Siege on Amberfall

Game Master SecSeibzehn

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Sersi wrote:

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?

I asked Herald in a PM, and he said that he allowed them.

Scarab Sages

Here's my submission: Schahrizade I'Nam Morroq, oracle of fire. She is a blaster oracle as well as a bandaid character. She can heal well, fight well, blast excellently, debuff well.

I'm still working on her backstory but thought I'd post this stat block up in the interim.

Statistic Block:

Schahrizade I’Nam Morroq
Female ifrit oracle 10
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft., Perception -1
-Defense---------------------------------
AC 24, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 deflection, +1 natural)
hp 78 (10d8+20+10)
Fort +7, Ref +9, Will +8; +2 vs. fatigue and exhaustion
Resist fire 10
-Offense---------------------------------
Spd 40 ft., 60 ft. fly [wings of fire]
Melee +2 keen scimitar +14/+9 (1d6+6/15-20 x2)
Spells Known (caster level 10th, concentration +15)
5th (4/day) – summon monster V (fire elemental only), mass cure light wounds (1d8+10), flame strike (DC 20)
4th (6/day) – wall of fire (DC 19), cure critical wounds (4d8+10), debilitating portent (DC 19), spit venom (DC 19)
3rd (7/day) – fireball (DC 18), cure serious wounds (3d8+10), dispel magic, magic circle against evil, prayer
2nd (7/day) – resist energy, cure moderate wounds (2d8+10), spiritual weapon, sound burst (DC 17), lesser restoration, make whole
1st (7/day) – burning hands (DC 16), cure light wounds (1d8+5), divine favor, remove fear, shield of faith, bless, comprehend languages
0 – create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery fire; Curse legalistic
Special Attacks burning magic (1 damage per spell level, 1d4 rounds, DC = spell’s)
-Statistics------------------------------
Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 20
Base Atk +7; CMB +7; CMD 22
Feats Weapon Finesse, Dervish Dance, Weapon Focus (scimitar), Spell Penetration, Extra Revelation (wings of fire), Nimble Moves, Acrobatic Steps
Skills Acrobatics +21, Craft (weapons) +8, Intimidate +18, Perform (dance) +12, Knowledge (planes) +15, Knowledge (religion) +10, Diplomacy +18, Spellcraft +15 ACP -1… All skills listed are class skills.
Traits
Languages Common, Ignan, Terran, Draconic
Combat Gear +2 keen scimitar, +2 mithral breastplate, boots of the elvenkind, +2 belt of incredible dexterity, +2 headband of charisma, +2 cloak of resistance, lesser rod of extend magic, +1 ring of protection, ring of sustenance, +1 amulet of natural armor consumables under gear below
Special Abilities forge-hardened, wild-fire heart, fire starter, revelations (burning magic, cinder dance, molten skin, wings of fire), curse (legalistic: see below; vow, one-on-one, loopholes)

Legalistic:

Legalistic
Source Pathfinder Player Companion: Blood of Fiends
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Effect Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.


Here is my submission (finishing details coming soon).

Rose is a halfling Paladin skilled with a bow, and while a little overly trusting and naive, she is overall a devout and loyal with a penchant for not taking herself too seriously (stats in the profile).

Scarab Sages

Got my backstory written up, along with personality and appearance.

Schahrizade practically exudes the blistering heat of the desert. The proud woman stands with fiery red hair and skin the color of Katapeshi brass. A pair of mottled horns bump up under her forehead, covered by a pair of wide red goggles. She glistens with magic and power. She has nothing to hide, and challenges all comers to test their luck against her fire. As her magic takes hold, her skin glistens with heat, and her hair sets aflame in the brilliant colors of the sun.

Personality:

Schahrizade is an inferno blaze burning in a brass lamp. Her demeanor is flippant; her personality energetic. She loves to see things set fire-- whether it be a person's life, their home, or their own body, something about the nihilistic destruction of fire draws her heart. As an Ifrit, she cannot help her pyromania, yet controls it with her own personal code of conduct that her elemental blood seems to prefer above all others. She plays with the attentions of others like a puppeteer behind a stage, discarding them as they wear thin—though this is not entirely of her own desire. Schahrizade, or Shy, to her friends, is hardly shy. She has a powerful, apoplectic temper that easily rises along with the flames that burn and scour away the objects of her ire.

Background:

Schahrizade was born to a noble family in Katapesh. Brass skinned with red hair, she appeared nothing like her father, and her mother was killed for her adultery. The child would have come under the same fate if not for Sarenrae’s law: no harm may come to a child of the sun. Unable to destroy the object of his perceived cuckolding, he hid it instead. Schahrizade, so named for the legendary storytelling princess of the Marid who spent 1,001 nights imprisoned, was locked away in the tower for almost thirty years. She grew into an adult, and then, like the hourglass had been placed on its side, she stopped aging altogether.
She did not spend her entire young life there, however. The fire in her blood bade her escape, and something within her made her a peerless acrobat. During the day, she pined away in her tower prison, and at night she travelled the streets and markets of Katapesh. There, she made herself a disciple of the mysteries of the arcane—but what flowed from her fingertips was not arcane magic, but divine flame.
On her 40th birthday, Schahrizade’s father died and her long imprisonment was opened. Able to wander the world on a fortune, she set out to places far and wide, spending and wiling away her misbegotten father’s gold. Her power grew, and grew, until there was no master she could find in the world to teach her to control her gifts… but there were those outside of it who sought her.
When she had spent the final gold piece of her father’s fortune, a mighty efreeti genie exploded to life before her in the marketplace. “Fool!” he declared. “Do you not know the truth of the heresy you have committed?” The efreeti, Abdulraman Suleimon, showed her the truth: her father, long ago, had been touched by the plane of fire while stealing his fortune from the Cave of Wonder. He was her true father! He showed her his secret pains and how he craved forgiveness and prayed to Sarenrae for guidance on how to treat his child, who was so gifted yet so dangerous. In return, she had squandered his mortal wealth and sullied his name. Abdulraman placed forth the edict of Sarenrae that day—that for each gold piece ill-spent by Schahrizade’s journies, she would fulfill one vow in earnest—until the time that she had repaid each gold piece with a vow, she could not lie, and her heart would be closed to the love of another.
Schahrizade spent well over 100,000 gold pieces, but in the last hundred years of her life, she has repaid all but one-thousand and one vows to Sarenrae. And so she journies forward, to the land of Amberfell, where wishes and cries for aid fill the night sky and the sun is hot and comforting.


Pathfinder Roleplaying Game Superscriber

I'm writing up a wizard with the Foresight school. Hope to have it done this evening.


To clarify, alternate racial traits are fine.

And I'll wait until Sunday to make my final pick so everyone still has time.


After thinking it over, I have decided to bow out. I am rather busy as of late with other campaigns, so I will let others have the fun. Good luck everybody!


This toon is my submission, I will need to bump him up for this campaign. The game he was in died. Since we are talking planar travel, I'm going with the premise that he developed a one shot means of escaping his world that was being overrun with undead, neatly tying his current background to why he is in the here and now.


De'ohge wrote:
This toon is my submission, I will need to bump him up for this campaign. The game he was in died. Since we are talking planar travel, I'm going with the premise that he developed a one shot means of escaping his world that was being overrun with undead, neatly tying his current background to why he is in the here and now.

Sounds interesting. Just make sure he has a reason for wanting to kill the Order of Amberfall.


Other than finishing spending the starting gold, I think the character is finished. Of course anything from backstory to items is up for altering if you feel it should be changed, GM. And I will probably flesh out the story/personality more between now and Sunday.


I would like to ask about the nature of the Order of Amberfall.

WHAT is it specifically?


Imagine the Third Reich's reach, mixed with all the seriousness of Cheliax and the religious zeal of Rasmiran with Nex's magic power.

They're a juggernaut of unimaginable strength.


Then I guess unless there's any questions/concerns about my character's backstory, my submission is just about done.


Has Amberfall successfully launched attacks on the Material Plane previously, or did we all just find out about it before they attempted anything? Huge question for Shaelathar's background. Trying to find out why she would be involved, and I think she would be if they had launched an attack that killed some of the people she loved. "I'm from Buenos Aires, and I say, kill 'em all." sort of thing.

Grand Lodge

Starship Troopers :)

Arazni, apparently they have launched lots of attacks on our plane in the recent past....

Quote:

"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!"

-----

I take it that our world is pretty much a war desolated world with little left after the dozens of invasion by the order.


Oh, for some reason I forgot about that. So we're on a war-ravaged (planet? plane? region? solar system? galaxy? (far-far-away)). Okay, totally into killing these bad dudes now. Evil Empire, your time has come!

Grand Lodge

continent at least and most likely (for the resistance counter attack). But i can imagine the whole planet having being targeted by the order, since they can project their military from their demi plane, i suppose no place on the planet was safe from their striking capabilities.


So here's B'auw and Arau, a towering gnoll warrior-hunter and his long-time dire hyena hunting companion. The teeth of his peoples' tribes were shattered during one of the earliest assaults on Amberfall and scattered to the darkest caves and most desolate corners of their sun-baked homelands. B'auw has no love for the civilized races of Amberfall, but in the face of such a terrible new enemy as the Order, B'auw has answered a call he heard on the wind.

…. B'auw will help rip the heart from this great beast.

B'auw and Arau:
B'auw is a towering gnoll – standing seven feet tall – with thick, powerful limbs on his rangy build. His fur is a mottled red and black, decorated with scars, burns, and a jarring array of fetishes and trophies. His left eye is marred and nearly black, though still functioning. He moves with the feral athleticism of a hunter, seemingly unfettered by his battle-scarred, red-painted breastplate. The weapons he wears are that of his nomadic, savanna people…. the handle of a wickedly curved blade peeks out over his right shoulder, one end of a heavily curved bow over the other. A similarly wicked-looking blade rests in a spring-loaded sheath on his left wrist.

And behind him stands his true pride. A black and yellow maned dire hyena named Arau. At over 900 pounds, six feet at the shoulder and exceeding twelve feet in length, Arau is bigger than most horses and just as fast. Her predatory movements seem ever in sync with her rider's… a battle-born hunting pack of two.

Personality
B'auw is naturally stubborn, persistent, and more than a little arrogant in his physical abilities. He's a hunter by nature, recognizing the value in patience in many circumstances. Though at the same time, he'd often rather meet and destroy a problem or enemy head-on. His humor (what there is of it) can be cutting and sarcastic. He'd prefer social interactions to be straight-forward and understandable, having little patience or understanding for subtlety or manipulation.

Role & Simple Story
B'auw is a Rash'ta'An for his people. While the simplest and most literal translation of this title is hunter, there is far more to the title than that. Rash'ta'An – often called Spirit Hunters or Demon Hunters – are a specific caste of warrior-hunters of the gnoll Packs that range their sun-baked savannas and flat-lands. And while every gnoll is subject to the rigid hierarchies of one Pack or another, the Rash'ta'An are simultaneously of all Packs and none.

The customs surrounding the Rash'ta'An are as complex and convoluted as the rest of the un-written rules of gnoll culture. The mystical signs and portents that dominate gnoll decisions weigh especially heavy on Rash'ta'An. And while all gnoll packs maintain varying numbers of dire hyenas as mounts, defenders, and companions, the connection of a Rash'ta'An and his companion are far more intimate and powerful.

In the end, each Rash'ta'An is unshackled form the normal rules that govern gnoll packs, they are chained by a responsibility to protect all gnolls from their hot homeland. From threats ranging from the incursions of the uncountable weaklings from other 'civilized' lands to the terrifying demon nightmares that range their homeland in search of prey.

Hunter. Outcast. Defender.

And it's for all of these reasons that B'auw now seeks those from the Weaklands who would fight back against this Order. This Order came – like a mighty, unstoppable, ravaging beast – suddenly into their ranges and killed gnoll warrior and pup alike. And B'auw heard the call on the wind. The yips and cries of the broken and fallen mixed with the war-cries of those still standing.

And as always, B'auw answered the call in the way of the Rash'ta'An… not as a pack leader or pack-runner, but as an outcast. He seeks those willing to pay whatever price to repay pain for pain to the Order.

Build:
B'auw
Male Gnoll Ranger 10
LN Medium Humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+8 armor, +2 Dex, +1 natural)
hp 104 (10d10+40)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +8
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Ghost touch Falcata +14/+9 (1d8+13/17-20/x3) and
. . +1 Keen Kukri +14/+9 (1d4+13/15-20/x2) and
. . Bite +8 (1d3+6/x2) and
. . Masterwork Longspear +14/+9 (1d8+18/x3)
Ranged +1 Adaptive, Seeking Darkwood Composite longbow (Str +1) +13/+8 (1d8+7/x3)
Special Attacks bite, favored enemies (evil outsiders +6, magical beasts +2, undead +2)
Ranger Spells Prepared (CL 7):
3 (1/day) Instant Enemy
2 (2/day) Barkskin, Chameleon Stride
1 (3/day) Longstrider, Resist Energy, Hunter's Howl (DC 14)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +10; CMB +16; CMD 28
Feats Boon Companion, Endurance, Improved Critical (Falcata), Improved Two-weapon Fighting, Outflank, Power Attack -3/+6, Toughness +10, Two-weapon Fighting, Two-weapon Rend
Traits Armor Expert, Savannah Child (Ride)
Skills Bluff -1 (+1 vs. magical beasts, +5 vs. evil outsiders, +1 vs. undead), Climb +10, Handle Animal +7, Heal +7, Intimidate +11, Knowledge (dungeoneering) +4 (+6 vs. magical beasts, +10 vs. evil outsiders, +6 vs. undead), Knowledge (geography) +4 (+6 vs. magical beasts, +10 vs. evil outsiders, +6 vs. undead, +8 while in plains terrain, +6 while in underground terrain), Knowledge (nature) +4 (+6 vs. magical beasts, +10 vs. evil outsiders, +6 vs. undead), Perception +16 (+18 vs. magical beasts, +22 vs. evil outsiders, +18 vs. undead, +20 while in plains terrain, +18 while in underground terrain), Ride +18, Sense Motive +3 (+5 vs. magical beasts, +9 vs. evil outsiders, +5 vs. undead), Stealth +15 (+19 while in plains terrain, +17 while in underground terrain), Survival +16 (+18 vs. magical beasts, +22 vs. evil outsiders, +18 vs. undead, +20 while in plains terrain, +18 while in underground terrain, +21 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion)
Languages Gnoll
SQ animal companion link, combat styles (two-weapon combat), favored terrains (plains +4, underground +2), hunter's bonds (animal companion), share spells with companion, swift tracker, track, wild empathy, woodland stride
Combat Gear Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (3rd level) (1/day), Quick runner's shirt (1/day), Wand of cure light wounds, Wand of cure light wounds; Other Gear +2 Mithral Breastplate, hyena studded leather, +1 Adaptive, Seeking Darkwood Composite longbow (S, +1 Ghost touch Falcata, +1 Keen Kukri, Arrows (20), Blunt arrows (20), Masterwork Longspear, Belt of giant strength +2, Cloak of resistance +2, Headband of inspired wisdom +2, Spring-loaded Wrist Sheath: +1 Keen kukri, 1031 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Bite (Ex) Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Plains +4) (Ex) +4 to rolls vs Favored Terrain (Plains).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Two-weapon Rend You deal an additional 1d10+(STR*1.5) if you hit with both of your weapons.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Arau, Dire Hyena Companion:

Arau
Dire Hyena (Wolf refluffed)
N Large Animal
Init +3; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 19 (+3 Dex, -1 size, +10 natural, +1 dodge)
hp 99 (+54)
Fort +11, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (1 extra at -5) (Wolf) +12 (1 extra at -5) (1d8+10/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks trip
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 20, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 28 (32 vs. Trip)
Feats Dodge, Mobility, Outflank, Spring Attack, Toughness +9
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +9 (+17 jump), Climb +11, Fly +1, Perception +7, Stealth +3, Swim +11; Racial Modifiers +4 to survival when tracking by scent
Languages
SQ attack any target [trick], come [trick], defend [trick], devotion +4, fighting [trick], guard [trick], heel [trick], multiattack / extra attack, seek [trick], work [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
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.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trip (Ex) You can make a trip attempt on a successful attack.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Notes on Gnoll:
I pulled the Gnoll race from the ARG (they have 6 point build in that book). I took the liberty of upping his racial point buy to 10, picking up Skiled (+2 Ride), Bite, and Weapon Familiarity (falcata & kukri) to represent this story's version of the gnoll's social tendencies towards hyena-riding, nomad hunters who favor wicked, curved blades for hunting and war.

Let me know if this is inappropriate, I can re-build him with the original 6 point gnoll buy from the ARG without too much trouble.

-------

So the details may shift if he gets accepted (feats/gear/etc), but the story and concept are here. I figure these specific gnoll packs were unfortunate enough to inhabit the vast stretches of savanna, desert, and badland that served the Order as a perfect drop location/stagign location... so B'auw's people were some of the earliest victims of the invasion. Unexpecting and unprepared, they were nearly destroyed... only a fraction of the packs surviving to cling to the edges of their former territory. Hiding and hoping to survive.

B'auw won't let that stand.


I think I might have to throw out a character for this, but I do hope that your "Of Dreams and Despair" game picks back up again too.


The world is still at war. A lot of people's backgrounds use Golarion but it really doesn't matter. The world is likely doomed unless the Order can be stopped and that'll require you to strike at its heart.

The Hirtz Factor wrote:
I think I might have to throw out a character for this, but I do hope that your "Of Dreams and Despair" game picks back up again too.

I imagine I can re-attempt to shove the story along couldn't I?


will get my background up tonight for this been bust with work recently ;)


Pathfinder Roleplaying Game Superscriber

Gah. Somebody please remind me how to create a non-PFS alias. Thanks.


My Account -> Scroll down -> Create New Alias

I think that's correct.


How many people are you accepting? And will this be a pbp or on roll20 or what?


Tarondor's alias here. Wizard 10 Diviner (Foresight). I look forward to the chance to play!


4-6 maximum and this is a PbP as mentioned above.


Sergeant Harth:

Sitting in his tent within the siege encampment, he recalled his last meeting with his superiors. Harth has always known war and what goes along with it. The blood, the glory and the loss. But it wasn't the looming threat of death that bothered him or he would have stopped a long time ago. Some men that he had served with had called him “Crazy”. Crazy wasn't a word he liked to describe himself with, not to say that it wasn't true in the least bit. “Free of fear” is a term that he liked to use, since he had earned the title fighting with the men he had been assigned.

Harth made it a point to command utter loyalty from his soldiers that were under him and even so respect from his enemies. If either were not given he made a point that would never be forgotten by the party. The last year he had visited a green recruit that had slandered his name while drinking and broke a finger on his hand, not his sword hand of course he still needed able bodied men. The performance of his company was well taken by his superiors and he was given a short letter talking of a task force for the realm of Amberfall.

With nothing but death and misery awaiting him at his former home, looks like a better chance than any to test my mettle. The Order of Amberfall had been responsible for so many deaths in his company, either way. Time to return the favor.

Sergeant Harth stood up gathering his shield and sword, for his morning patrol. Looks like it will be time for some blood and glory.

Scarab Sages

I added a bit to my backstory for a good reason why Schahrizade would be looking to take the fight to the Order. Of course, it has to do with revenge.


Schahrizade I'Nam Morroq wrote:

I added a bit to my backstory for a good reason why Schahrizade would be looking to take the fight to the Order. Of course, it has to do with revenge.

Chandra would be proud.


Backstory is up in profile. Thak is purporting to be an LG monk.


Schahrizade I'Nam Morroq wrote:

Of course, it has to do with revenge.

It always does. :)


@Thak: I love your backstory and the whole hidden alignment thing.

@GM: what are your views on Intellegent items?


@Rose- thank you kindly :) Fortunately I have the Bluff to pull it off.


@Rose: They are tricksome beings. Why may I ask?

Scarab Sages

Herald of Omens wrote:
Schahrizade I'Nam Morroq wrote:

I added a bit to my backstory for a good reason why Schahrizade would be looking to take the fight to the Order. Of course, it has to do with revenge.

Chandra would be proud.

Truth be told, I hardly know who she is-- but I love the visual image of her, covered in fire, hair aflame... blowing stuff up. Low level characters in PBP never get strong enough to blow stuff up. Tenth level? Perfect! Let's blow stuff up!


Schahrizade I'Nam Morroq wrote:
Herald of Omens wrote:
Schahrizade I'Nam Morroq wrote:

I added a bit to my backstory for a good reason why Schahrizade would be looking to take the fight to the Order. Of course, it has to do with revenge.

Chandra would be proud.
Truth be told, I hardly know who she is-- but I love the visual image of her, covered in fire, hair aflame... blowing stuff up. Low level characters in PBP never get strong enough to blow stuff up. Tenth level? Perfect! Let's blow stuff up!

She's a popular Magic the Gathering Planeswalker. And yes, she lives to burn everything... not as much as Jaya Ballard though.

Now that gal is an homage to pyromancy.

Here's a few of her quotes:

"The secret of destruction is simple: everything burns."

"Of course you should fight fire with fire. You should fight everything with fire."

Jaya Ballard

And here if you want to read more.


@GM: I had extra gold in my other magic items category, and trying to decide what to spend it on. Thought it might be fun to make one of my items intellegent with the excess gold. But if it would be a pain for you, I can easily find something else.


Rose Bracebuck wrote:
@GM: I had extra gold in my other magic items category, and trying to decide what to spend it on. Thought it might be fun to make one of my items intellegent with the excess gold. But if it would be a pain for you, I can easily find something else.

Preferably for now I'd rather not, but awakening one could be a fun goal to work with and I'll definitely keep that in mind.


Herald of Omens wrote:
Preferably for now I'd rather not, but awakening one could be a fun goal to work with and I'll definitely keep that in mind.

Oh, I actually like the eventual awakening idea a lot more. Good call.


The Hirtz Factor here. I have not had enough time to fully flush out a character, but I thought I could up the basic premise.

Hanzou is the last of his clan. Trained since birth to be a simple killing machine, he has worked every day to master the skills of his trade. Infiltration, stealth, reconnaissance, hand-to-hand combat, and archery are but a fraction of his capabilities. Capabilities that are now fully focused on the revenge of his decimated clan.


I usually try not to make an alias until I'm sure I'm accepted (I already have over 100, it gets confusing sometimes). But here's Shaelathar. I'll put up a profile for her in a moment.


Perfect! I've begun reviewing the various characters. Two Days until selection!


: Bakes warm, delicious cookie :

Oh yah? (he says, wafting the smell) got any early leaders?

(Good luck everyone)


I'm nearly done. Should have sheet up tonight.


When choosing I'm looking at character backgrounds and what characters are available. I try to make a balanced team of course.

Virtual cookie smell unfortunately has no effect. Shame really, I'm quite sure they're delicious.

Anyways, between this and trying to shanghai a GM to run a S&S game, I will have a busy weekend!


Lol. I assumed as much... but it's friday. levity should be expected. :)


Herald, any feedback on Thak?


Ditto. Except for the gallant Bracebuck, not double feedback for Thak.


My backstory will come online soon, had no time to actually sit down and calmly write it yet...


Ok, I've put together the backstory and created an alias.
Here's also the link to the sheet again (Backstory is found there on the bottom too).

The alias contains a short statblock and the backstory (again).

Spoiler:
"I am but a simple man, a proud warrior knowing little about magic or the gods. But I believe that doesn't matter. Where I don't understand the occult ways, they have lost they eye for simplicity and purity. They don't understand me either and that frightens those who think they know all."

As the son of farmers, Nawarld had a hard but happy childhood. He was always strong and quite suited for the hard work, yet it was clear from the beginning that only the oldest of his 4 brothers could actually inherit the farm and thus, once coming of age, he joined the local militia. Here, too, his brute strength, hardy constitution and recklessly single minded fighting-style helped him make a name for himself.
Before long he was caught the eye of the kings recruiter, one of the few people regularly coming to their secluded mountain region, always looking for strong and skilled men to enlist with promises of good pay, glory or a better, more sophisticated lifestyle in the distant capital or even more distant foreign countries.
Reluctant in the beginning, Nawarld was actually quite intrigued to see more of the world and joint.
Over the next years he traveled most of the country with different units, slowly advancing ranks, yet always held back by what his commanding officers called "reckless, unorganized and chaotic". Overall he liked his life, the fights, the spoils, even long, uneventful marches.
But what he didn't like were all the wizards and so called clerics, calling eldritch, incomprehensible powers. Where he came from those were only the stuff of dark fairytales or witches in the woods. The most his village priest could do was pray for faster healing of minor wounds or blessing people, never would Nawarld have dared to dream to see conjured balls of fire burning men to crisp or priests stopping people dead in their step with just a short prayer. And now that it was all around him, it scarred him. Sure, he would never admit that much and had to generally accept its presence, but in battle, when instincts took over? He just couldn't do it, every last fiber of his being would fight against it, fight against the unknown, unimaginable.
At first it almost got him thrown out when he kept shaking off everything their magic support threw in to help but, as his seniors noticed that he could and would do the same with enemy fire, they rather decided to re-purpose him instead. Sending him in almost suicidal fashion straight towards enemy arcanists proved rather successful and with time the casters started to fear him almost as much as he feared them.

Then a war broke out as the world had never seen before, armies were simply crushed utterly, cities burned to cinder in a matter of minutes and whole kingdoms erased in hours. And worst of all, magic more powerful and terrible than anything before was brought to bear. Nawarld was scarred s+@&less, yet he also found strength in conviction. Who would stop them if everyone cowered out? Where would they stop? Magic this terrible could not be allowed to roam free, no one who burned whole countries could be allowed to life. This was not the time for fear, this was the time to fight.

The only thing still unfinished is the decision if I want to use a reach weapon or not....

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