Tama no Ha - Blade of Jade (Inactive)

Game Master Dreaming Warforged

A Solo Adventure Set in Minkai


1 to 50 of 65 << first < prev | 1 | 2 | next > last >>

Tama no Ha
A Solo Adventure in Minkai.

A Blade of Jade
Sneaks through Snow
And Sings of Spring.

Let's discuss.


Crunch-wise, I had in mind the following:

25 pt-buy;
Background skills;
Automatic Bonus Progression.

Also,
Level 10, or one level 9 with a level 6 20 pt-buy partner.
Leadership feat available.


From previous discussion wrote:


In terms of power:
The underdog.
Popular uprising.
What makes a claim legitimate?
The cost of power.
How to overthrow a tyrant?
How to keep a tyrant from obliterating you?
How to tell friends from foe and who to trust?
How to advise a wannabe ruler?
Guiding a wannabe ruler from Avistan through a strange country that is supposed to 'obey.'

In terms of culture:
The story would move from Hongal to Minkai, through the Forest of Spirits, so exploring Asian culture and Asian myths. So,
Honour.
Castes.
Kamis and Onis.
Asian philosophy.
The Art of War.

Anything resonates? What would you like to explore?

I was thinking of using the JR AP as a kind of backbone. It would support our building of a story and provide meaty crunch when needed. I also like this AP, though the first half in Avistan takes too long. If we follow the AP, fine. If not, fine too.

Starting level would be somewhere between 8 and 10, automatic bonus progression, to keep the magic distinct and special. You would be from Minkai. Perhaps someone sent on exil or in hiding from the current power on the throne? Rumours of an Amatatsu heir having shown up in Horgal would start you north.

Let me know what you think. Nothing set in stone. Just brainstorming.


Lots of cool stuff here. Level 10....getting up there for a caster. What needs to be in my backstory?


Tell me what you have in mind and we can work from there. Me, I like when I know a lot about the story planned. It helps me create a character. But I don't know in your case, so I prefer not to say too much to start.

What you know is that the last imperial family did not have an heir, and the other noble families were unable to take over, so a regent was named in the meantime. The regent's reign however has slowly turned to a dark tyranny. It took years for things to became very clear, but now, most of the people who could make a difference and turn the tide are either dead or in hiding.

Minkaian society is highly stratified vertically, with a whole system of caste, and horizontally, where there's a different artisan to do your scabbard than your handle, than the guard on your sword. Master-apprentice relations are very established and powerful, so is the system of retainer. A lot is done to save face and avoid dishonouring one's master, or one's ancestors.

For your character, there's lots of flavorful themes, from ancient schools of martial arts, to animist/shinto mountain cults, to samurais, ninjas, geishas, retainers, wu-jens, shugendos, yamabushis, etc.


Sounds like I need to read up on Japan....

Any alignment issues? Race guidelides? Classes banned?

I will look over options today.


Good alignment probably better, but I don't think it matters too much, as long as you care for the country and wishes for tyranny to end, with your help.

Races: Well, anything is up for grabs if it meshes well with the character. There are great opportunities for playing races otherwise rare in Avistan, such as Kitsune, Nagaji, Ratfolk, Samsaran, or Vishkanya, but it depends if you like roleplaying a different race background. I personally find it very hard. You'll likely be encountering some of those folks during your adventures.

Classes: I'm ok with anything. Unchained versions only for summoners and barbarians. Proficiencies include Eastern weapons. So if you're proficient with martial weapons, this now includes also the Eastern weapons, in addition to the others.

Let me know what you're thinking, moving towards. I'll help if I can.


How evil is the regent? Do we mean, 'increase in corruption and taxes' or 'kills and eats babies' evil?


People disappearing, major changes in the law concentrating power in the hands of a few, crime on the steep rise, public executions growing more gruesome with time.

Also, forgot to mention a house rule: conditions affecting BAB or saves most of the time also affect spell DCs.


I am thinking a human sorcerer. Very beginning stages of planning but I have never played one before and 10th level is when casters really start to shine.


Nice!

Let me know if there is an area, topic about which you need more information. I'm fleshing things out slowly.


Will I have an NPC ally at the start or not? Should I plan on being alone most of the time or having a buddy?


Would a former agent of the old pre-regent government work?


GM Mowque wrote:
Will I have an NPC ally at the start or not? Should I plan on being alone most of the time or having a buddy?

You can have allies, betrayers, bosses, double-guessers, sycophants, trouble-makers, and parasites. Thing is, I control them ;)

But I'm not out to get you. We're telling a good story togetber. If you want to have control over some, so you can rely on them better, then you should consider the leadership and two PCs options I've descried earlier. It's not necessary however. Given the type of story, you'll have plenty of opportunities to make friends and enemies.


Sounds good to me....I really like interacting with NPCS.

So, lots of combat? Not much combat?

Dungeon diving or we never going to do that?

Lots of social stuff in cities?


All of it?

I enjoy life or death massive combat in multiple stages, but also political intrigue and social-butterflying. Dungeon-delving is going to be simplified whenever possible to run things faster.


Ok, I think I have something.

Human Sorcerer with the Oni Bloodline

He is the descent of a clan that fought and then later worked for the oni. It wasn't a proud legacy and later, after moving back to human lands, they were often cast out (then re-recruited when warriors) were needed and so on. My character would like to remove that stain by finding a true ruler (he hopes) and removing this evil Regent.

He often battles his own inner oni lust for destruction and baser instincts.

What do you think?


Sounds like a great start!


Shall I build him?


Sure! I'm more interested in knowing more about the character, his background, personality, etc. Let me know if I can help.


Still struggling. Have done a few total re-draws of the character...inspiration is not striking.

Sorry for the delay.


Anything I can provide or clarify to help?

Also, I forgot to mention I give certain feats for free if one meets the prereqs. One is Heighten spell.


I have toyed with a tengu gunslinger, pirate turned political maneuver.

As well as a wayang witch, whose oft-hated family (but sometimes needed) was wiped out by the Regent.

Nothing clicking so far...


Perfect setting for a kensai...

Just throwing ideas.


I am thinking a full caster. I rarely play those and this level is high enough to make it pay off.

I still have to think about it.


I think I have an idea....I will report back. I'm not in a rush since I know you are out of town....


Here is Mitsui Soichiro

Backstory!:
The Soichrio family were one of the largest and richest merchant families in Minkai, serving many varied lords and noble houses. Many of these high-ranking samurai and daimyos found the ready cash supply families like the Soichrio's could supply very useful. Of course they controlled no lands and lacked prestige or respect among the rich and powerful, even at the best of times. Not only were they 'money grubbing merchants', the family also had a dark open secret. While Minaki was inhabited by Tian-Min, the Soichrio family had, at some point in the distant past, mingled with Tian-Sing blood, the gifted sailors and inhabitants of the southerly Minata islands. With darker skin and green eyes cropping up throughout generations, few pure-blooded Tian-Min would let the Soichrio's forget their 'mixed blood status'.

It was this into this wealthy, powerful and yet mistrusted family that Mitsui was born into. The fifth son of an already overcrowded house, he was seen more as a burden then as a gift to the family. Worse, he had the dusky skin and emerald eyes that spoke to his mixed ancestry. No branch of the family business laid open to him, no quartermaster post in the army (a long-held Soichrio tradition), or even a place in the wandering priesthood. Left alone and essentially ignored, Mitsui became a quiet and reflective member of the busy household. He ignored meals, dodged his abusive and taunting relatives. Life would have been very dark (and perhaps short) for the child except he found an escape.

Under the solid (and unpretentious) sprawling urban estate of the family, there were deep vaults. Once used for cargo in the long forgotten days when the Soichrio had actually dealt in goods and cargo, they had stood empty for centuries until a great-grandfather of Mitsui had filled them with books. The man had been a bit crazed and spent a fortune on books and scrolls of all types, and locking them away, below the house. The vast piles of literature, ranging from poetry to magic, were regarded as a mild family shame, and ignored for decades. At least until Mitsui found them, bypassing old locked doors and cobwebbed chambers.

The series of chambers and vaults became his private kingdom, away from the world that ignored and belittled him. Lost in the piles of books, he essentially vanished from the family, only coming up at food hours for food and water. He was hardly missed and his father, head of the family, considered at least the boy was tending to the family history be keeping 'those moldy books' in order.

Those 'moldy books' opened worlds beyond imaging for the young man, who grew up immersed in knowledge. He learned how to garden without seeing a single seed, how to sail without smelling the sea and war without hearing orders. Most of all, he learned magic.

Mitsui had a natural gift for it, and soon mastered enough that he could even supply his food and water. Guided by old books and scrolls, he turned to making constructs, to fill the empty dark corners. Most were failures but he built on his knowledge. While he may explore this topic or that, as the years past, he always came back to constructing animating materials, and culminating in a golem of large size.

I want him to have an Alchemical Golem. I plan on taking the Golem Constructor Arcane discovery would should let me build one. Can I?

Still, a question nagged him. Even when adrift in this endless sea of learning, it haunted him. What was the point? He had read much of philosophy and morals, and they had taught him that to 'do good' was the highest demand. Had Mitsui done good, hiding away in a basement, squirreling away knowledge?

Perhaps he could return to his family. Surely now, with his skills and powerful mind, they could accept him, find some use for him? Even a small role in accounting room or aboard a family vessel? The thought grew and finally, as his teen years left him, he decided to re-surface and see what his family made of him.

Leaving his golem behind (for now), he left his chambers for the first time in over a decade. He strode up the darkened, webb filled stairs and emerged in the day, the forgotten sun touching his skin. Blinking he headed toward the main family room, where surely his father would be.

But the lace seemed wrong. Where were all the servants, that scurried about,t ending to the family needs? The few he saw were old and slovenly. The gardens untended and growing wild, the rooms inside dusty. Where was the constant music that he recalled from his dim childhood? The grand estate was dark and cold.

Soon all was revealed by his father, now a shrunken old man with a balding, graying head. The rest of the family, smaller then he recalled, surrounded him.

Times had been hard these last years. The Jade Regent was a poor ruler and had extorted merchant families like the Soichrio for huge sums, never to be re-paid. Worse, he had attacked their family in particular due to their mixed heritage, which made them as easy target. A weak ruler always seeks to reduce others, his father said mournfully. The family fortune was dwindling away, bought or stolen by rivals (backed by the Regent). Pirates and bandits had flourished, making trade even worse, on top of the cruel tolls and taxes by the Regent. The family itself was in peril of collapsing into poverty.

Distraught, Mitsui left the room, tears in his eyes. The world had come undone....In his terror he sought his old stronghold and re-entered the chambers below. Now the vast piles of books held no comfort, the scrolls no safe harbor. Now they seemed a child's distraction from the world above and his responsibility. Then he it occurred to him, perhaps it was not too late.

All the troubles trace from this Jade Regent. If he was removed....perhaps his world could be restored. Without even asking his family's advice or blessing, he took his golem and set out, to topple the Regent, looking for a true and rightful heir.


Sounds great! No problem about the golem, though it will get some reactions in some circumstances.

I'm not sure I caught your family's trade. Also, can you give me some of the key memebers' names. Finally, are they based in Kasai or a smaller province?


Trade: In my research on japan, I read that since the stigma against handling money was so great the Nobles and Lords had a hard time converting their taxes (in the form of rice) into spendable cash. In response banking families sprung up, which bought the rice for gold (with a slight markup) and then re-sold the rice on the common market (for a markup). With this as a foundation, most became out and out bankers as well, lending money for high interest. Like the Jews in Europe in the Middle Ages but even more powerful.

Powerful but disliked and with no noble cachet. Prefect scapegoat for the Regent.

I'd imagine the main household would be in Kasai but they had branches in smaller provinces (not that Mitsui really knew or cared, squirreled away).

Father: Tanji- Once a powerful and dominating man (willful enough to ignore that his son had vanished into the basement) he has since become wracked with stress and grief over his ailing family honor.

Mother: Uematsu- died while Mitsui was below. It made little impact since she ignored him just as the others, doting on her other sons and daughter.

Brother: Taniuchi- An older brother, he had been a quartermaster in the military until the Jade Regent pushed him out. Know unemployed and at home.

Brother: Saiki - Older brother killed by pirates (or Jade Regent agents).

Sister: Yanagi- Younger sister, who has arcane skill but no one knows it yet.

Is this a game where the golem will be more trouble then it is worth?

Also I am planning on using a Ioun Wynd as a familiar, you ok with that?


Thanks for the additional info. Works great. So wizard with a golem and an ioun wyrd, right?

I don't think there'll be a problem, though in some settings, it likely will.

Now, did you get out from the basement a level 10 wizard?


You said we were starting at level 10?

Also, admixture school. I imagine him experimenting with various elements a lot under 'controlled' circumstances.

If you are all right with all this, I'll try to stat him tomorrow (casters take awhile).

So 1/2 WBL?


GM Mowque wrote:

You said we were starting at level 10?

Also, admixture school. I imagine him experimenting with various elements a lot under 'controlled' circumstances.

If you are all right with all this, I'll try to stat him tomorrow (casters take awhile).

So 1/2 WBL?

Go ahead!


Questions...

1. Can the Ioun Wyrd speak to other constructs? It has an 'speak to animals' of fellow kind ability. Not sure how that works?

2. The Ioun Wyrd shares my skills. I have many skills in linguistics so can it understand many languages, like me?


1. Ok, I don't see why not.
2. Yes.


Ok! He is almost done, just finishing out his gear.

He is pretty good at combat so you won't have to hold back, but he has plenty of other skills and such.


Ok, very nearly done...just mundane gear to pick out....


How is gear going?


Her is entirely done, and has been for a week, but I haven't had a chance to do the laborious task of transforming my .pdf sheet into plain text. I apologize and am really excited to play this character. I had an usually busy weekend.


No worries. Very busy as well :)


Mitsui Soichiro
Male Human Wizard (Admixture Evoker) 10

Mitsui Soichiro:
CG Medium humanoid
Init +8; Senses Detect magic (Detect Magic Permemancy Bought and paid for); Perception +5

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 deflection, +2 natural, +3 Dex)
hp 52 (10d6+20)
Fort +7, Ref +9, Will +10

OFFENSE
Speed 30 ft.
Melee

Wizard Spells Prepared (CL 10th; concentration +16)
5th—4/day DC 21
4th—5/day DC 20
3rd—5/day DC 19
2nd—7/day DC 18
1st—7/day DC 17
0 (at will)—4/day

STATISTICS
Str 12, Dex 16, Con 13, Int 22, Wis 10, Cha 12
Base Atk +5; CMB +6; CMD 19
Feats Craft Wondrous Item, Flexible Wizardry, Greater Spell Specialisation (Cone of Cold) Improved Initiative, Scribe Scroll, Spell Focus (Evocation), Spell Mastery (Spells indicated below in list), Spell Specialisation (Cone of Cold)
Skills Appraise +11, Bluff +6 (+11 when convincing others a lie is true), Craft (Alchemy) +19, Diplomacy +6 (+11 when persuading others), Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +19, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +19, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +14, Perception +5, Sense Motive +14, Spellcraft +19

Languages Aquan, Auran, Common (Tian), Ignan, Terran, Common (Avistani), Tengu, Infernal, Celestial, Goblin

SPECIAL ABILITIES
Outcasts Intuition (Ex): Your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Golem Constructor (Alchemical Golem): When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

AUTOMATIC BONUS PROGRESSION
+2 Intelligence
+2 Dex
+3 Resistance bonus to saves
+1 Natural Armour Bonus
+2 Deflection Bonus to AC

Unused:
Armor attunement +2
Weapon attunement +2

EQUIPMENT
Wealth: 893 gp, 4sp

Worn/Pockets:
Pearl of Power (3rd level) [4500gp]
Ioun Stone (Cracked Dusty Rose Prism) [500gp]
Sleeves of Many Garments [100gp, 1lb]

Waterproof Bag [5sp 1/2lbs]:
Travelers Any Tool [125gp, 2lbs]
2x compact spell books (70 pages each) [100gp, 2lbs]
2 good locks [DC30] (on spellbooks) [160gp, 2lbs]
Waterproof Hooded Lantern [11gp, 2lbs]
3x Cytillesh Stun Vials [112.5gp, 1 1/2lbs]

Carrying: 10/43lbs

Carried by Golem:
Medium Tent [15gp, 30lbs]
Bedroll [1sp, 5lbs]
Portable Ram [10gp, 20lbs]
50ft Silk Rope [10gp, 5lbs]

Carrying 60/346lbs

SPELLBOOKS (DIVIDED THE SPELLS INTO TWO 70 PAGE BOOKS)
"Cantrips: All except Necromancy (bought all divination cantrips) [25 pages]
Level 1: Alarm, Shield, Thunderstomp, Animate Rope, Feather Fall, Monkey Fish, Expeditious Retreat, Dancing Darkness, Charm Person, Mage Armor, Grease, Disguise Self, Charm Person, Endure Elements, Hold Portal, Magic Missile, Memory Lapse, Mount, Silent Image, Unseen Servant, Secluded Grimoire [21 pages]
Level 2: Resist Energy, Darkness(Spell Mastery), Ice Slick, Alter Self(Spell Mastery), Glitterdust (Spell Mastery) [10 pages]
Level 3: Gentle Repose, Fireball (Spell Mastery), Diamond Spray, Fly, Invisibility(Spell Mastery), Detect Magic [15 pages]
Level 4: Black Tentacles, Shout, Greater Make Whole, Stone Shape [16 pages]
Level 5: Major Creation, Telekinesis, Cone of Cold(Spell Mastery), Unbreakable Construct, Cloudkill, Permanency [30 pages]

Total Pages: 117

-FAMILIAR-
Ioun Wyrd
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +12

DEFENSE
AC 20, touch 15, flat-footed 17 (+2 Dex, +1 dodge, +5 Natural +2 size)
hp 26 (5d10)
Fort +3, Ref +5, Will +9
Immune construct traits

OFFENSE
Speed fly 30 ft. (average)
Melee slam +8 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 15, Con —, Int 10, Wis 14, Cha 5
Base Atk +5; CMB +1; CMD 9
Feats Alertness, Dodge
Skills Appraise +2, Bluff +2, Craft (alchemy) +10, Diplomacy +2, Fly +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +10, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +10, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +12, Sense Motive +16, Spellcraft +10
Languages Common (can’t speak)
SQ ioun affinity, share iouns

SPECIAL ABILITIES
Ioun Affinity (Su): An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice.
Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su): A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he’s within 30 feet of the ioun wyrd.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

-ALCHEMICAL GOLEM-
XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash

STATISTICS
Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35

SPECIAL ABILITIES
Alchemy (Ex): When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can:
deal 1d6 points of acid, cold, electricity, or fire damage
cause the target to become sickened (Fortitude DC 16 negates) for 1d4 rounds
cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds
These save DCs are Constitution-based.

Bombs (Ex): As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Immunity to Magic (Ex): An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.

Splash (Ex): Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.


Great! This is quite a comprehensive character!

Do you have descriptions (short is fine) for him, the familiar, and the golem? I'd like to see them in my mind.


Also, I think you're missing some traits on your sheet, no? Your list of skills lets me think it is the case.


Level Ten casters start to get intense. Can you handle him?

Oops, on traits. Sorry, there were multiple formats, a friend helped...

Traits:
TRAITS

Student of Philosophy
You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.

Outcasts Intuition
+1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

As far as description, a tough one. I never mentally picture things when I read....

Mitsui: A small, darker skinned man. There are faint rings under his eyes. His eyes are bright green, revealing mixed blood. He keeps his hair cut straight and simple, a dark black.

Golem- A huge wood and glass creation, rimmed with shining copper plates and tubes running all over. It moves soundlessly but you can hear faint sloshing from the liquid inside.

Ioun Wyrd: Shi (Chinese for stone)- A small humanoid pile of stones. He loves the color green so all of his body is made up for any green rock (and a few beads and shards of green glass) he can find. Anytime Mitsui stumbles on green items, the Ioun Wyrd is there first, trying to add it to himself.

Good?

Any idea when we are starting? I know you said you were busy.


Thanks!

Can you put all this in your profile?

As for handling the wizard, there's only one way to find out.

I'll see what I can do aboit starting the game sooner than later. I'm away a lot this month, but I have some free time once in a while. I'll see if Incan get something done tomorrow night.


I will copy it all, sure thing.


Gameplay thread up. Godspeed to the both of us!


Do I know anything of the fabled true heir to the throne?


As you wish. I started directly from what's in your background. We can roleplay the discoveries.


How about he knows very vaguely there is a rumored heir (his family said it perhaps) but all he knows is he is coming by land from Avistan? That will get me heading in the right geographic direction.

Should be unclear enough to enjoy!


I'd prefer if the rumour has not reached Kasai yet. Instead, most people have heard that people opposed to the regent had fled north, near the Forest of Spirits.

Would that work?

1 to 50 of 65 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Blade of Jade - Discussion All Messageboards

Want to post a reply? Sign in.