| Decr'klunk'rd |
Nie'krok is a Sabosan(CR 5) Oracle of Bone 7/Ranger 2. The story is completed; crunch to come.
His stats after level adjustment are: |Str 18|Dex 21|Con 18|Int 12|Wis 16|Cha 14|
HP: 10 + 8d10 + 7d8 + 64 ⇒ 10 + (6, 1, 3, 9, 4, 8, 2, 3) + (5, 3, 3, 8, 7, 4, 4) + 64 = 144
CR 9-14, Mythic Tiers 2-3:
Goblin witch doctors covered the best they had found, so they eliminated the weaker race, taking a few slaves to be workers in their camp. After securing their new home, Nie'krok led a party to delve deeper into the caves and find what challenges they might face. His small party was not prepared for what was to come.
Deep in the depths of the mountain a powerful creature heard the subsonic screams Nie'krok used to sense his environment. In a large cavern, an Underworld Dragon awoke and began its hunt.
As the party rested in a high-ceiling cavern they had found, the Dragon burst forth , surprising them all. A few of the younger Strix died immediately, but Nie'krok and three others fought on. After a long battle, a blind, deafened, and injured Dragon faced off against the nearly dead Sabosan, but Nie'krok claimed victory with a triple flyby assault, catching the Underworld Dragon off guard and taking its life.
After months of this seemingly endless workload, he was exhausted. He demanded that one of the Strix take his place, but most of those left were either aged, young, or mothers while others were either unwilling or unable to do so. Nie'krok no longer felt beholden to such a pitiful tribe.
He struck unexpectedly, first at the few he knew might give him trouble. All resistance put up by these pitiful creatures was torn asunder by Nie'krok's might. At last they conceded and chose a new young leader, allowing Nie'krok's freedom at last. He willingly left the few survivors of the tribe to what he assumed as a dark fate. Feeling what he did not recognize as a new "gift" from the fallen spirits that clung to him, he seemed as if he was truly dead and a new darkness stole over him.
Even among the humans, hunters were prized. Not only could Nie'krok enjoy the thrill of the hunt as never before, but as a bounty hunter, he believed he could find those that had killed his family. He was very successful, to the point where many among the hunters recognized his skill. No one among them really knew the Sabosan or even questioned why he chose such a profession.
As luck would have it, those that had first attacked him were bounty hunters themselves and had also made quite a name for themselves. As such, they too had a large bounty on their heads, especially when all three could be brought in together. Nie'krok chose two fellow hunters who he felt he could trust and planned an attack on the three "heroes".
Nie'krok flew down near to the party, kicking up dust to blind them and tearing into the sorcerer whose image was burned into his mind. He released a loud screech upon the other two, his natural ability again deafening his foes. At this time, his allies attacked, cutting at the back of the warrior. Soon, the two were down and the unknown third was all that remained.
The powerful druid transformed into a mighty bear and called other, lesser beasts to help him. He took down the two other hunters, but not before being weakened to the point that Nie'krok easily defeated him. His flesh trembled as he felt some relief among the spirits that clung to him and he was bestowed yet another gift.
His mission complete, Nie'krok wondered if there was something more he should be doing. He was having trouble finding a new Sabosan clan to belong to. He continued his work without much drive until he came across a very interesting request.
Sky Pirates? Now that sounds like fun. he thought, as he took the request. Sure, he could hunt the pirates for some minor reward, but to hunt new unimaginable prey and reap his own rewards with complete freedom sounded like a much better life than his current one. He wondered if he would be able to convince these pirates to let him join them and take on the hunt anew. He felt confident that he would be better suited to and have more experience with aerial battle than others they might come across.
| Zurn Thorn |
what races are available?
Give it a try!
Core Races: Human, Dwarf, Half-Elf, Half-Orc, Halfling, Gnome.
Also: Assimar, Dhampir, Goblin, Hobgoblin, Kobold, Orc, Strix, Sylph, Tiefling.
Also you can make some monster suggestions and go with those.
Make sure to read all the posts so far. Leinathan has already put out some great information about the campaign.
This takes more crunch work though.
So you're saying I should make myself undead?
I do not think he means that. The 2 players that are guaranteed a spot are vampires. Going without undead is cool too. Gives alot more variety!
14th-level clerics have access to 7th-level spells.
Yay! More spells is always awesome. Thanks for pointing that out. Fixed it up!
| Viluki |
ok here is the next installment GM of how my character made it to fourteen...
It was in Quadira that Indranna founded the Iron Throne, Indranna used her fame as a general to procure the role of general in the army of a politically weak Satrap. She quickly turned the situation around in his favor, he went from a weak Satrap governor to an all powerful member of Quadiran society. Indranna meanwhile used her new found position to acquire vast amounts of wealth which she used to create the basic infrastructure of the Iron Throne. At first the organization was simply a newly found Quadirian merchant house, soon however with Indranna's injections of plentiful capital it became a small but thriving enterprise.
Then disaster struck in the maelstrom of Quadirian politics, the Satrap was overthrown and Indranna was targeted by assassins... She however had foreseen this and had prepared accordingly she escaped and along with her the Iron Throne would also come, they then proceeded to relocate in Osirion...
| leinathan |
Ooooooh boy a chance to be a pirate AND a monster AND it's in the sky. I think I HAVE to at least make an attempt. How does a Medusa Druid sound? as a quick point of reference I'd like to know if it's cool for her to be a servant of Yig (Serpent God of the Lovecraftian sort)
Medusa druids and servants of Yig are both acceptable ideas to me! Show it off! :D
| leinathan |
link to Talon's story so far...
So that's REALLY LoL-themed. You on a bender recently?
So! We've got:
Roster:
Zurn Thorn - 14th level human Zon-Kuthonite cleric, NE, Heirophant
Indranna - tiefling inquisitor of the Erinyes Queen, (LE?) (templates?), Marshal
Lessah's undefined adult black dragon application
Andiel - 12th human Vampire cleric, (NE?), Heirophant
Talon - 5th-level Ninja, 5th-level Assassin, advanced shadow lord fetchling, (NE?), Trickster
Agash the Defiled - 1st-level cleric Ghaele Azata, NE, Champion
Lord Gregor Von Keston - 11th level human antipaladin, 1st-level oracle, LE, Marshal
Spidre - 12th-level aasimar monk bloody skeletal champion, LE, (path?)
Aurora Volant - 14th-level sylph sky druid, N, Heirophant
Nie'kroc Ree - 7th-level oracle, 2nd-level ranger, sabosan, (alignment?), (path?)
I think that's it for now. Let me know if I missed you. This is for my organizational purposes (and, I suppose, your organizational purposes). This list is not an indicator of anything.
Kios
|
Sorry, Nie'krok's alignment is NE. It's about what's interesting and best for him in the long run from his viewpoint.
His path is Champion 3, with Fleet Charge as his core. Still working on other details.
| Ashe |
This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has
ok, so it is 8d6, I'm not bad at math just bad at reading :) 12/3=4, 4*2d6=8d6 yay math.
Finishing up Gregor's story, was home sick yesterday and not very inspired. Should finish at work today as long as work doesn't get in the way :)
| The Mighty Chocobo |
Edward Sobel wrote:link to Talon's story so far...So that's REALLY LoL-themed. You on a bender recently?
So! We've got:
Roster:
Zurn Thorn - 14th level human Zon-Kuthonite cleric, NE, Heirophant
Indranna - tiefling inquisitor of the Erinyes Queen, (LE?) (templates?), Marshal
Lessah's undefined adult black dragon application
Andiel - 12th human Vampire cleric, (NE?), Heirophant
Talon - 5th-level Ninja, 5th-level Assassin, advanced shadow lord fetchling, (NE?), Trickster
Agash the Defiled - 1st-level cleric Ghaele Azata, NE, Champion
Lord Gregor Von Keston - 11th level human antipaladin, 1st-level oracle, LE, Marshal
Spidre - 12th-level aasimar monk bloody skeletal champion, LE, (path?)
Aurora Volant - 14th-level sylph sky druid, N, Heirophant
Nie'kroc Ree - 7th-level oracle, 2nd-level ranger, sabosan, (alignment?), (path?)
I think that's it for now. Let me know if I missed you. This is for my organizational purposes (and, I suppose, your organizational purposes). This list is not an indicator of anything.
:( Forgot about me already
Malevor Rakasha-Spawn Tiefling Swashbuckler 14 Champion (CE)| Maarash Windeye |
I'm applying Maarash Windeye, a Sylph Wizard Wind Listener. He posseses certain unique abilities which made him a more than a wanted man on several planes. Fortunately, Maarash always manages to stay quick as the wind and one step in front of those he wishes to avoid, and two steps in front of everybody else.
I'm working on his story, and the stats can be seen in his profile (work in progress).
I have a question regarding a mythic path ability of the archmage, called perfect preparation, and which states that a wizard can prepare his spells without the need of a spellbook. It is debated wether it allows you to prepare spells like a cleric, or does it give you a "mental spellbook". I would like to know your thoughts on this, so I can plan accordingly.
Also, feedback! :D
| Shauldrek |
Edward Sobel wrote:link to Talon's story so far...So that's REALLY LoL-themed. You on a bender recently?
So! We've got:
Roster:
Zurn Thorn - 14th level human Zon-Kuthonite cleric, NE, Heirophant
Indranna - tiefling inquisitor of the Erinyes Queen, (LE?) (templates?), Marshal
Lessah's undefined adult black dragon application
Andiel - 12th human Vampire cleric, (NE?), Heirophant
Talon - 5th-level Ninja, 5th-level Assassin, advanced shadow lord fetchling, (NE?), Trickster
Agash the Defiled - 1st-level cleric Ghaele Azata, NE, Champion
Lord Gregor Von Keston - 11th level human antipaladin, 1st-level oracle, LE, Marshal
Spidre - 12th-level aasimar monk bloody skeletal champion, LE, (path?)
Aurora Volant - 14th-level sylph sky druid, N, Heirophant
Nie'kroc Ree - 7th-level oracle, 2nd-level ranger, sabosan, (alignment?), (path?)
I think that's it for now. Let me know if I missed you. This is for my organizational purposes (and, I suppose, your organizational purposes). This list is not an indicator of anything.
You forgot me.
Shauldrek- 14th level oni-born tiefling Draghignazzite Inquisitor, NE, Champion.| Ashe |
I'm applying Maarash Windeye, a Sylph Wizard Wind Listener. He posseses certain unique abilities which made him a more than a wanted man on several planes. Fortunately, Maarash always manages to stay quick as the wind and one step in front of those he wishes to avoid, and two steps in front of everybody else.
I'm working on his story, and the stats can be seen in his profile (work in progress).
I have a question regarding a mythic path ability of the archmage, called perfect preparation, and which states that a wizard can prepare his spells without the need of a spellbook. It is debated wether it allows you to prepare spells like a cleric, or does it give you a "mental spellbook". I would like to know your thoughts on this, so I can plan accordingly.
Also, feedback! :D
Really that is debated. I don't feel like searching the forum I will take your word for it, but it seems pretty clear it only changes the mechanic of needing to study your spell book to prepare. You still need a spell book full of spells to pull from. I don't know where the other side could even stand on this and I'm sure it probably will not get FAQ'ed as the design team would think a resoponse is not needed on this, but I could be wrong.
| leinathan |
Sorry :P I just browsed the thread for a few minutes, don't take offense. I'll add you next time.
Okay, so remember the black dragon character? Who said that he could make an application because of the Many Forms mythic ability, which turns off his offensive aura ability when he changes forms? That works for anyone else, too.
As for the Perfect Preparation, it does not give you all of the wizard spells as known spells automatically. You still have a spells known list that you must expand manually as a wizard does. It just removes the need for a physical spellbook, which removes one of your weaknesses as a wizard.
I'll look at the sylph wind listener in a few hours, when i have some more time.
| Maarash Windeye |
Yes it did sound op in that form, but never hurts to check. Regarding spells then, in addition to the spells the character earned through level ups its reasonable to assume he has more spells in his spellbook, which he obtained through adventuring/shops/scrolls etc. If I want to add more spells to the spellbook, do I simply buy the appropriate scrolls with the character funds and then scribe them to the spellbook?
| sarpadian |
I'd like to submit Vomclow, a puckwudgie cleric of Alichino/hungry ghost monk, following the champion path. I'll try to get the background up soon. Full disclosure: I've never built a mythic character before (or any character at this high of a level, actually), so you may need to double check me a little closer.
Male puckwudgie cleric of Alichino 1/monk (hungry ghost monk) 6 [champion 3]
Small monstrous humanoid (shapechanger)
Init +11; Senses darkvision 60 ft., deathwatch, detect good, detect magic; Perception +26
DEFENSE
AC 43, touch 32, flat-footed 33 (+4 armor, +1 deflection, +2 dodge, +8 Dex, +1 monk, +7 natural, +1 size, + 9 Wis)
hp 192 (9d10+1d8+6d8+101);
Fort +20; Ref +24; Will +29; +2 vs. enchantment
Defensive Abilities evasion, hard to kill, recuperation; Immune poison;
OFFENSE
Speed 50 ft.
Melee 2 claws +26 (1d4+8 plus poison) or claws flurry +24/+24/+19/+14 (1d4+8 plus poison) or +1 adamantine nunchaku +22/+17/+12 (1d4+7)or +1 adamantine nunchaku flurry +20/+20/+15/+10 (1d4+7)
Ranged 2 quills +25 (1d4 plus poison)
Special Attacks channel negative energy 6/day (1d6, DC 13), flurry of blows, imprinting hand, mythic power (9/day, surge +1d6), punishing kick 6/day (DC 22), sneak attack +3d6, spawn undead, sudden attack
Domain Spell-Like Abilities (CL 3rd; concentration +6)
9/day—sudden shift, vision of madness
Racial Spell-Like Abilities (CL 10th; concentration +13)
Constant—deathwatch, detect good, detect magic
At will—command undead (DC 15), produce flame
3/day—animate dead, death knell (DC 15), invisibility, ray of enfeeblement (DC 14), scare (DC 15)
1/day—nondetection (DC 16)
Cleric Spells Prepared (CL 3rd; concentration +12)
2nd—summon monster II (2), silence (DC 21), touch of idiocyD
1st—disguise selfD, infernal healing (3), obscuring mist (2)
0—create water, mending, read magic
Domains Madness, Trickery (Deception)
STATISTICS
Str 22, Dex 26, Con 21, Int 14, Wis 28, Cha 16
Base Atk +13; CMB +22 (+24 to grapple); CMD 47 (49 vs. grapple)
Feats Agile Maneuvers, Combat Expertise, DodgeB, Dodge (Mythic), Domain Strike (touch of madness), Feinting Flurry, Feral Combat Training (claw), Improved GrappleB, Improved Unarmed StrikeB, Iron Will, MobilityB, Punishing KickB, Weapon Focus (claw), Weapon Focus (Mythic [claw]), Weapon Finesse
Traits Magical Knack, Threatening Defender
Skills Acrobatics +14 (+20 to jump), Bluff +22, Disguise +12, Heal +15, Knowledge (arcana) +21, Knowledge (religion) +21, Perception +26, Sense Motive +13, Spellcraft +14, Stealth +27
Languages Common, Draconic, Infernal
SQ amazing initiative, aura, beyond morality, change shape (porcupine, beast shape II), high jump, ki pool (12 points/day, magic), maneuver training, mythic ki, slow fall 30 ft., steal ki
Combat Gear scrolls of defending bone (2), scrolls of desecrate (2), scroll of invisibility purge, scroll of tongues, tanglefoot bags (4), wand of lesser restoration (50 charges); Other Gear amulet of natural armor +3, belt of physical perfection +4, bodywrap of mighty strikes +2, boots of speed, bracers of armor +4, cleric’s kit, cloak of resistance +5, deliquescent gloves, handy haversack, headband of inspired wisdom +6, healer’s kit, +1 adamantine nunchaku, ring of feather falling, ring of protection +1, unholy symbol (gold), 257 gp
SPECIAL ABILITIES
Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Beyond Morality (Ex)
You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignmentwhen determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
Change Shape (Su)
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as apolymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Channel Energy 1d6 (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Imprinting Hand (Su)
By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike,natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information.
You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
• At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
• At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
• At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Mythic Ki (Su)
As a free action, you can expend one use of mythic power to regain 2 points in your ki pool (up to your maximum). For the rest of your turn, your successful attacks with unarmed strikes or monk weapons bypass all damage reduction. You must have the ki pool class feature to select this ability.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Poison (Su)
Injury; save Fort DC 19; freq 1/rd for 6 rds; effect 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Punishing Kick (Ex)
At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces stunning fist.
Quills (Ex)
A pukwudgie can fire two of its quills as a ranged attack as a standard action. These quills have a range increment of 40 feet. Any creature attacking a pukwudgie with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d3 points of piercing damage. A creature that grapples a pukwudgie takes 2d4 points of piercing damage. Anyone who takes damage from these quills is also exposed to the pukwudgie's poison.
Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Slow fall 30 ft. (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Sneak attack +3d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC(whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Spawn Undead (Su)
Any creature slain by a pukwudgie's poisonous quills rises in 24 hours as a zombie. Undead created by this ability are not immediately under the control of a pukwudgie, but they receive a -4 penalty on saves against a pukwudgie's control undead spell-like ability.
Steal Ki (Ex)
At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
Sudden Shift (Sp)
In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier
Vision of Madness (Sp)
You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| leinathan |
Maarash, browse this link. If you just start at the place it's at now and scroll down, reading as you go, it should explain.
Long story short, you have to pay 1.5x the scribing cost per spell that you want to add to your spellbook.
Thats:
0 - 7.5gp
1st - 15gp
2nd - 60gp
3rd - 135gp
4th - 240gp
5th - 375gp
6th - 540gp
7th - 635gp
| leinathan |
Roster:
Zurn Thorn - 14th level human Zon-Kuthonite cleric, NE, Heirophant
Indranna - tiefling inquisitor of the Erinyes Queen, (LE?) (templates?), Marshal
Lessah's undefined adult black dragon application
Andiel - 12th human Vampire cleric, (NE?), Heirophant
Talon - 5th-level Ninja, 5th-level Assassin, advanced shadow lord fetchling, NE, Trickster
Agash the Defiled - 1st-level cleric Ghaele Azata, NE, Champion
Lord Gregor Von Keston - 11th level human antipaladin, 1st-level oracle, LE, Marshal
Spidre - 12th-level aasimar monk bloody skeletal champion, LE, (path?)
Aurora Volant - 14th-level sylph sky druid, N, Heirophant
Nie'kroc Ree - 7th-level oracle, 2nd-level ranger, sabosan, NE, champion
Shauldrek - 14th level oni-born tiefling Draghignazzite Inquisitor, NE, Champion
Malevor - 14th level rakshasa-spawn tiefling swashbuckler, CE, Champion
Maarash Windeye - 14th level Sylph wind listener wizard, CN, archmage
Ossa Blackblood - 6th level sorcerer, 6th level master of storms, human lich, NE, archmage
Vomclaw - 1st level cleric, 6th level hungry ghost monk, puckwudgie, (alignment?), champion
| Lucrecia Henderthane |
Lessah here - my backstory is still not done as previously stated - but I thought I'd hit up a post with my alias if anyone wants to take a look at the crunch.
And it is nice that you swung by Belor, it would be even nicer if you were to post up a build. Such high level characters can be made at a varying degrees of power and I've found the game is generally funnier for everyone if all characters are on a similar level (so I can benchmark my build : ) )
Also, a problem I've encountered in the build is the wast difference in AC between regular and human form. The equipment and stuff I've fixed to make the human shape harder to hit propels the dragon shape AC into the sky. But perhaps that wont be a problem ... ?
I'm also not 100% on my mythic tiers. I might end up ditching Enduring Armour for a mundane approach (to balance out the AC between the forms) and run trickster only (using Path Dabbling for Many Forms).
Oooh! And I have another question - how do we do with languages? Do we get our Native (and perhaps Common?) and then our int bonus in fitting languages ? Or just the standard monster languages plus our choice of extra equal to our improved int bonus (compared to the stock monster)?
| Aurora Volant |
Initial backstory is written. would love some comments about things that you would like expanded/added.
Aurora was four the first time her parents found her unconscious at the bottom of a cliff, her attempt at flying unsuccessful. From then on it became a common occurrence, the young girl convinced that enough speed or a higher jump would finally let her fly like the birds, each time leaving her broken at the bottom of one of the cliffs near her home. Desperate to find a solution before their daughter killed herself during another of her attempts Aurora’s parents sent her away to live with the druid colony in a nearby forest. It was their thinking that perhaps the druid’s love for nature and trees would finally rub off on their daughter and she would finally stay planted with both feet on the ground. How wrong they would be on that account.
Her parents had hoped the druids would try and suppress Aurora’s love for the sky, instead they embraced it. They could see her all-encompassing love of the sky, and decided that hindering her wonder for the nature of flight would be ill-suited for someone who had all the natural talent to be a great druid. They saw in her the potential for something great, for the sky provided the rain for their forest, and the trees were filled with the nests of birds and creatures that found the sky their home. Perhaps Aurora could lead the forest to even great heights and majesty. So instead of quelling her drive to fly, they taught her.
The training was thought to be a difficult task, for none of the druids within the forest truly understood how the sky worked. How do you teach the working of the sky to someone when you knew so little of it yourself? But their fears were unjustified; Aurora’s Sylph heritage had already attuned her to the flow of the wind and rain, and within a year she was able to predict the weather better than the elders of the village. It took another 3 years before Aurora first learned the power of Wild Shape, and of turning into the birds she had so sought to be. This also marked the last day that Aurora spent with both feet on the ground. The ground no longer held sway of the budding Sky Druid! Flight was finally within her grasp, and she spent every minute possible darting between the clouds.
Life continued this way for another two years, Aurora using for talents to bring the forest to a level of majesty it hadn't seen in centuries. Life was good, until a roaming Red Dragon Threatened their beautiful forest. Chased from its mountain home, the dragon was looking for revenge, and burning down a forest that many villages and towns were reliant upon seemed like a just revenge. Aurora was the first to see the massive beast start its charging run. The druids had taught her well, and the safety of the forest had to take priority, and so she charged into certain death.
The gods looked down on her that day, and though she doesn't recall all the fight, when she awoke bleeding on the forest floor the dragon lay dead before beside her. Scorch marks from lightning strikes littering its body, smoke still rising from the electric burns. It was at this time that the druid enclave decided it was time for them and Aurora to have diverging paths. They had taught her how to harness the wind, rain, and power of the storms, hoping to improve the majesty of their forest, but within Aurora saw the potential for so much more then helping their simple forest. Pushed from the nest she had grown accustomed to Aurora wandered lost through the land. With being capable of only staying in the air for portions of the day, Aurora’s despair grew as she was stuck in unknown areas and forests.
Travelling the world, it was as she approached a pirate town that she first saw the majesty of an air ship. Aurora was captivated; she would not even have to touch the ground to sleep at night! It became an obvious choice. She had to find a way to gain residence on one of these airships.
| Ashe |
Gregor was born during a time of darkness. Perhaps another life was his destiny, but the gods deemed this path for him. His mother, Ingrid and father, Keston had been enslaved. They once were nobles in the land of Ustalav. Unfortunately they lived in the time of the reemergence of Tar-Baphon the Whispering Tyrant. Tar-Baphon wasted little time in uniting the orcs of Belkzen and conquering Ustalav. Keston was a forward thinking pragmatic individual. His plan was to make his wife and himself supporters of the Tyrant. He thought maybe this would keep his new son safe. The plan worked. The two were taken as servants to one of the Tyrants generals. The general had been given title and land. He was known as Lord Gunther “The Butcher”.
Gunther was educated man. He trained as an oracle before he was blessed by a vision. This vision was from the Dark Prince himself, Asmodeus. With this vision Gunther took up worship and sword in the name of Asmodeus. Over his career he allied himself with others to further his own gains. His current paring was just that again. He heard of the rise of a great evil in Ustalav, so he set out to find it and see what he could do for the cause. Showing promise and power Tar-Baphon elevated Gunther in his ranks and he was rewarded after the land had been conquered. Gunther would have killed or just enslaved Keston and Ingrid, but he had a vision when he looked upon Gregor. Gregor had a destiny greater than his own. Asmodeus had chosen Gunther to teach and ready Gregor. Gunther made the family servants at his keep. He watched over and kept them safe. He took Gregor as squire and started his teachings when the boy was of age.
Gregor proved to be a quick study with the sword. He trained with a fire and passion to be better than Gunther. Gunter also taught Gregor in the ways of the Oracle and how knowledge is also a power that you must possess to truly be great. Gregor embraced this training as he did all task given to him, but he started to want. His want was for a true test. He trained daily against the bloody skeletons in service of Gunther, but he knew they were not truly trying to kill him. He wanted a true challenge. Ustalav was no stranger to adventures at this time. There were many brave souls that ventured into the lands to serve their gods and fight the darkness. Gunther thought it was time to test the boy as well and he seemed eager enough.
Gunther was given the land of Virholt. It was one of the first counties taken in the conquest. The land was usually ripe with adventurers seeking to make a name for themselves. Gregor set out with a small unit made up of both skeletons and men. They patrolled the area a few days before stumbling upon a group of adventurers. Gregor set a plan in to action. He sent the skeletons to do some harassing. He hoped the trail would lead back to his ambush. The adventurers dealt with the skeletons easy enough, and sure enough followed where they came from. Gregor’s plan had worked. The ambush was sprung. Gregor took the found holy symbols as trophies.
This training went on for a couple of years. Each time going out they would learn of new groups, each getting stronger then the first. As each fell Gregor too grew stronger. His faith in Asmodeus was unmatched. He knew not yet what his destiny was, but he served with a zeal that was unmatched. Then one fall day they were patrolling again. This time Gunther came out with them. He had not seen any action in months. It would prove fortunate he came along this time. Gregor stuck to the same plan as usual and it worked as usual, but this time something was different. The adventures were four men all bearing the holy symbol of Sarenrae. The ambush was sprung, but to little advantage. Gregor engaged the holy warrior at the lead, while Gunther engaged another. The two remaining men attacked Gregor’s men with fire called from the heavens. The battle waged for what seemed and eternity. Gunther overwhelmed his enemy quick enough. He pressed the flanks of the priest as they dealt with the rest of the men. Gregor had met his match with his foe. It seemed the warrior was a paladin of Sarenrae.
In moments the fight was over. Gunther was standing bloody and tired. The two priests now lay at his feet, but the rest of the men were burnt and dead. Gregor exchanged mighty blow for blow with his foe, both with their gods rage behind them. In the end Gregor struck down the young holy warrior, but at a high cost. Gregor had received a blow to his left side. It had gone through the armor, split the ribs and cut into the lung. Gregor smiled at Gunther as he fell before him coughing and spitting up blood. Gunther used what little magic he had to prolong Gregor life as they rode to see Tar-Baphon. As a trusted general Gunther was seen instantly. He laid the boy before the lich. Tar-Baphon, I have served they well and have never asked for a thing. You have graciously given to me all I need and could have wanted for. I ask of you now my Lord. This child has great promise and I have seen him rise with you. Not growing old like myself, but as one of your most trusted. Please my Lord. I ask you now. Make Gregor one of your grave born. Let him arise and serve you as he has served me. Let him arise a Graveknight. Tar-Baphon cast a spell over the boy. It put his body in a stasis, which stopped the hemorrhaging. He paced a bit looking to Gunther and back to the floor. Gunther you have served me well. I will grant your wish, but nothing is without cost. Is this truly your wish? Gunther took a deep swallow and looked to the boy. Yes my Lord. He is part of the bigger plan. I have done my part in training him. He now must go down his own path.
A few moments passed. The room seemed to grow cold. Tar-Baphon waived his hand over the boy and his body started to spew blood again. The lich then brought his hands together and lowered his head. Almost as if he was praying. In an instant a jet of fire sprung from Gregors mouth hitting the ceiling. Soon two more jets erupted from his eyes. His stolen shiny celestial armor soon turned black as jets of flame erupted from where his arms and legs had been. The whole time Gregor could be heard screaming in such agony and horror. For a moment Gunther regretted what he had done. Please my lord. Will it be over soon? His cries, I don’t want to hear them. The lich looked to Gunther. Don’t worry you won’t/b] He grabbed the knight by the throat lifting him into the air the life energy seemed to be draining from him. With his other hand Tar-Baphon touched the armor. The armor started to shake and spasm as energy flowed into it. The flames soon died down. They left behind the smell of burnt flesh and a smoldering suit of armor lying on the floor.
[b] Arise my child. Gregor is your name. In fact it is Lord Gregor is your name. Tell me what do you remember. Gregor stands taking a moment to familiarize himself with the surroundings. [/b]You are our lord Tar-Baphon, are you not? I was in a battle. I killed the paladin but he wounded me badly. I was with Gunther.[/b] Tar-Baphon nods at the words. Very good, you are no longer a squire. You are now one of my most trusted Graveknights. You are now lord of Virholt. Gunther is no more. His life made your undeath possible. You will return to your land and bolster the army with your new powers. We will enslave all of Usalav. Maybe then Aroden will take notice. Now go.
Gregor soon returned to his lands now the lord. He was soon greeted by his mother and father. They were shocked at what the found. The boy offered no love to the two, but out of respect. He allowed them to live out their days with his protection. He now only knew duty. His duty was to his god and to his lord and that was all. He did as Tar-Baphon asked. He bolstered his ranks with new undead. He continued to patrol out. Finding and killing adventurer after adventurer. His reign was long and he won many victories for his lord. Then now had all of Ustalav under their rule and would keep it so for six hundred years.
For six hundred years they had made Ustalav a byword for terror and decadence. It seemed now that the Taldoran armies had continued to expand and explore. They now thought that Tar-Baphon presented a significant threat and it was time to take Ustalav back. With this the Shining Crusade began. It took the Taldoran army, the dwarves of Kraggodan, and the Knights of Ozem led by the than mortal Iomedae nearly fifty years to establish a beach head on the northern shore of Lake Encarthan in 3801 AR. Gregor helped fend of the area for years. It was when he crossed paths with the mortal Iomedae he was handed his first loss. There was something about Iomedae. The battle with Iomedae didn’t have the outcome Gregor had hoped, but when he rose again he found himself with new god like powers.
The war raged for years. Many battles were fought and one on each side. Gregor never crossed with Iomedae again. He did put his new powers to use. He struck the taldoran armies hard and put them on their heels. They begged and prayed for Aroden to come to their aid, but he never got involved. The closest Aroden came was when the taldorans summoned Arazni, Aroden’s herald. Gregor was the first to meet Arazni. The battle raged for what seemed to be hours. In the end Gregor met defeat yet again. Days passed and he rose yet again. This time he too found the battle had awakened more power in him. The next time he met Arazni he bested the herald. Over the next five years Tar-Baphor and Gregor humiliated and beat the herald finally killing it. This killing blow taken by Gregor yet again awoke power in him. It would be another nine years of battle and strife before the taldorans made their final push.
In 3827AR the final battle took place. Gregor led his army around to the flanks and made crushing blows to the ranks. Tar-Baphor summoned up terrible magic against the Taldan General Arnisant. What he didn’t know was Arnisant wielded the artifact shield of Aroden. The shield absorbed the magic, but fractured into a hundred pieces in the process. One of the pieces embedded into Tar-Baphon’s hand. A heavenly fire washed over him and left him weak. At this moment the crusaders overwhelmed and took him. With his power gone the army fell too. Gregor too was struck down.
Upon rising again Gregor found out his lord was not dead, only imprisoned. He knew now he was to be the one to free his lord again. He wasn’t sure how, but he know he would need an army to do it. He has spent decades wondering the land in search of great and talented men, but has come up a bit short. Now exhausted of money and hope he heard a tale. This tale was unique. He heard that a couple of vampires had taken a ship. Not just any ship, but a sky ship. They had become Sky Pirates. Dropping from the sky and plundering towns villages and cities. Gregor thought to himself. I must meet these men. They seem like the start of what I’m looking for. With this he set out from his ruins in Virholt to find these Sky Pirates and introduce himself.
Hope you like. Lord Gregor would love to go Pirating with the other undead and possible free the Whispering Tyrant one day Mwahahahaha
| leinathan |
Lessah here - my backstory is still not done as previously stated - but I thought I'd hit up a post with my alias if anyone wants to take a look at the crunch.
And it is nice that you swung by Belor, it would be even nicer if you were to post up a build. Such high level characters can be made at a varying degrees of power and I've found the game is generally funnier for everyone if all characters are on a similar level (so I can benchmark my build : ) )
Also, a problem I've encountered in the build is the wast difference in AC between regular and human form. The equipment and stuff I've fixed to make the human shape harder to hit propels the dragon shape AC into the sky. But perhaps that wont be a problem ... ?
I'm also not 100% on my mythic tiers. I might end up ditching Enduring Armour for a mundane approach (to balance out the AC between the forms) and run trickster only (using Path Dabbling for Many Forms).
Oooh! And I have another question - how do we do with languages? Do we get our Native (and perhaps Common?) and then our int bonus in fitting languages ? Or just the standard monster languages plus our choice of extra equal to our improved int bonus (compared to the stock monster)?
Belor and Praetorius are far from optimized, having been built from 6th and 7th level respectively, though they aren't weak either. Belor is a TWF knife-fighter that relies on a ring of invisibility and the underhanded rogue talent, along with surprise rounds, to dish out burst damage. Praetorius is a THF fighter with good AC due to his nat armor and ranged electricity spells from his stormborn sorcerer bloodline.
For dragon languages, take Common, Draconic, one elemental language according to your subtype, plus INT modifier bonus languages.
I'll take a look at Gregor's and Aurora's backstories soon. Remember, Gregor, we are not villians. The PCs just finished the Carrion Crown campaign, too, which is all about STOPPING the Whispering Way. There likely will be no Whispering Tyrant-freeing going on.
| WerePox47 |
I have a question.. In the SRD, under monster advancement there's this paragraph..
"Step 2: Add Class Levels
Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores."
Emphasis on the bold..
Are the monster race players supposed to be adding these adjustments? I personally dont think its needed, but was just curious..
I've also pulled back the reins and toned Agash down a bit.. He could have 1v1d something several CR's higher so..
| leinathan |
I have a question.. In the SRD, under monster advancement there's this paragraph..
"Step 2: Add Class Levels
Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores."Emphasis on the bold..
Are the monster race players supposed to be adding these adjustments? I personally dont think its needed, but was just curious..
I've also pulled back the reins and toned Agash down a bit.. He could have 1v1d something several CR's higher so..
They have not. Create characters in the way that I've outlined :)
| Ashe |
oh well I had no idea that was what Carrion Crown was about. That makes my whole backstory kind of funny and well maybe I will be accepted among the crew for my natural desecrate aura that makes all the Vamps stronger :) And your not villains yet. ;) They tread a fine line if they are pirating. I will stick to my backstory either way. Here I thought I had a good one. Oh well.
| leinathan |
Aurora - I'd like to see a little bit more from you. I like it quite a bit, yes. I'd like to see a bit more of the adventures that she had in between leaving her druid enclave and happening upon Praetorius and Belor's sky ship.
Ashe (Gregor) - who is Gunther? And how does one "train" as an oracle? Also, what's Gregor's mystery?
Kios
|
Hey Belor. I'd love to have your opinion on my character's story and hear about what led the pair of you to be sky pirates.
Would it be a help to your group to bring in low level negative energy spells? How would your character respond to being approached by an intelligent monster character?
| Tar'jub |
Got done faster than I thought. I still need to do an audit to make sure all the crunch is correct, I'll add sections with the math for stats/attacks/etc to the profile as I get a chance. Consider this my submission. I'd love any feedback on the character/background if possible!
Also a note: I'll be out in the wilderness between the 9th and 15th (Bad timing, hopefully not disqualifying though.)
HP: 12 + 11d12 + 3d10 + 60 + 12 + 15 + 15 ⇒ 12 + (2, 11, 3, 2, 2, 6, 11, 7, 1, 7, 3) + (9, 3, 5) + 60 + 12 + 15 + 15 = 186
Appearance
An oddly proportioned small red humanoid with curiously small wings, legs and overly large arms and hands. A pair of beady eyes frame an overly large nose on the creatures face, and two curled horns rise from atop his crown. A long whip-like tail extending from his rear ends in a scorpion's sting. On the little devil's back is a tiny (though large for him) two-handed maul coverd in wicked spikes which appear to be made of the horns of other imps.
Personality
Tar'jub isn't quite like his fellow Imps. While he has all the superficial traits of one of the Consulars, the equivalent of nobility among the imps, he has neither the temperment for nor interest in trickery shared by his ilk. In fact, he finds all the legalisms of his home plane boring beyond words. Gifted with a surprisingly muscular frame for an imp, he has spent lifetimes enjoying tormenting and bullying other imps, especially those that are out of favor with the higher devils. While tormenting imps (or anything weaker than him) is a fun pastime for Tar'jub, he truly shines when he can torment magic users. Whatever strange twist of fate created him--Some say it was a Balor seeking to seed chaos in Hell--also instilled in him a loathing for arcane casters.
Since arriving on Golarion, he has wandered as a mercenary seeking adventure, profit and a chance to abuse mages.
Story: The Summoning
Ryal paced back and forth in his chambers, wondering to himself if this was the best course of action. He had made it this far up the heirarchy in the academy with his parlor tricks and thievery, but there were rumors that the other instructors had begun to get suspicious of his magical abilities. As usual, he was unable to work the magic himself, so he resorted to stealing what he needed to get things done. This ritual should allow him to consort with a devil to gain the power he needs to keep his position.
As he drew the circle and put all the offerings in, the thought that this was all a bit too easy wandered through his head before he batted it away. I'm the son of Aren Voidcaller, the most powerful human conjurer in the last century! The other instructors will kneel before me when I'm done! He then finished the ritual and waited as the flames lighting the room swayed violently, responding to some other-worldy gale. Finally a haze filled the room and when it cleared, a small winged figure floated in the center of the circle, in his hand a disproportionately large spiked mallet. "Who has summoned Tar'jub the Subjugator!" it called out in a squeaky, high-pitched voice.
This is what I summoned? Not a contract devil? Ryal stood there stunned for a moment, eyeing the small creature which he presumed must be an imp. He turned to consult the tome he had stolen, but was interrupted by the imp.
"Tar'jub sees the mage made a very nice circle to hold Tar'jub in. Tar'jub is impressed! This is the strongest circle he has seen before, you must be a mighty mage!" the imp called out, looking at the binding circle surrounding it.
The statement caught him offguard, but Ryal quickly recovered. "Of course! I'm a Voidcaller, our knowledge of binding outsiders is unsurpassed! Now, let us discuss the terms of your service devil!"
The imp raised what passed for an eyebrow on its face and thought for a moment. "Very nice circle, but you are knowing Tar'jub is not a Demon right? This circle not so good for keeping him in!"
Ryal's jaw dropped as he looked down at the floor. His mind flashed back to his early days of study at the academy, and like that, the image of the circle before him popped in his head. "This," he remembered the instructor saying, "is a Magic Circle against Chaos..." He would have stood there dumbfounded, but the imp didn't give him a chance. Before he could react, it charged him and smacked him upside the head with the spiked weapon it held, knocking him to the floor. As he blacked out he heard it laughing maniacally, its wings flapping as it headed out the door.
Ryal didn't know how long he'd been out, but when he finally came to, the candles in the room had gone out. Summoning light with the little magic he actually did know, he stood up and looked around. I need to pack my things and get out of here, once they kill that imp they'll know for sure I botched it... He gathered his things, running about the room as he thought of the impending consequences. When he turned to head to the door he stopped in his tracks, dropping his pack. There, in the door, floated the imp he'd summoned.
"Tar'jub is back! He ran out of mages to play with, so he came back here. You gave him lots of fun, so Tar'jub decided to keep you!" the imp said with a fiendish grin. "You can start by getting Tar'jub something to eat. He is very hungry after smashing so many mages!"
In the end, Ryal had gotten what he wished for. None of the other instructors would ever pose a threat to him again, the imp had apparently finished them all off one at a time. Of course the cost of that had been servitude to Tar'jub. On the up side, he was significantly richer now than he had been before, and the imp seemed to have what passed for a soft spot for him, only stinging or beating him occasionally, and otherwise allowing him to appear as a successful mage in his travels. As long as he did what he was asked quickly and without question things went pretty well.
Story: Tar'jub's Ascension
In the years after being summoned, Tar'jub led Ryal around the world, the pair acting as mercenaries for any cause that would pay them (and charging half for smashing mages). They fought in wars and small skirmishes, raided encampments, towers and whatnot, pocketing the profits. Tar'jub was as happy as a chaos-loving imp could be, showered in gold, slaves, and the blood of countless mages great and small. He and Ryal gained significantly in power during this time and became quite infamous.
Eventually they attracted the attention of the Shaman/Chieftain of a group of freshly united orc tribes. Duggad the Eyeless, the chieftain, attracted them with promises of riches from the plunder that would ensue when the horde descended upon the neighboring kingdoms. Eager for more battle, Tar'jub readily agreed, and so they joined the horde. The real plan, however, was for Duggad to kill the two and feast upon the heart of the Imp, infusing himself with further power before they set off to war. That night, the blind orc and his troop set upon the two while Tar'jub was occupied counting his money. Before he could react, the warriors had downed Ryal and surrounded him, Duggad standing behind the warriors laughing maniacally.
As the realization that his faithful pet had been slain dawned upon him, the little imp became enraged. He lunged forward with his earthbreaker, leaving the corpses of orc warriors in his wake as he worked his way towards Duggad. The chieftain, however was no pushover; while the orc warriors funneled in and were felled in short order, the chieftain seemed to shrug off his blows and to call upon magics Tar'jub had never seen before. Hours passed and the ground was strewn with the corpses of countless orcs, and standing near the edge were Duggad and the imp. Tar'jub had been wounded severly several times, but his natural resilience kept bringing him back, and being a devil felt no exhaustion from the fight. Duggad, despite his power, was still mortal however, and the exertion had worn him down. He had miscalculated the imp's resistance to magic, shrugging off all the binding and later banishment magic he could muster.
When Tar'jub struck down the orc he was overcome by a compulsion to take Duggad's heart and consume it. As he did, he felt the orc's power fill him until he was overcome by it. Driven temporarily into madness by the experience, he began seeking anything to slay. When all was said and done, the orc horde had been slaughtered down to the last orc.
Male Imp Consular Barbarian (Titan Mauler) 12
NE Tiny Outsider (devil, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +25
Defense
AC 33 (33), Touch 23 (21), Flat-footed 27 (27) (6 armor + 5 dex + 2 size + 1 [3] nat. armor + 3 nat. armor enh. + 3 deflect + 2 luck + 1 dodge + 0 [-2] rage)
HP 186/186; fast healing 2
Fort +16 (+21, +26 Spell/SLA/su), Ref +15 (+15, +19 Spell/SLA/su), Will +10 (+13, +18 Spell/SLA/Su) (+5 vs Spell/SLA/Su Ability to all)
DR 5/good or silver, 2/-; Immune fear, fire, poison Resist acid 10, cold 10, electricity 6;
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee Tar'jub's Kneecapper +30/+21/+16 (1d8 + 28, 20/x3)
Melee Sting +17 (1d4 + 20 plus poison)
Melee (Rage) Tar'jub's Kneecapper +36/+27/+22 (1d8 + 36, 20/x3)
Melee (Rage) Sting +21 (1d4 + 24 plus poison)
Special Attacks Pounce
Space 2-1/2 ft; Reach 0 ft.
Spell-Like Abilities (CL 13):
Constant--detect good, detect magic, enduring armor
At will--invisibility (self only)
1/day--augury, suggestion (DC 15)
1/week--commune (CL 6, 6 questions)
Statistics
Str 27 (36), Dex 20 (20), Con 18 (29), Int 16 (16), Wis 10 (10), Cha 15 (15)
Base Atk +15; CMB +21; CMD 36
Feats Skill Focus: Survival, Intimidating Prowess, Power Attack, Furious Focus, Cornugon Smash, Mythic Eldtich Heritage, Toughness, Raging Vitality, Dual Path (Trickster)
Traits Fate's Favored, Bully
Skills Acrobatics +22, Bluff +19, Escape Artist +20, Fly +23, Intimidate +31, Knowledge (Planes) +11, Knowledge (Arcana) +11, Perception +25, Sleight of Hand +20, Stealth +33, Survival +26; Racial Modifiers +8 Fly Size Modifiers Fly +4, Stealth +8
Languages Common, Undercommon, Infernal; telepathy 50 ft.
SQ flight, change shape (beast shape II), pounce
Combat Gear Tar'jub's Kneecapper (+4 Legendary Furious Courageous Impervious Adamantine Earthbreaker (Tiny), 56 hardness, 120 HP), belt of physical might +4 (str/con), +3 ring of protection, +3 cloak of resistance, +3 amulet of natural armor, Jingasa of the Fortunate Soldier, Stone of Good Luck, Boots of Speed, Robe of Arcane Heritage, Eyes of the Eagle
Other Gear Bag of Holding (Type I)
Special Abilities
Poison (Ex): Sting -- Injury; save Fort DC 19 (10 + 5 lvl + 2 con + 2 racial); frequency 1/rnd for 6 rnds.; effect 1d2 dex; cure 1 save
Big Game Hunter (Ex): +1 attack and +1 dodge AC vs creatures larger than Tiny.
Jotungrip (Ex): Wield 2H weapon as 1h with -2 penalty.
Massive Weapons (Ex): Reduce attack roll penalty for oversized weapons by 1+1 per 3 levels above 3.
Evade Reach (Ex): (swift act.) Choose one target's reach as if it were 10 ft. shorter.
Damage Reduction (Ex): 1/- at 7 and increases by 1 every 3 levels above 7.
Greater Rage (Ex): +9 Str (+6 base, +3 courageous), +11 Con (+6 base + 2 raging vital. + 3 courageous), +3 wis, -2 AC, +4 Nat Armor
Rage Powers
Beast Totem, Lesser (Su): Gain two claw attacks while raging (1d3 dmg + str)
Superstitious: +5 morale vs spells, spell-like abilities and supernatural abilities
Beast Totem (Su): +1 Natural armor, +1 for every four levels
Energy Resistance (Ex): Gain lvl/2 resistance to one energy (electricity, 6).
Eater of Magic (Su): Once per Rage when save failed vs spell/su/SLA, reroll save. If success, gain temp hp equal to CL or CR for 1 min.
Eldritch Heritage: Orc
Touch of Rage (Sp): (std action, 7 [3+cha]/day) Grant +8 morale hit/damage/will for one round.
Fearless (Ex): Immunity to Fear, +2 Natural Armor.
Strength of the Beast (Ex): +4 inherent bonus to strength
Power of Giants (Sp): (std action, 14 min/day) Large size, +6 str, -2 dex, +4 con, +4 Nat. Armor.
[bigger]Mythic (Tier 3 Guardian/Trickster)
[b]Path Dabbling, Enduring Armor (Su): (swift act.) 3+tier armor bonus, clvl = tier, no duration.
Titan's Bane (Ex): No AoO for entering foe's space if 2 size larger (Medium) than you, gain cover (+4 AC, +2 Ref) while in square.
Legendary Item (Weapon): Foe Biting, Unyielding, Upgradable
| Maarash Windeye |
As Maraash closed his eyes to enter the well-known focused state of seeing, his mind instantly focused on a single thought:a description of a small devilish-looking creature, described by several different witnesses in various locations he discovered in his earlier divinations. This creature has piqued his interest after several of these sightings were those of the tiny creature exibiting feats of almost legendary strength.
The story of this tiny Devilish creature is more than amusing... Quite a fantastic,tiny, furious...! killing machine! Haha the wonders of the planes never cease to amaze me...
| sarpadian |
I know this is too short; if time allows, I will expand it. I just wanted to make sure I had something up before recruitment closed.
| Ashe |
Gunther was one of the Whispering Tyrants Generals. He took Gregor as a squire teaching him the ways of the sword and faith (Anti-Paladin) and the study and possession of Knowledge and visions. Oracle of Lore. Lore is the mystery I forgot to put that in the crunch. All that will be in the alias if selected. All classes require training according to the starting age table and how it differs based on your first class. I thought Lore Oracle would be taught through study and meditation. Didn't think I needed to go into it all that much.
| leinathan |
Got done faster than I thought. I still need to do an audit to make sure all the crunch is correct, I'll add sections with the math for stats/attacks/etc to the profile as I get a chance. Consider this my submission. I'd love any feedback on the character/background if possible!
Also a note: I'll be out in the wilderness between the 9th and 15th (Bad timing, hopefully not disqualifying though.)
[dice=HP]12+11d12+3d10 + 60 + 12 + 15 + 15
** spoiler omitted **...
I have a thing!
A process of how he became nonlawful. It's incredibly difficult to change the alignment of an alignment-subtyped creature.
Also, regardless of his alignment, he still has the lawful subtype.
| ClevrGamer |
Got done faster than I thought. I still need to do an audit to make sure all the crunch is correct, I'll add sections with the math for stats/attacks/etc to the profile as I get a chance. Consider this my submission. I'd love any feedback on the character/background if possible!
Also a note: I'll be out in the wilderness between the 9th and 15th (Bad timing, hopefully not disqualifying though.)
[dice=HP]12+11d12+3d10 + 60 + 12 + 15 + 15
** spoiler omitted **...
You can't have foe biting on your weapon without taking legendary item twice.
| Tar'jub |
I have a thing!
A process of how he became nonlawful. It's incredibly difficult to change the alignment of an alignment-subtyped creature.
Also, regardless of his alignment, he still has the lawful subtype.
The idea is that he is tainted with demon blood. I ended up not taking the template, but I tried to hint that he was created that way. Essentially a powerful demon seeking to sow a bit of chaos in hell tainted him with demon blood when he first came into being (My Dad's a Balor!). If that's acceptable, I'll go back and expand it in the text to make it more clear.
I've also re-added the alignment subtype.
You can't have foe biting on your weapon without taking legendary item twice.
Oops, good catch. Swapping it out for Returning. Would be nice if they'd formatted it so those requirements were in bold at the start of each entry instead of hidden at the bottom of the descriptions. :p
| Ashe |
Thats in the backstory. Gunther had a vision he was shown that Gregor would surpass him and he would be his teacher. So yes he was chosen by Asmodeus. I was thinking of the age chart where if you roll for starting age, you roll more dice for the caster classes as they take longer to perfect. I will edit the backstory to make the oracle choosing more obvious if chosen. I just think its funny I wrote about as opposite and opposed backstory for your group knowing now the focus of Carrion Crown :) I don't know if that is ironic or horrible luck :)
| leinathan |
Updated Roster!
Zurn Thorn - 14th level human Zon-Kuthonite cleric, NE, Heirophant (incomplete)
Indranna - tiefling inquisitor of the Erinyes Queen, (LE?) (templates?), Marshal
Lessah's undefined adult black dragon application (incomplete)
Andiel - 12th human Vampire cleric, (NE?), Heirophant
Talon - 5th-level Ninja, 5th-level Assassin, advanced shadow lord fetchling, NE, Trickster (waiting on the rest of the backstory?)
Agash the Defiled - 1st-level cleric Ghaele Azata, NE, Champion
Lord Gregor Von Keston - 11th level human antipaladin, 1st-level oracle, LE, Marshal
Spidre - 12th-level aasimar monk bloody skeletal champion, LE, (path?)
Aurora Volant - 14th-level sylph sky druid, N, Heirophant
Nie'kroc Ree - 7th-level oracle, 2nd-level ranger, sabosan, NE, champion
Shauldrek - 14th level oni-born tiefling Draghignazzite Inquisitor, NE, Champion (incomplete)
Malevor - 14th level rakshasa-spawn tiefling swashbuckler, CE, Champion (crunch incomplete)
Maarash Windeye - 14th level Sylph wind listener wizard, CN, archmage (backstory incomplete)
Ossa Blackblood - 6th level sorcerer, 6th level master of storms, human lich, NE, archmage (incomplete)
Vomclaw - 1st level cleric, 6th level hungry ghost monk, puckwudgie, NE, champion (incomplete backstory)
No more applications so far. I'm going on a 24-hour nerf-war camping trip in about an hour, so I won't be available to do anything on this until Sunday afternoon. Get crackin' on those incomplete characters. If I don't get more applications in the next couple of days, I'm going to close recruitment and start the process of elimination towards getting my party members.
Thanks, all of you, for playing along with me thus far :D