| Spooky GM |
@Cuan: Oh god, I didn't even realize those were things. Very much not a sidegrade in that regard; you'd have to take the feat to be allowed the stat bonus ones. Or forfeit your two non-campaign traits, which comes out to the same as a feat. And yes, you can take as many cosmetics as you feel like, given they do nothing.
@Menedemus: Yeah, you can take that one. It's not huge mechanically, but it means you can keep eternal watch.
| Aldrah Furyblood |
Is the SLA I chose acceptable?
Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
It was about the most flavorful thing I could find, and I picture it as the spirits urging her to rough it for one more turn, or something like that.
| Cuàn |
@Cuan: Oh god, I didn't even realize those were things. Very much not a sidegrade in that regard; you'd have to take the feat to be allowed the stat bonus ones. Or forfeit your two non-campaign traits, which comes out to the same as a feat. And yes, you can take as many cosmetics as you feel like, given they do nothing.
Understood. I more or less figured as much, hence the question.
Would the larger weapon size be ok though?
| Spooky GM |
@Amanda: No. I only allow it for the traits because the feat is something that just gives you the option and must be taken at creation. It's very specific circumstances on this ruling.
@Aldrah: Yeah, that's fine. Only ones I'm iffy about are the +2 because that is significantly better than any of the others.
@Cuan: Sure.
| Khelreddin |
@Kheldeddin: Aside from the fact that the first few levels won't give you too much use of it due to reasons, honestly the campaign is, by design, so high-powered and cheesy that I don't even mind.
Uh-oh, "reasons." But if the AP is as high-powered as you say, I'll shake up the ol' can o' cheez-wiz and have fun with it! I now have this vision of Aeryx, the avenging angel, flying above the battlefield raining all sorts of death on the demons below. Quality entertainment, that!
Will you be exploring options as the game goes on to get a better speed and meaneuverability?
Yes, that's very much what I had in mind. Exploring how to boost a natural fly speed isn't something I've had to do for a character before, could be fun in terms of mechanics and RP.
| Khelreddin |
I figured the "reasons" were due to dungeony terrain as much as anything else, it just had an ominous ring to it.
Yeah, I liked the idea of the wings feat, but I don't have the Con required for Angelic Blood and I didn't really like it flavor-wise, and the Angel Wings feat requires me to be 10th level. Thus my exploration of other ways to use my wings to move about. I'm still thinking that having a glide speed of 60 feet (per my original idea of Gliding Wings) might have some advantages over a fly speed of 20 - I just need to figure out a way to jump up pretty high to take advantage of that. But flying is pretty good too...
| Nicolae Constantinescu |
If not too late, I would like to submit Nicolae.
Nicolae Constantinescu
Male Human (Varisian) Magus (Bladebound, Kensai) 1
NG Medium humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +2
Defensive Abilities canny defense
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Offense
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Speed 30 ft.
Melee cold iron dagger +3 (1d4-1/19-20) and
. . silver light mace +3 (1d6-1)
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +4):
1st—shield
0 (at will)—light, mage hand
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Statistics
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Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Arcane Strike, Weapon Finesse, Weapon Focus (scimitar)
Traits dangerously curious, exposed to awfulness, underbridge dweller (magnimar)
Skills Climb +3, Diplomacy +2, Knowledge (planes) +7, Perception +4, Spellcraft +7, Use Magic Device +6
Languages Common, Daemonic, Draconic, Thassilonian, Varisian
SQ arcane pool, chosen weapon, spell combat
Other Gear silken ceremonial armor, cold iron dagger, silver light mace, 91 gp
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Special Abilities
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Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.
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Born to a destitute Varisian family in the city of Magnimar, Nicolae lived a difficult childhood. Always frail and sickly, but with a mind that never stopped questioning he never fit in. Not with his family. Certainly not with the other children of the street.
At the age of 11, Nicolae's sharp eyes and quick wit proved invaluable to an adventurer passing searching the slums for information. After the adventure, Gundahar Brandt, a wizard of some power, took Nicolae on as an apprentice. Never looking back, Nicolae followed new master out of Magnimar and into a life of sorcery and danger.
Nicolae's new life was short lived. The passing of less than a year saw his Gundahar dead outside Mendev and Nicolae sorely wounded at the hands of the demoness Akashira.
Recovering from the greevous mental wounds he suffered as Akashira attempted to destroy his mind, Nicolae vowed, never again would be weak prey. While still slight of build, no longer was Nicolae frail or easily tired. No longer the sickly child.
Magic was a gift, and one not to be discarded lightly, but no longer would he trust to magic alone to protect him. Growing up on the streets of Mendev, Nicolae found a new focus in life, studying the martial by day while serving as a squire and magic by candlelight.
It's been nine years since that fateful night, and Nicolae is not the child he once was. The nightmares still come at times, the whispering and chittering in the darkness, a sword calling in the distance and a destiny he cannot fathom before him.
Now is the time. Nicolae is no longer a squire, but a soldier of the crusades. He will face his nightmare and prove to them he is no longer afraid of the dark.
Since magi are neither entirely martial nor entirely melee, if accepted my intentions would be to dual path guardian/archemage at the earliest opportunity.
| Spooky GM |
Don't be. I'm not a vindictive killer DM. I'll try to gradually rebalance encounters to try and find a sweet spot for challenge, but not spite you. My very first time DMing was a Skull & Shackles with a bunch of real life friends who never played before, so I made their characters for them based on what they want, accidentally optimized the shit out of them, and they proceeded to ruin everything, and even still I didn't go out of my way to kill them.
You're safe, so long as you don't get a bad run at the dice.
| Khelreddin |
@Khelreddin: Maybe we could waive the requirement since you already have wings, but we'll see when we get there, should you be accepted. That's all quite a ways away, especially by PBP pace.
Sounds good. I have to say, hearing you describe your approach to DM'ing, and seeing your flexibility toward character-building, I'm really eager to join this game. It'll clearly be a great bunch of characters (and players behind them) - good luck all!
Kenji Elindir
|
Presenting Shivkah. She is a Peri-Blooded Aasimaar (who appears to be a human of Mwangi descent) oracle of the heavens with the tongues (Celestial) curse following the hierophant path. Her deity is Desna, and I took the Imagination (Luck) spell 'Minor Image' for my Trait SLA, assuming it's cool to take a subdomain spell.
Shivkah
Female Peri-Blooded Aasimar (Emberkin) Oracle 1
CG Medium outsider (human, native)
Init +4; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3 (+3 vs. charm and compulsion); +2 circumstance vs. blinded or dazzled
Resist oracle's curses (tongues), acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—pyrotechnics (DC 16)
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)—bless, cure light wounds, murderous command (DC 15)
0 (at will)—create water, detect magic, light, purify food and drink (DC 14)
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Statistics
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Str 9, Dex 12, Con 12, Int 16, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats Noble Scion of War
Traits faithful artist, irrepressible, touched by divinity
Skills Diplomacy +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (string instruments) +9, Sense Motive +7, Spellcraft +7
Languages Abyssal, Aklo, Celestial, Common, Infernal, Polyglot, Sylvan
SQ halo, mysteries (mystery [heavens]), revelations (moonlight bridge), scion of humanity, truespeaker
Other Gear hide armor, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, silver holy symbol (Desna), Lyre, trail rations, light horse, bit and bridle, feed (per day), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations, waterskin, 12 gp, 1.5 sp, 8 cp
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Special Abilities
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Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Faithful Artist (Perform [string instruments]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Moonlight Bridge (10') (4/day) (DC 14) (Su) Create a 10' bridge of moonlight from your position. It lasts 24h or until you cross it.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Tongues (Celestial) You can only understand and speak one language in combat.
Truespeaker Learn two languages for each rank you put in Linguistics.
Northstar
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +6
SQ riding
Other Gear bit and bridle, feed (per day) (3), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations (2), waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Before you stands an exceedingly tall and thin Mwangi woman. Her black hair is held in a multitude of thin braids that fall to the small of her back. They frame a face of almost unearthly beauty, with high cheekbones and slightly tilted eyes, her irises bright gold. Her perfectly smooth, unblemished skin is the color of chocolate. A number of small gold piercings adorn her ears and nose, a small gold chain running across her left between two such piercings. She wears a linen dress, deep red in color and well made in the Sargavan style. Over this she wears a grey hide (rhinocerous) jerkin, a utilitarian brown linen cloak with a hood, and a belt of the same hide as her armor. Her stout brown leather boots appear to be of Taldoran make. She bears an ivory handled knife at her belt and a crossbow hangs from a strap around her torso. The crossbow appears to be new, and of local make.
Shivkah takes the tenets of her goddess to heart, always travelling the world and living life to its fullest. She is carefree but always willing to help those in need. Shivkah would rather talk than fight, but two things will always cause her to enter the fray: slavery and tyranny. Those under the yoke of others cannot experience all of life, and that runs counter to her faith. Shivkah tries to see the best in people and tries to be kind to everyone she meets. She makes friends quickly, but she is no pushover. She will speak her mind when others tread near to harming others, but does so as a form of mediation or friendly advice rather than judgment or condemnation.
Shivkah was born to a family in one of the Bekyar tribes of the southernmost region of the Mwangi Expanse. Her childhood was one of chores and survival, as her tribe lived deep in the jungles further south than even Sargava. While her strangely light eyes were viewed with suspicion by her tribe's elders, she was left unmolested until her curse came upon her at the age of 18. A neighboring tribe raided her village, and as the fighting got near, Shivkah began speaking in tongues. The villagers around her were terrified, and after the battle, she was exiled from her home. Scared and alone, with only an ivory handled knife and the dress on her back, Shivkah tried to survive in the jungle. One night, Desna came to her in a dream. The goddess explained to the young woman that her blood was divine and that she had the power of the heavens coursing through her. At the end of the dream, Desna beckoned Shivkah to travel north to one of the godess's temples in Sargava. The oracle heeded Desna's advice and crossed the jungle into Sargava, and found the temple in Eleder, and was taken in by Desna's clergy.
Shivkah spent around a year at the temple developing her growing powers. Eventually, she left to travel the world and experience all she could, carrying a silver holy symbol the priests gave her as a gift. Her first voyage was a pilgrimage to the renowned Swallowtail Festival in Sandpoint, Varisia. After an enjoyable, uneventful festival, Shivkah walked the Varisian Caravan paths to Magnimar, Riddleport, and Korvosa. After a trip to Kaer Maga, she moved on to Cheliax, then Andoran, and Taldor. Her next long stop was at the City at the Center of the World, Absolom. She spent half a year exploring Aroden's masterpiece, before moving on. Her most recent trip was a river voyage from Cassomir, up the entire length of the Sellen River to Lake of Mists and Veils, eventually landing at Egede in Mendev. From there, Shivkah traveled to Nerosyan, and after a few days there to Kenabres, where she arrived just days ago. Who knows what awaits her here at the edge of the Worldwound.
| Tirion Jörðhár |
Drakra Worpltng looks around the inn at the assembled crusaders. What a motley crew. That one has rainbow wings. That one has horns. HORNS? What does he think this is? A rodeo? Oh, and check out that lady in armor. She is glowing blue. How the heck does she expect to sneak up and hide from demons glowing blue?
Drakra looks back down at his mead: This stuff is terrible. What do they use for stock around here? Demon hide or something. Bah, I have tasted better swill brewed by orcs and goblins.
Drakra then reaches up and feels the large bruise one side of his head.
Yeh, should probably not insult any of them today, everyone seems to be a little testy with the wardstone problems and the big festival coming up. But, what else is there to do? And it is sooooo easy with all the muscle headed fighters and cavalier that are drawn to this crusade. And, don't even get me started on the paladins with their high and mighty attitude. Most of them would have trouble finding their way out of a lean-to without trying to cut a hole in the roof resulting in the entire thing collapsing on their heads.
Once more, Drakra leans back and begins to watch the crowd. Soon enough someone would start to try to entertain the crowd. And, then the real fun would begin because there are few professions easier to annoy than performers.
| Drogeney |
*Sry for misspellings, on my cell phone at work and autocorrect is a nuisance.*
A human woman with long read hair and brilliant green eyes enters, looking around at the crowd I see all these holy roller types and the general lack of any fun going on. I put one foot at a time on a seat as I remove my shoes and attach a string of bells to each ankle.
Having finished I take out a small hat and set it on the table near my shoes then look around, "Are you this boring here all the time? I bet none of you can even keep a beat can you?" One man takes up the challenge and I clap out a series if beats, which he repeats back. "Now, if you want some entertainment, I am Iolana, a dancer by trade, and I need you all to keep that beat until I am done." At the grumbling of some of the patrons I give them a challenging look, "If you can't keep that up how will you ever fight the demons out there?"
As the crowd begins to clap the beat I wait a few seconds and then leap into an intricate dance, my body moving and swaying rapidly and the bells on my ankles creating a counterpoint to the beat. I eventually twirl over to pick up the hat, my hair and skirt flaring out, and hand it to one patron as I nearly drop into his lap before continuing on while coins are tossed into the passed hat. A minute or two later I collect the hat and spin a piroutte to the table to set it down and finish with a swaying and sensuous strut to end the performance. I drop a breathless courtsy and then sit at the table, waving to a server to bring me a drink.