything if you have questions.

** spoiler omitted **

** spoiler omitted **...

I like the "most infamous thief in Ikarios". Fits the idea of the campaign well.


Thanks for the reply Telekleia, but the character just isn't coming together in my head.

I'm going to withdraw, best of luck to those remaining and to Telekleia for the campaign.


Mark Sweetman wrote:

Thanks for the reply Telekleia, but the character just isn't coming together in my head.

I'm going to withdraw, best of luck to those remaining and to Telekleia for the campaign.

It's cool. I've ditched more stuff than I can count because it couldn't come together in my head.

Dark Archive

Well this is my highly mobile fighter, working on the background but I got the crunch done.

The concept of this character is a battlefield skirmisher, with a hit and run, and don't let enemies get away.

CrunchAndreas
Mobile Fighter 15
LN Medium Humanoid (Human)
Init +10
Stats:
Str: 18 (10 points) (+2 Level 4 & 8)
Dex: 18 (10 points) (+2 human)
Con: 14 (5 points)
Int: 12 (2 points)
Wis: 14 (3 points, +1 level 12)
Cha: 10

Class Abilities:
Agility +4
Leaping Attack
Rapid Attack
Armor Training 2
Fleet Footed

Feats
Weapon Focus Spear, Power Attack, Dodge, Mobility, Spring Attack, Wind Stance, Lightning Stance, Weapon Specialization Spear, G. Weapon Specialization Spear, Step Up, Following Step, Step Up and Strike, Vital Strike, Side Step, Improved Sidestep, Combat Reflexes, Improved Initiative

Skills:
*Acrobatics +11 (5 ranks, 6 Dex) (+5 Jump)
Climb +14 (5 ranks, 3 trained, 6 Str)
Handle Animal +8 (5 ranks, 3 trained)
Intimidate +8 (5 ranks, 3 trained)
Knowledge Engineering +9 (5 ranks, 3 trained, 1 Int)
Knowledge Dungeoneering +9 (5 ranks, 3 trained, 1 Int)
Ride +14 (5 ranks, 3 trained, 6 Dex)
Survival +10 (5 ranks, 3 trained, 2 Wis)
Swim +14 (5 ranks, 3 trained, 6 Str)

Defense:
HP: 195
AC: 36, Touch: 21, Flat-Footed: 30
Fortitude: +17, Reflex: +15, Will: +13

Offense
Speed 50 ft (40 ft)
Dagger+22 1d4+6 19-20x2
Spear+25 1d8+12 x3
Longsword+23 1d8+7 17-20x2
Longbow +21 1d8+7 x3

Gear:
Heavy Shield +2, Deflect Arrows (16,170gp)
Breast Plate +4 (16,350gp)
Spear +2 Speed (50,302gp)
Dagger (302gp)
Longsword +1, Keen (8,315gp)
Composite +6, Longbow +1, Seeking (8,800gp)
Ring Protection +4 (32,000gp)
Ring of Sustenance (2,500gp)
Belt of Physical Perfection +4 (64,000gp)
Cloak of Resistance +4 (16,000gp)
Bag of Holding I (2,500gp)
Boots of Striding (5,500gp)
Goggles of Night (12,000gp)
Efficient Quiver (1,800gp)
Amulet of Natural Armor +2 (8,000gp)
Waterskin (1gp)
Bedroll (1sp)
Backpack (2gp)
Blanket (5sp)
Belt Pouch (1gp)
Explorer’s Outfit (10gp)

Amount to spend: 250,000gp
Total Spent: 244,553gp, 8sp
Left over money: 5446gp, 2sp[/spoiler]

The Exchange

Do you mind if I use the Middle-Age age values? I'd imagine it would take a while to get to 15th level.


Here's my arcane duelist. The background is a work in progress as I figure out the tone of the game and the setting itself.

One mechanic questions (since you answered my other question earlier and I failed to read):
Concerning dragonscale items, what would be the most appropriate color scale and energy for a massive serpent in Ikarios? (I put fire in as a placeholder)


Edgar Lamoureux wrote:
Do you mind if I use the Middle-Age age values? I'd imagine it would take a while to get to 15th level.

Adult and Middle Age are both fine.

Dark Archive

sorry for long post wasnt back on time to fix it, still working on background my baby has been getting most of my attention before nite nite time lol


And finished the equipment list. I believe my math is right, but feel free to double check if you want.

Equipment:
+3 Wounding Dagger 50.3k
+1 Merciful Human-Bane Dagger 18.3k
+4 Glamered Leather 18.85k

Ring of Chameleon Power 12.7k
Ring of X-Ray Vision 25k

Amulet of Natural Armor +4 16k
Belt of Physical Might (Str/Dex) +4 20k
Boots of Striding and Springing 5.5k
Cloak of Arachnidia 14k
Glove of Storing 10k
Pearl of the Sirens 15.3k
Portable Hole 20k
Sheath of Bladestealth (APG) x2 10k
Vest of Escape 5.2k

Dust of Tracelessness (2) 500
Potion of CLW (5) 250
Secret Chest spell focus 5k
Shelving and ladders for Portable Hole 100
Expensive clothing, mundane gear, food and water, books* 1500
Coins and gems in a wide variety of values* 1500
*Stored in Portable Hole

Total = 250,000

The merciful dagger is named Forgiveness, and Kyros uses it when he needs to incapacitate guards or other people he has no ill will towards. The wounding dagger is named Spite, and its cuts bleed until the last drop of life has escaped.

I always made a couple of minor mechanical tweaks. Ditched the archetype as redundant, switched a rogue talent around. Reposting the sheet just to be complete about it.

Sheet:
Kyros
CG male human Rogue 5 / Shadowdancer 10
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 16

Rogue Talents: Combat Swipe, Bleeding Attack, Convincing Lie, Distracting Attack, Fast Stealth

Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Agile Maneuvers, Weapon Finesse, Combat Expertise, Imp Steal, Greater Steal, Quick Steal

Skills:
Acrobatics +24 (15 ranks + 3 trained+ 6 ability)
Bluff +21 (15 ranks + 3 trained + 3 ability)
Climb +19 (15 ranks + 3 trained + 1 ability)
Diplomacy +21 (15 ranks + 3 trained + 3 ability)
Disable Device +26 (15 ranks + 3 trained + 6 ability + 2 class)
Disguise +21 (15 ranks + 3 trained + 3 ability)
Perception +18 (15 ranks + 3 trained)
Slight of Hand +24 (15 ranks + 3 trained + 6 ability)
Stealth +24 (15 ranks + 3 trained + 6 ability)

Appraise +10 (5 ranks + 3 trained + 2 ability)
Escape Artist +14 (5 ranks + 3 trained + 6 ability)
Perform (Dance) +11 (5 ranks + 3 trained + 3 ability)


ARISTON - SPEAR OF THE GODS
CR 14 Male Aasimar Paladin (Warrior of the Holy Light) 15
LG Medium Outsider (Native)

Stats-amungous:
Init +8; Senses Darkvision (60 feet); Perception +13
Aura Good and Power of Light

--------------------
DEFENSE
--------------------

AC 30, touch 15, flat-footed 27 (+11 armor (includes Heavy Armor +2), +3 Dex, +4 natural)
hp 195 (15d10+45)
Fort +18, Ref +15, Will +17
Immune charm, fear, disease; Resist acid 5, cold 5, electricity 5

--------------------
OFFENSE
--------------------

Spd 30 ft.
Melee

    +4 'Sun Spark' Spear +24/+19/+14 (1d8+11/19-20/x3) <-- +4, Ghost Touch, Returning
    +2 Holy Sphairai (Cestus) +22/+17/+12 (1d4+7/19-20/x2) <-- +2, Holy

Special Attacks Shining Light (7d6) (1/day) (DC 23) ; Smite Evil (7/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)

--------------------
STATISTICS
--------------------

Str 18/20, Dex 16/18, Con 14/16, Int 10, Wis 10/14, Cha 18/22 <- 2nd # with all magic items included

Base Atk +15; CMB +20; CMD 35

Feats Alignment Channel: Evil, Channel Smite, Improved Critical: Spear, Improved Initiative, Lunge, Power Attack -4/+8, Radiant Charge, Selective Channeling

Skills Acrobatics +8, Climb +6, Diplomacy +14, Escape Artist +1, Fly +1, Handle Animal +10, Heal +6, Intimidate +8, Perception +13, Ride +6, Sense Motive +15, Spellcraft +4, Stealth +6, Swim +2

Languages Celestial, Common

SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Aura of Justice (Su), Aura of Resolve (10' radius) (Su), Channel Positive Energy 8d6 (8/day) (DC 23) (Su), Divine Grace (Su), Divine Weapon +4 (15 minutes) (3/day) (Sp), Lay on Hands (7d6) (16/day) (Su), Mercies: Cursed, Diseased, Fatigued, Paralyzed, Poisoned (Su)

Magic Gear

    +4 Sun Spark Spear
    +2 Holy Sphairai (Cestus)
    +5 Breastplate
    Amulet of Natural Armor +4
    Belt of Physical Perfection, +2
    Boots of Striding and Springing
    Glove of Storing
    Headband of Mental Prowess, WIS & CHA +4
    Silver Smite Bracelet

Other Gear

    Adventurer's Sash (2 @ 1 lbs)
    Backpack, Masterwork (3 @ 13 lbs)
    Bedroll
    Flint and steel
    Grappling hook
    Rope, Spider Silk (50')
    Whetstone

--------------------
SPECIAL ABILITIES
--------------------

FEATS

Alignment Channel: Evil Channel Energy heals or harms outsiders of the chosen alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Lunge -2 to AC for +5' reach
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Radiant Charge Expend uses of lay on hands to deal extra damage, bypassing evil creatures' resistances and immunities
Selective Channeling Exclude targets from the area of your Channel Energy.

AASIMAR

Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.

CLASS & ARCHETYPE

Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (Su) You may expend two uses of your Smite Evil ability to allow your allies within 10' to Smite evil, using your bonuses.
Aura of Resolve (10' radius) (Su) You are immune to charm spells, your allies gain a +4 bonus to saves vs. charm.
Channel Positive Energy 8d6 (8/day) (DC 23) (Su)
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Divine Weapon +4 (15 minutes) (3/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (7d6) (16/day) (Su) You can heal 7d6 damage, 16/day
Mercy: Cursed (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy: Paralyzed (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy: Poisoned (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Power of Light (30', +1, restore 1d4, daylight, resist energy 10) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting ever.
Shining Light (7d6) (1/day) (DC 23) (Su) 30' burst deals 7d6 damage and blinds evil creatures, heals 7d6 to good creatures and grants them +2 to ability checks, attack rolls, saving throws and skill checks for 1r.
Smite Evil (7/day) (Su) +6 to hit, +19 to damage, +6 deflection bonus to AC when used.

Ariston is a lean Ikarian man. His breastplate, bracelet, and weapons are all etched to overflowing with holy symbols and sacred texts. His robes are white (for purity) accented by his red sash (for war and passion). There is something faintly inhuman about his appearance. His features are just a bit too precise to be natural. When angry, his true nature comes through - his eyes glow with golden light.

Ariston relies on his magical spear Sun Spark, a gift from an unnamed patron deity. He sees himself and his spear both as implements of the Gods' will. As such, he supports all benevolent Gods and their followers through the strength of his arms and his tireless pursuit of evil.

BUILD CONCEPT: Ariston is designed to fill a hybrid role in the group. He's a decent front-line fighter - better against evil obviously. He also provides some support functions with moderate healing and defensive/offensive buffing through his archetypal abilities.

I churned this out using HeroLabs. If you need me to clarify anything, please let me know. Thanks!


Aeson, son of Ajax, son of Tartarus

I went with the Barbarian/Oracle/Rage Prophet. I am mainly a meele wrecking ball but also have a spell list full of buffs. I took the lame oracle curse, and I feel a little dirty for doing that, but I think that that curse fits his backstory best.

See this profile for the fulls stats, I still have a little bit of work to do, choosing some rage powers and buying some more equipment as well as double checking all the math. I'll finish it up later today.

I am using a greataxe as my weapon, but I recognize that that is a Minoan motif more than a Greek one, so I can change that out for a more appropriate two-handed weapon with no problem.


Here is Anthanasuis, Servant of the Underworld. I'm still working out a bit on him, but I thought I would get up what I have so that you might take him into consideration still.

The Exchange

Agathangelos:
AGATHANGELOS
Male Human Witch 15
NE Medium Humanoid (Human)
Init +5; Senses Perception +21
--------------------
DEFENSE
--------------------
AC 19, touch 11, flat-footed 18. . (+8 armor, +1 Dex)
hp 123 (15d6+30)
Fort +12, Ref +11, Will +16
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Dagger +8/+3 (1d4/19-20/x2) and
. . Unarmed Strike +7/+2 (1d3/20/x2)
Special Attacks Evil Eye (DC 27), Misfortune (DC 27), Slumber (DC 27)
Witch Spells Known (CL 15, 7 melee touch, 8 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 14, Int 24/30, Wis 14, Cha 10
Base Atk +7; CMB +7; CMD 18
Feats Augment Summoning, Brew Potion, Combat Casting, Dazing Spell, Destructive Dispel, Improved Initiative, Spell Focus: Conjuration, Spell Focus: Necromancy, Split Hex, Superior Summoning
Skills Craft (Alchemy) +32, Fly +19, Knowledge (Arcana) +28, Knowledge (Dungeoneering) +25, Knowledge (Geography) +25, Knowledge (History) +28, Knowledge (Local) +25, Knowledge (Nature) +28, Knowledge (Religion) +25, Perception +21, Profession (Fortune-Teller) +20, Profession (Medium) +20, Profession (Soothsayer) +20, Sense Motive +4, Spellcraft +28
Languages Abyssal, Auran, Celestial, Common, Daemonic, Draconic, Elven, Giant, Ignan, Infernal, Other Language
SQ +3 to Hit Points, Cackle, Cauldron of Seeing, Deliver Touch Spells Through Familiar (Su), Disguise (15 hours/day) (Ex), Empathic Link with Familiar (Su), Retribution (10 round(s)) (DC 27) (Su), Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Witch's Brew (Ex)
Combat Gear Masterwork Dagger; Other Gear Boots of Teleportation, Bracers of Armor, +8, Cauldron of Seeing, Cloak of Resistance, +5, Hat of Disguise, Headband of Vast Intelligence, +6: Knowledge (Dungeoneering), Knowledge (History), Ioun Stone, Orange Prism, Wand of Cure Light Wounds, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
+3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cackle Extend the duration of other hexes.
Cauldron of Seeing When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell.

Construction
Requirements Craft Wondrous Item, scrying; Cost 21,000 gp
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Disguise (15 hours/day) (Ex) Disguise Self for 15 hours/day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (13 round(s)) (DC 27) (Su) Inflict penalties with a glance.
Misfortune (2 round(s)) (DC 27) (Su) Target must take the lower of 2d20 for rolls.
Retribution (10 round(s)) (DC 27) (Su) Target suffers half the melee damage it inflicts
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (15 rounds) (DC 27) (Su) Target falls asleep.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Split Hex A targeted hex can affect two creatures
Superior Summoning When summoning more than one creature, summon an extra one
Witch's Brew (Ex) When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day.

Familiar's Spells:
Spells:

0-
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of fatigue

1-
Bungle
burning Hands
Cure light wounds
Hypnotism
Identify
Ill Omen
Mount
Reduce Person
Shocking Grasp

2-
Blindness/Deafness
flaming Sphere
Limp Lash
vomit Swarm
Web

3-
Fireball
Fly
Lightning Bolt
Stinking Cloud
Twilight Knife

4-
Black Tentacles
Dimension Door
Scrying
Secure Shelter
Wall of Ice

5-
Cure Critical Wounds
Curse, Major
Flame Strike
Oveland Flight
Teleport

6-
Animate Objects
Freezing Sphere
Stone to flesh
Summon Monster VI
Swarm Skin

7-
Chain Lightning
Phase Door
Regenerate
Vortex
Waves of Exhaustion

8-
Stormbolts
Summon monster VIII

I hope you don't mind if I don't make an alias unless I am chosen. As it stands, I have several aliases.


Myron the dragon. Myron the wise. Myron the terrible. Myron the insidious. Myron the brave. Lord Myron. Strategist. Godspeaker. Kingslayer. Wanderer. Keeper of secrets.
All of these titles are accurate, though he simply introduces himself as Myron. It is said Myon's is child of Athena (or other appopriate knowledge goddess). His ash grey eyes seem to confirm this, though Myron himself is silent on the subject. Ten years ago just after Myron prevented a great war a bystander reported Myron saying something about being tired. The following day a tower sprang up on a cliffside within sight of (insert Athens-like appropriate city). The tower has no doors or windows and all those who sought his wisdom have been met with the cold silence of the stone walls. One legend says he still walks among the people in disguise. Another says the tower is empty, save for oone room, and he meditates in silence so he can understand the power of a wisper. Yet another legend says he's been visiting with mother, Athena, and delving into the infinite volumes of her library. All such legends end with Myron's return when the need is great.


Did some editing. I put the 5 extra stat points (per your build) into Con just for ease.

Dark Archive

Andreas background

Spoiler:

At young age, as with all children from a noble house, he was fostered out to learn his noble house trade. In Andreas case this was the role of skirmisher for his noble father had a long standing tradition to be held up high. Eneas is Andreas father and an officer in the army and he trained young Andreas in the ways of battle.

There was little doubt that Andreas would become a warrior of skill it was in his bloodright to be amongst the very best just like his father was the best skirmisher. 2nd in line, there was no way he would inherit in his more than some lofty accommodation and loyal service to his family.

But for all his friendly demeanor, Andreas is feared for the ruthlessness when he undertakes a task and well liked amongst his peers for his prowess in the battlefield. He has a sense of fun, a willingness to cooperate for a common goal, and he delights in drinking a good wine.

When he came of age he was given his soldier outfit of his noble house. After receiving this honors he left home to become a greater warrior in the military.

Short and simple I suppose.


I've chosen the following characters:

Mentu

Ariston

Agathangelos

Deiros

Timandra

A discussion thread will be up shortly, and the RP starts tomorrow afternoon. Any questions may be asked in the discussion thread.


Woot! Color me excited to play! Thanks!

I'll clean up his character sheet and drop it in.


;-(
Oh well. Maybe next time. Good gaming everyone.


Best of luck to you all.

For my own reference, do you have any advice for me on my character submission? That is, were you looking for something in the way of a more detailed history or cleaner sheet, or did Kyros just not fit in with the group comp as it developed? I've had rather spotty luck getting into games I'm interested in, and I'm trying to pick up improvements where I can.

Grand Lodge

I guess the Amazon Ranger will have to wait for another day. :)


Groth wrote:

Best of luck to you all.

For my own reference, do you have any advice for me on my character submission? That is, were you looking for something in the way of a more detailed history or cleaner sheet, or did Kyros just not fit in with the group comp as it developed? I've had rather spotty luck getting into games I'm interested in, and I'm trying to pick up improvements where I can.

There wasn't anything wrong with your character or background, I just liked the five I picked the best. I can't really say why. They just stuck with me the most.


Thank you! Really excited for the game. Great submissions everyone!


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Congratulations to those that got in.

Dark Archive

Thank you for the opportunity to play in this campaign!

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