Siege on Amberfall

Game Master SecSeibzehn

COMBAT MAP!


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"Men and women of the Remnant Crusade!"
"Your lands and homes have been burned, pillaged and ruined by the Order of Amberfall!"
"Your nations have crumbled and bled before those fiends."
"We of the Remnants will stand for this no longer!"
"In five days time our planar ritual will be complete and we will have breached the Amberfall's demiplane bastion."
"On that day we will march on their home and we will tear the beating heart of the Order out from their still breathing husk!"

===

The Siege of Amberfall is a war campaign involving a prolonged siege of the demiplane realm of Amberfall.

Amberfall consists of numerous areas and the PCs play an elite team whose mission is to slay the leaders of Amberfall.

Players begin at 10th level.

- 20 point buy, 2 traits
- Alignment: Any
- Class: Any.
- Race: Core, Uncommon and Advanced Races are acceptable.
- 62,000 gp: You can spend no more than 25% of your wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.
- This campaign is combat heavy so be prepared for it.

The plane of Amberfall itself consists of a multitude of different themed areas, so no single build will fit all areas.

Any questions can be asked here.


Dotting for interest. Thinking of either a bard or a druid. It's going to be combat-heavy, but would there be enough non-combat portions to justify a skill-based character?


Do want.

Name: Thak Val Zsing
Race: Dwarf
Class: Monk (Zen Archer, Qinggong) 9/Inquisitor (Infiltrator) 1
Alignment: NE
Backstory/Personality: More or less in profile, easily changed and tweaked.

Two questions;

-'25% of your wealth on weapons'; does this include magic weapons?
-Is a sheet necessary before a character can be accepted?


Nidoran Duran wrote:
Dotting for interest. Thinking of either a bard or a druid. It's going to be combat-heavy, but would there be enough non-combat portions to justify a skill-based character?

Of course. Skill monkeys are a definite asset. Sabotage, infiltration, stealth, siege crafting, etc.

@Thak: Yes, a character sheet would be required. But I won't be selecting players quite yet so you still have time. And yes that includes magical qualities of weapons. You essentially have 15,500 gp to spend on weaponry.

Also, I will be using a modified down time system based on Ultimate Campaign's model to simulate the activities of the rest of the army while you Elites run around the plane.


Alright then, bard it is.
Would something like a Cloak of Resistance fall under "protective devices" or misc. magic items?


Nidoran Duran wrote:

Alright then, bard it is.

Would something like a Cloak of Resistance fall under "protective devices" or misc. magic items?

I count protectives as Armor and Shields.


I'm very interested. I would probably play an arcane caster: most likely a sorcerer or a wizard. I do have a few questions.

1) Is the False Priest Archetype allowed?

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---so rcerer-archetypes/razmiran-priest

2) What sort of character sheet do you want? I've used all sorts from a google doc one to Mythweavers, but I also know that these forums can create alias' for characters that act as their sheets.

3) Could I take Wildblooded versions of the Sorcerer bloodlines?

4) I've been playing Pathfinder since the start of the year, and I played 3.5 for years. However, I am new on these forums specifically. As such, how exactly do you create a spoiler box?

5) Would you allow Carry Companion as a spell?

http://www.d20pfsrd.com/magic/all-spells/c/carry-companion


Expressing vague feelings of interest before vanishing for a time.


Cosmic Dream Lord wrote:

I'm very interested. I would probably play an arcane caster: most likely a sorcerer or a wizard. I do have a few questions.

1) Is the False Priest Archetype allowed?

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---so rcerer-archetypes/razmiran-priest

2) What sort of character sheet do you want? I've used all sorts from a google doc one to Mythweavers, but I also know that these forums can create alias' for characters that act as their sheets.

3) Could I take Wildblooded versions of the Sorcerer bloodlines?

4) I've been playing Pathfinder since the start of the year, and I played 3.5 for years. However, I am new on these forums specifically. As such, how exactly do you create a spoiler box?

5) Would you allow Carry Companion as a spell?

http://www.d20pfsrd.com/magic/all-spells/c/carry-companion

1) Yes

2) Just have your character statted up in an alias. Just make it neat and legible.
3) Yes
4) spoiler in between [] and then /spoiler in between [] when you're done.
5) Yes


Story:

Thank you for your actions in the ser- I don't need your silly moralizing priest, I don't care a damn for your cause. All I care about is the gold, I don't need your petty morality. Now shut up and give me my gold...before I have Benezia gut you like the miserable worm you are.

Shoremoth represents something society would rather not like to see...but now they must if they want to attack the demiplane of the hated Amberfall order. For Shoremoth is a deviant(in the eyes of the useless priests)he represents everything a "good" citizen should not be. First of all he is a tiefling, 2nd he only cares about wealth and lust and 3rd he depises anything and everything "divine".

His Eidolan Benezia is an example of his hatred for the divine, she is build like a perfect angel...from a distance. When one see's her upclose one see's where her maker tinkered with the "perfect" body of an angel. Benezia has eyes that are black pits filled with hellfire, her face is not kind or loving but beautifully cruel and filled with spite. She has hair and wings the color of pure black, her body is covered in a pure blood red armor that further reinforces the look of a corrupted angel. On her belt is a deadly whip, which on closer examination shows clear signs of regular use.

personality:

Shoremoth is the consummate mercenary, he cares not for morality or race. Unless he is dealing with self righteous holy men in which case they must either offer him double his usual rate or he sends Benezia to kill them. Above all else Shoremoth detests self deceit, viewing attempts to control and deny ones self as simple stupidity. For this reason he is more then capable of working with psychopaths, murderers and any other being society would consider "evil".

By the same token he will never work with a person who denies themselves, he views attempts to control one's own natural instincts due to chivalry or any sort of code of conduct as denying and ultimately destroying the individual. For this reason Shoremoth truly detests paladins and knights who he views as the supreme liars of the universe. As such being have practicied deceit so many times that they themselves even believe it.

GM do you like the story?


Viluki wrote:

** spoiler omitted **

** spoiler omitted **...

Sounds great. It's funny how our first contender is in it just for the priceless riches of an extraplanar realm... but hey, that's life!


I'll have an alias up sometime tomorrow.


I'm interested however getting a level 10 char ready for action will definitely take me quite a while. Prolly either shooting for a Hexcrafter Magus or a Half Orc Barbarian/Inquisitor Multiclass looking to exploit Amplified Rage.

As to background is there anything more history you can give us to work with? Is Amberfall anywhere in Gollarion?


Alex Mack wrote:

I'm interested however getting a level 10 char ready for action will definitely take me quite a while. Prolly either shooting for a Hexcrafter Magus or a Half Orc Barbarian/Inquisitor Multiclass looking to exploit Amplified Rage.

As to background is there anything more history you can give us to work with? Is Amberfall anywhere in Gollarion?

I'm off to sleep for now, but I'll up a resume of what you know about Amberfall tomorrow. And no, my homebrews are never on Golarion.


Character Sheet


I am interested, but will probably take me about a day to come up with a level 10 Pc. I am thinking dwarf cleric, or half-Orc summoner... It is hard when there is so much cool stuff to do as a level 10 o.O

Grand Lodge

Ok here is my submission:

About me: i have played for a long time, and i do multiple post per day as i am involved in quite a few PbP or PFS game here

(oh and i play regularly with Jellyman here also)

Onoko (Tian-Sings)
(Tian-Sings) Female Magus 10
Init +2; Senses Perception +10

==DEFENSE==
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
hp 38 (10d8+20)
SR 0
Fort +9, Ref +5, Will +7
Armor Elven Chain, Light

==OFFENSE==
Spd 30 ft/x4
Melee Sap +11/+6 (1d6+4) 20/x2
Melee Masterwork Scimitar +13/+8 (1d6+4) 18-20/x2 CM +2
==STATISTICS==

Str 19, Dex 14, Con 14, Int 14, Wis 10, Cha 8

BAB +7, CMB +11, CMD +23

Feats Arcane Strike (PFCR 118), Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Enforcer (PFAPG 159), Extra Arcane Pool (PFUM 150), Intensified Spell (PFAPG 163), Power Attack (PFCR 131), Rime Spell (PFUM 155), Weapon Focus (Scimitar) (PFCR 136-137)

Arcana Familiar, Spell bending, Empowered magic

Arcane pool 11

Skills Intimidate +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (planes) +10, Linguistics +6, Perception +10, Spellcraft +12, Use Magic Device +10

Traits Magical Lineage (Magic) (PFAPG 329), Metamagic Master

Languages Abyssal, Common, Draconic, Infernal, Minatan, Skald, Sylvan, Thassilonian, Tien

Gear to be chosen at start of adventure.

(Hp to be done also)

-----
Fluff

Onoko is a female warrior, she had been trained since birth by her noble father (who secretly had wished for a son) in order to be the perfect noble wife. But alas this wasn't not to be. Onoko's mansion was raided by the order while she was still young, killing almost everyone. Of Courses they made it seem like a bandit raid interested in cash and valuable. And so for the next 15 years onoko and her father's personal secretary ( Senshi) roamed the country. As she grew older and stronger she even sold her sword as a mercenary from time to time. Working for anyone who would pay her fee. She even worked for the order a few times. Senshi disapproved of course but he stayed bound by his sense of duty.

Until not so long ago when the order hired a small specialist group to go on a one way suicide mission without telling them. Upon the survivor's return they were all ambushed but the order. Onoko and a friend of hers managed to survive barely. Senshi upon hearing the details of the ambush recognize the leader of the order's group as the men who lead the burglars into her home so long ago.

After careful investigation it appears that this men is the left hand men to the leader of the order.

So this time around upon hearing of the assault on the order's bastion, Onoko signed up with the rebels for this operation for free. This time its personal. This time its for revenge.


Repurposed a character from a campaign whose GM vanished mid-recruitment, Faerdorcha Maerciar, human bard.

Backstory and personality:
Faedorcha Maercair--who tends to go by the simpler pronunciation 'Frederick' or simply 'Freddy'--was born to a magical scholar and a bard. His mother was a wizard focused on arcane research and furthering the magical arts, while his father was an adventurer seeking fortune and glory. Between his mother's practical tutelage and his father's wild tales, he grew up with a hunger for knowledge and for adventure.

He honed his intellect and his musical ability, playing in taverns from his early teens onward to earn his own pocket money. He started to pick up bad habits from playing in seedy locations, showing an interest in picking locks and pockets, various methods of subterfuge and trickery. By his father's words, that seemed to be the bardic way; using wits over fists. Every story was about how he'd won through cleverness, and those stories inspired him. When he was of age, he left to seek adventure as his father had, to follow in his footsteps as a great musician and to find his own songs to sing.

He quickly developped a style on the road built around deception and cleverness. He would take jobs that often involved risky assassinations. Nobody ever really had their eyes on the entertainment, so in his theatrical attention-grabbing behavior, he found an odd sense of stealth, and used it to his advantage. He would sing, and then an instant later nobody would be paying him any mind, and allow him to put a dagger into the back of his target and then disappear.

Others saw him hired to support a band of adventurers who found his supportive skills very useful. His songs could lift the spirits of those around him, and he studied spells that could aid others in their tasks. In his mind, he was not a glorious hero, but someone who would help others reach their fullest potential. He would sing later about the great exploits, finding the chance to witness and participate in such deeds a greater reward than any treasure in the world.

Feardorcha is very affable and approachable. His natural charisma is one of his best assets, and he carries himself with a peculiar, theatrical sort of pride in every area of his life. He usually wears a smile and has a hand extended. Eager to talk, especially about himself in a very embellished way, he'll often speak and never stop speaking if he can. The only time he's quiet is when he's studying, and even then the slightest disturbance in his focus will have him smiling and running his mouth again. He's often playful in banter and wit, sharp-tongued and sarcastic at the drop of a hat. Glory and knowledge are his chief ambitions. Much like his mother he seeks to learn for the purpose of learning, not simply to further his own abilities but to enrich their art. She instilled in him the belief that if he learned, he could draw connections where there weren't previously and make some new discovery. His father's stories gave him dreams of grandeur, and he hoped that one day his own tales would be sung one day and recorded in history for others to read about.

Sheet:
Faerdorcha Maercair - Bard 10
Neutral Good Medium Humanoid (Human Male)
Init +2; Senses Perception +15
------------------------------------------
DEFENSE
------------------------------------------
AC 22, touch 15, flatfooted 18 (6 armor, 2 dodge, 1 natural, 1 deflection)
HP 8 + 10 + 9d8 ⇒ (4, 5, 5, 2, 5, 7, 8, 8, 7) = 51
Fort +5, Ref +10, Will +7 (+4 all throws against bardic performance, sonic, and language-dependent effects)
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-Fairy Feller (+1 Cold Iron Longsword) +10 1d8+2 (19-20/x2)
-Masterwork Dagger +10 1d4+2 S/P (19-20/x2)
-Masterwork Sap +10 1d6+2 B (crit x2) (Nonlethal)
Ranged
-Balladweaver (Adaptive Greenwood Composite Longbow of Endless Emmunition) +11 1d8+2 P/B (19-20/x3) (+12 and 1d8+5 within 30 feet)
Spells Known
4th (2/day, DC 19) Heroic Finale, Shield of the Dawnflower
3rd (4/day, DC 18) Cure Serious Wounds, Haste, Phantom Steed, Thunderous Drums
2nd (5/day, DC 17) Blistering Invective, Gallant Inspiration, Glitterdust, Invisibility, Tactical Acumen
1st (7/day, DC 16) Ear-Piercing Scream, Expeditious Retreat, Grease, Hideous Laughter, Vanish
0th (DC 15) Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 20 (14 +2 racial +1 at 4 and 8 +2 Headband of Alluring Charisma)
Base Attack +7/+2; CMB 9; CMD 21
Feats: Discordant Voice, Lingering Performance, Focused Shot, Martial Weapon Proficiency (Longbow), Point-Blank Shot, Precise Shot
Traits: Maestro of the Society, Historian
Favoured Class Bard (+10 Skill points)
Class Skills: Climb +7 (2), Disguise +12 (4), Escape Artist +8 (3), Knowledge (Arcana) +15 (4), Knowledge (Dungeoneering) +14 (3), Knowledge (Geography) +15 (4), Knowledge (History) +15 (4), Knowledge (Local) +15 (4), Knowledge (Nature) +15 (4), Knowledge (Nobility) +13 (2), Knowledge (Planes) +15 (4), Knowledge (Religion) +13 (2), Linguistics +7 (2), Perception +15 (10), Perform (Dance) +10 (2), Perform (Keyboard Instruments) +18 (10), Perform (Sing) +18 (10), Sleight of Hand +8 (3), Use Magic Device +9 (1)
Non-Class Skills: Disable Device +10 (8), Survival +0 (1),Swim +4 (2)
Untrained Skills: Appraise +2, Handle Animal +5, Heal -1, Ride +2, Spellcraft +2
Versatile Performances: Dance (Acrobats and Fly), Keyboard Instruments (Diplomacy and Intimidate), Sing (Bluff and Sense Motive)
Languages: Common, Elven, Dwarven, Goblin, Abyssal
Equipment:
-On person:
---Weapons: Balladweaver, Fairy Feller, Masterwork Dagger (placed in Spring-Loaded Wrist Sheath), Sap
---Defensive Items: +2 Mithral Chain Shirt of Rallying, Cloak of Resistance +1, Amulet of Natural Armor +1, Ring of Protection +1
---Wondrous Items: Hat of Disguise, Bag of Holding Type 1, Efficient Quiver, Robe of Infinite Twine, Headband of Alluring Charisma +2, Bracers of Falcon's Aim
---Potions, Wands, Alchemical Items: Alchemist's Fire, Bottled Lightning, Flame Fountain Firework, Flash Powder, Smokestick, Thunderstone, Wand of Cure Light Wounds, Wand of Feather Fall,
---Misc: Caltrops, Compass, Glass Cutter, 2 Glass Vials (empty), 2 Glue Paper, Masterwork Thieves' Tools, 1 Sack (empty), 1 Sack(3 crushed Glass Vials), 1 Sack (dead and dried leaves). Signal Whistle,
---Clothing: Belt Pouch, Entertainer's Outfit, Spell Component Pouch, Spring-Loaded Wrist Sheath, Waterskin
-In Efficient Quiver: 15 Trip arrows, 5 Grappling Arrows, 30 Thundering Arrows
-In Bag of Holding:
---Ammunition: 5 Trip Arrows, 5 Grappling Arrows, 20 Thundering Arrows, 20 Arrows
---Wands: Wand of Alarm, Wand of Cure Light Wounds, Wand of Identify,
---Consumables: 4 Alchemist's Fire, 5 Antiplague, 2 Bottled Lightning, 3 Caltrops, 10 Chalk, 2 Flame Fountain Fireworks, 4 Flash Powder, 3 Fure Grenades, 4 Smokesticks, 5 Thunderstones
---Cotions: Potion of Darkvision, 2 Potions of Flame Arrow, 2 Potions of Spider Climb, 2 Potions of Tongues, Potion of Water Breathing, Potion of Water Walk
---Misc: Backpack, Bear Trap, Blanket, Bedroll, Cauldron, Chain, Coffin, Collapsible Plank, Crowbar, Drill, Ear Trumpet, Entertainer's Kit, False Manacles, 5 Fish Hooks, False-Bottomed Cup, Flint and Steel, Folding Ladder, Folding Pole, 25 Glass Vials Good Lock, Grooming Kit, 11 Glue Paper, Hammer, Harrow Deck, Holy Symbol (Silver, Compartmented), Holy Text, Ink, Inkpen, Iron Pot, Journal, Lyre, Magnifying Glass, Mess Kit, Mirror, 10 Parchment Sheets, Peasant's Outfit, 5 Pitons, Portable Ram, Rope, 17 Sacks (empty), Sewing Needle, Saw, Shaving Kit, Sentry Mannequin, Shovel, Soap, Spyglass, Masterwork Survival Kit, 5 days of Trail Rations
Cash: 4427 gp, 6 sp, 6 sp
Encumberance: 57 lbs (0-58, 59-116, 117-175)
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Bonus feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Maestro of the Society: You may use bardic performance 3 additional rounds per day.
Historian: You gain a +1 trait bonus on bardic knowledge checks.

Bardic knowledge: A bard adds half of his class level to all Knowledge skill checks.
Bardic Performance: Countersong, Distraction, Fascinate (DC 20), Inspire Courage +2, Inspire Competence +3, Suggestion, Dirge of Doom, Inspire Greatness
Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
--Sing (Bluff, Sense Motive), Keyboard Instruments (Diplomacy, Intimidate), Dance (Acrobats, Fly)
Well Versed: The bard gains a +4 against bardic performance, sonic, and language-dependent effects.
Lore Master: A bard can take 10 on any Knowledge skill check that he has ranks in. In addition, once per day, the bard can take 20 on any Knowledge check as a standard action.
Jack of All Trades: The bard can use any skill, even if the skill normally requires him to be trained.

Discordant Voice: When using bardic performance, allies deal 1d6 extra sonic damage
Lingering Performance: Bardic performance continues for 2 rounds after you stop performing
Focused Shot: Add Int modifier on damage rolls with bows or crossbows
Martial Weapon Proficiency (Longbow)
Point-Blank Shot: +1 attack and damage on targets within 30 feet.
Precise Shot: No penalty for shooting into melee.


I am thinking of a half-elf Wild Caller (Summoner). Combat heavy you say, yeah I can do that. :P

Are archetypes and racial modifications from Advanced Race Guide permitted?

Sovereign Court

I'm interested as I usually do more intrigue-based stories, so this might be a nice change of pace. My thoughts for a character are contingent upon the setting though. Some questions when you get the chance:

1. What is this demiplane like? I'm assuming we start on the non-Amberfall plane which is the parallel of the material plane while Amberfall is ... something else.

2. Combat-wise, at what are we looking primarily, if it might be known? Ranks of humans, demoic hordes, masses of undead, or dire platypusses?

3. Can you give any more background on the particulars of why the Order of Amberfall is invading?


Very interested, will get something up in the next few hours.

And one question, what happens if you shopping list does not come to exactly those percentages? I mainly ask because it seems you also limit the remaining coins and have no overlap whatsoever (as the percentages sum to 100)

Edit: Right now thinking about a Barbarian, but I'll have to think about it.


Finished a first version, so far still on Myth Weaver. I'll put it into an alias once everything is completed.

So far I didn't write down a backstory (but have a few ideas), waiting for the resume on Amberfall for that.


On the subject of the remaining gear/coins: I had copy pasted it from the recommended guidelines. Feel free to attribute that amount anywhere else. There won't be many shops where you're heading.

And yes, Advanced Race Guide material is accepted.

@Stratos: I'll put up a small player's resume in the campaign info shortly.

All the submissions look great so far!


Hm. Seems interesting. I might be interested, maybe make an oracle of some flavor. Or a monk, perhaps.


Will this be a PBP or Online Tabletop?


PbP. I'd love to do a roll20 one day but the timing isnt too grand at the moment.


Ok, pooled the remaining money into an Ring of Evasion. Should you think that is far to expensive for a single item (which I admit is quite possible), alternatively I would also be happy with increasing my weapon to +2 Furious, the cloak of protection, as well as the ring of protection to +2 and maybe enchanting my armor spikes or the bow.


Will submit a Svirfneblin Deep Bomber(Alchemist archetype). More of a scout/skirmisher/saboteur than a front-liner.


Dotting. When are submissions closed?


I'll choose the final team on Sunday.

And that's fine, I just don't want players buying a single item costing most of their gold, that's all.

Scarab Sages

Dotting interest. Have a reach cleric and a sorc/DD that I would want to try out either once I have them leveled up.


Sergeant Harth Statblock:

Sergeant Harth
Human Fighter 10
CN Medium Humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 24 (+9 armor, +2 shield, +3 Dex, +1 natural, +2 deflection)
hp 130 (10d10+30)
Fort +11, Ref +7, Will +7 (+3 vs. fear)
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +14/+9 (1d6+4/x2) and
. . +2 Adamantine Longsword +17/+12 (1d8+8/17-20/x2) and
. . Punching dagger +15/+10 (1d4+5/x3)
Ranged Longbow, Comp. (Str +3) +13/+8 (1d8+3/x3)
Special Attacks weapon training abilities (heavy blades +2, close +1)
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 14, Int 9, Wis 13, Cha 8
Base Atk +10; CMB +14 (+18 Bull Rushing); CMD 29 (31 vs. Bull Rush)
Feats Combat Reflexes (4 AoO/round), Greater Bull Rush, Improved Bull Rush, Improved Critical (Longsword), Improved Shield Bash, Improved Two-weapon Fighting, Iron Will, Power Attack -3/+6, Shield Slam, Step Up, Two-weapon Fighting, Weapon Focus (Longsword)
Traits Resilient, Veteran of Battle
Skills Acrobatics +2, Climb +7, Escape Artist +2, Fly +2, Perception +8, Ride +6, Stealth +2, Survival +14, Swim +7
Languages Common
Combat Gear Potion of barkskin +5 (3), Potion of cure serious wounds (3), Potion of darkvision, Potion of heroism, Potion of shield of faith +5 (3); Other Gear Mithral Full plate, +1 Bashing Light steel shield, +2 Adamantine Longsword, Longbow, Comp. (Str +3), Punching dagger, Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +1, Ring of protection +2, 16724 GP
--------------------
Special Abilities
--------------------
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Close) +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

Will come up with background soon, also what length and for this character would it be good by you to assume that he has extensive military background.

Also realized that I have to add my regular gear to him as well.


Btw, just noticed that you didn't seem to have said it and that all the submissions use widely different methods:
How to calculate Hp?


Here's Shaelathar Silvermoon. I'll get background up asap.

Long Stat Block:

Shaelathar Silvermoon
Female half elf wild caller (summoner) 10
NG medium humanoid (elf, human)
Init +3, Senses low-light vision, Perception +5
DEFENSES
AC 18, touch 16, flat-footed 15 (+3 Dex, +2 natural, +2 shield, +1 deflection)
hp (10d8+10)
Fort +4, Ref +6, Will +10 (+2 vs. enchantment)
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 impervious flaming longspear +8 (1d8+1, crit. 20/x3 and 1d6 fire) or
Melee adamantine dagger +8 (1d4, crit. 19-20/x2)
Ranged adamantine dagger +11 (1d4, crit. 19-20/x2) 10' range increment
Full Attack +1 impervious flaming longspear +8/+3 (1d8+1, crit. 20/x3 and 1d6 fire)
Space 5 ft.; Reach 10 ft.
Special Attacks lunge, trample (while riding)
Spell-like Abilities (CL 10, concentration +15)
8/day - summon nature's ally V (duration 1 minute per level)
Summoner Spells Per Day (CL 10, concentration +15)
4th (2/day) - overland flight, wall of stone
3rd (4/day) - black tentacles, evolution surge, fly, heroism
2nd (5/day) -bull's strength, blur, evolution surge (lesser), see invisibility, summon eidolon, summon swarm
1st (7/day) - enlarge person, expeditious retreat, mage armor, magic fang, rejuvenate eidolon (lesser), shield
0 (at will) - acid splash, detect magic, guidance, light, read magic, resistance
STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 20
Base Atk +7/+2; CMB +7; CMD 20
Feats Augment Summoning, Lunge, Mounted Combat, Spell Focus (Conjuration), Trample
Skills Fly +7, Handle Animal +18, Perception +5, Ride +16
Languages Common, Elven
SQ low-light vision, arcane training (summoner), dual minded, keen senses
Gear impervious flaming longspear +1, adamantine dagger, clangorous shield +1 cloak, amulet of natural armor +2, ring of protection +1, headband of mental prowess (+2 Wis, +2 Cha), equestrian belt, ring of spell knowledge I, wand of create pit,
62,000 gp (15,500 for weapons, 15,500 for armor, 15, 500 other magic items, 9300 for scrolls and disposable items, 6200 standard gear and coins)
Favored Class (Summoner) 1) +1/4 evolution; 2) +1/4 evolution; 3) +1/4 evolution; 4) +1/4 evolution; 5) +1/4 evolution; 6) +1/4 evolution; 7) +1/4 evolution; 8) +1/4 evolution; 9) +1 skillpoint, 10) +1 skillpoint.
FEATS AND SPECIAL ABILITIES
Augment Summoning (Feat) Shaelathar's summoned creatures gain +4 enhancement bonus to Strength and Constitution.
Arcane Training (Summoner) (Racial) Shaelathar can use spell-trigger and spell-completion items with summoner spells as if one level higher.
Aspect (Su) Shaelathar can divert 2 points from Beast to add evolutions to herself. She can only select evolutions her eidolon could possess, and must meet the requirements as well. Points spent this way are taken from the eidolon's evolution pool.
Bond Senses (Su) As a standard action, Shaelathar can share the senses of her eidolon: hearing, seeing, smelling, tasting, and touching everything the eidolon does. She can use this ability a total of 10 rounds per day.
Dual Minded (Racial) Shaelathar has a +2 racial bonus to Will saving throws.
Eidolon (Ex) Shaelathar is bonded to an outsider eidolon, and can summon it with a ritual that takes 1 minute to perform. The eidolon also bears a glowing rune identical to one on Shaelathar's forehead.
Keen Senses (Racial) Shaelathar has a +2 racial bonus to Perception skill checks.
Life Link (Su) Whenever her eidolon takes damage, Shaelathar can sacrifice any number of hit points to prevent 1 damage to the eidolon. The eidolon and the summon must remain within 100 feet of one another, or the eidolon takes penalties.
Lunge (Feat) Shaelathar can increase the reach of her melee attacks by 5 feet until the end of her turn by taking -2 penalty to AC until her next turn.
Low-light Vision (Racial) Shaelathar can see twice as far as humans in starlight and other dim light conditions.
Maker's Call (Su) Twice per day, as a standard action, Shaelathar can call her eidolon to her side, teleporting Beast up to 800 feet as through a dimension door. The eidolon appears adjacent to Shaelathar, or as close as possible if all available spaces are occupied.
Mounted Combat (Feat) Once per round, when her mount "Beast" is hit in combat, Shaelathar may attempt a Ride check (immediate action) to negate the hit. The hit is negated if the Ride result is greater than the opponent's attack roll.
Shield Ally (Ex) When Shaelathar is within "Beast's" reach (and Beast is not grappled, helpless, paralyzed, stunned, or unconscious), she gains a +2 shield bonus to AC and +2 circumstance bonus on her saving throws.
Spell Focus (Conjuration) (Feat) Shaelathar's conjuration school spells have +1 saving throw DC.
Summon Nature's Ally (Sp) Whenever her eidolon is not summoned, Shaelathar can cast summon nature's ally V as a spell-like ability with a duration of 1 minute per level, a number of times per day equal to 3 + her Charisma modifier.
Trample (Feat) When Shaelathar attempts to overrun an opponent while mounted, that target may not choose to avoid her. Her mount "Beast", may make one claw attack against any target she knocks down, gaining the standard +4 bonus on attacks against prone targets.
Transposition (Su) As part of her maker's call ability, Shaelathar can swap locations with Beast. She can appear in any square occupied by Beast. Beast must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

headband of mental prowess (+2 Cha, +2 Wis) (10,000 gp)
equestrian belt (3200 gp)
ring of spell knowledge I (1500 gp)

impervious flaming longspear +1 (11,305 gp)
adamantine dagger (3002 gp)

amulet of natural armor +2 (8000 gp)
+1 clangorous shield cloak (5000 gp)
ring of protection +1 (2000 gp)

wand of create pit (4500 gp)
wand of summon nature's ally II (4500 gp)
potion of cure moderate wounds (300 gp)

summoner's kit (8 gp)
spyglass (1000 gp)
spider's silk rope (100 gp)

Beast
NG Large outsider
Init +7; Senses darkvision 60 ft, Perception +13
DEFENSES
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 10d10+40
Fort +9; Ref +9; Will +2 (+4 vs enchantment)
Resist sonic 5
Defensive Abilities evasion
OFFENSE
Move 50 ft., Climb 70 ft.
Melee bite +16 (1d8+8 plus trip), 2 claws +16 (1d6+8), gore +15 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (1d6+12), trample (1d8+12; Reflex DC 23 for half damage.)
STATISTICS
Str 26, Dex 16, Con 17, Int 9, Wis 10, Cha 11
Base Atk +8; CMB +17, CMD 27
Feats Improved Initiative, Multiattack (Bonus), Toughness, Weapon Focus (bite, claws)
Skills Acrobatics +14, Climb +19, Perception +13, Sense Motive +13, Stealth +10
Languages Common, Elven
SQ devotion, link, multiattack, share spells
Evolutions bite, claws, climb, climb, gore, improved natural armor, large, limbs (legs), limbs (legs), limbs (legs), mount, rend, resist, trample, trip (18 evolution points)
SPECIAL ABILITIES
Devotion (Ex) Beast has a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) If Beast is forced to make a Reflex save to only take half damage, a successful save prevents all damage instead.
Link (Ex) Beast can communicate mentally with Shaelathar across any distance on the same plane.
Share Spells (Ex) Shaelathar can cast a summoner spell with a target of "you" on Beast, even if the spells normally do not effect outsiders.


yea i just maxed it at the time being and was going to adjust accordingly after it was established.


Hmmmmm lot's of good guys and one bad guy.

Going to cook up a straight up war criminal me thnks.


On the subject of health points: Max at 1st, average for the rest.


Can you give us a tad bit more info on who and what amber fell is? I'm working up a guide tracker/infiltration expert and debating between him or a paladin, depending on who we are fighting.


I changed out her stats a little bit.

Skills:
Fly +7, Handle Animal +18, Perception +5, Ride +12, Survival +10

Background Basics:
Shaelathar is a woman haunted by the failures in her past. Her own jealousy drove her fiancee away, though she is still deeply in love with him. She shunned society after her lover left her, turning to the deeper places of the world. Here, she lived in the caverns,
learning to work with many animals she found there, relying on her faith in Gozreh to sustain her. That religious following was one of necessity rather than desire, but she learned to have faith in Earth and Water. It was also here in these caverns that Beast first came to her. She was so depressed about losing her love that a furry cave creature came from a strange plane to comfort her. The bond grew between them over time, and the eidolon has been with her ever since, only returning to his home plane every once in a while.

Over time the eidolon grew bigger, and Shaelathar had to leave the caves and pursue life outside once again. It was a difficult transition for her, as she had grown used to the feral existence of basic subsistence. But she eventually learned to ride Beast, having a suitable saddle made for him. Since then, she has been a savage rider, a soldier for hire in some places, and a soldier for the cause of righteousness in others.

Very rarely does she speak about her past; few have approached the wild beauty, whose beauty seems to be enhanced by nature. Leaves and twigs are stuck to her wavy hair as though they belong there. Her face is often dirty, though the jeweled headband seems to always shine through. She wears simple traveling clothing, sometimes with a leather vest, and a cloak seemingly made of billowing gray clouds on her shoulders.

Personality: Although beautiful, Shaelathar can be sometimes cold. But she merely is this way to distance people from her painful past. Her love for another is evident at times, but for whatever reason she cannot return to him. She is kind towards animals, and towards nature in general, and often prefers to shun normal companionship to bond with the wild.

Traits: Child of Nature, Linked Surge


Yeah, I'm also still waiting for that promised resume :)

Sovereign Court

Just waiting on that resume blurb to go up in campaign info. I have 2 stories in my head, but they connect to quite different mechanical concepts.


I had a concept i'm working on (Gnoll TWF ranager... what? savages can be helpful, too!). I'd also love to hear what's going on in the world/setting. :)


As mentioned above, the Material Plane is where you begin and it is undefined as a place. For all intents and purposes it could be Golarion really.

Amberfall itself is Terra Incognita.


Should we feel free to exercise some freedom in creating or elaborating on cultures when developing our submissions?


Eben TheQuiet wrote:
Should we feel free to exercise some freedom in creating or elaborating on cultures when developing our submissions?

Yep, go nuts


If the cash guidelines aren't going to be too strictly held, I guess I can afford a few more sets of magic arrows. Are there any specific enemy types that it would be wise to get Bane arrows for?


It might help to get some general suggestions for a Ranger's Favored Enemy as well. Are the leaders of Amberfall likely to be varieties of Humanoid? Or all types? LIke dragons and demons and what-not?


As mentioned, you will be facing a large array of enemies though most of them are humanoids.

But expect a large variety of challenges.


Fair enough.

Dark Archive

Definitely interested, and will have a submission later today. I am thinking an archery focused Halfling Paladin (Divine Hunter archetype from Ultimate Combat).

Quick question: Are alternative racial traits from the ARG permitted?

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