Tetsu no Kurage no Haka - Tomb of the Iron Medusa in Minkai (Inactive)

Game Master Dreaming Warforged

The notorious Minkai aristocrats of Clan Hanado died out nearly two hundred years ago under the weight of its own arrogance. All that now remains of the once-great clan is the long-hidden Tomb of the Iron Medusa.


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Tetsu no Kurage no Haka
Dreaming Warforged’s Recruitment for Tomb of the Iron Medusa

The notorious Minkai aristocrats of Clan Hanado died out nearly two hundred years ago. Known to produce scions with extraordinary talent for swordplay and sorcery, the house grew in influence, wealth, and notoriety before collapsing under the weight of its own arrogance. The Hanados were so despised by the time of their demise that all public record of the clan was stricken from imperial annals, and anyone tainted by its blood was stripped of aristocratic status.

All that now remains of the once-great clan is the long-hidden tomb where
the Hanados’ greatest secrets have avoided plunder for generations: The Tomb of the Iron Medusa.

Recruitment Information:

What to Expect
This module is a dungeon crawl, with puzzles, deadly traps, ancient mysteries and forgotten secrets, and the usual horrible and ruthless guardians.

I have some experience with Pathfinder and PbP, but not much with higher level play. I promise to learn and adapt, and expect players to do the same, all working towards telling a good story.

I’m not very fond of the multiplication of magic items to the point where they loose their special quality. As such, access to magic item is more strict. Players will have a few powerful magic items, instead of the usual “magic tree.” I’ll adapt the module accordingly, as well as increase point-buy and attribute progression. Please see below for more details.

Requirements

  • Start at level 14.
  • No evil character.
  • 30 point-buy for attributes. No stats above 18 or below 8 after racial adjustments.
  • Characters can raise one physical and one mental attribute by one point every two levels. This replaces the single gain every four levels.
  • Races allowed: Humans (Tian-Mins), Catfolks, Kitsunes, Nagaji, Ratfolk, Samsarans, Tengus, Vanara, Vishkanya.
  • Classes allowed: All Pathfinder except Gunslingers and Summoners. Eastern Weapons and Armors used.
  • No traits, but an extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • No crafting feats. Use PFS rules to replace those gained by classes like wizards, alchemists or others.
  • Hero Points. You can’t replace them by a feat.
  • Starting cash is 5,000 GP.
  • One Greater, one Medium and one Minor magic item (see below).
  • Characters are citizens of Minkai and have been living there for quite a while, exploring the region and making a name for themselves.
  • Characters have the future of Minkai at heart and are working towards building a better country.
  • Characters know one another at the start and have been through a few adventures together.

Applications should contain

  • Character sheet (equipment optional but for the three items)
  • Description and Personality
  • Background

Regarding Background
Either implicitly or explicitly, your background information should show.

  • Three significant events in your life that shaped who you’ve become (and how you are a level 14 character and found the powerful items you have).
  • Why you care about the fate of Minkai.

Magic Items:

As I mentioned, I prefer a game where there are fewer more powerful magic items, and am uncomfortable with the items “everyone should have” or “necessary for a build.” As such:
  • Items such as cloak of resistance, headband or belts of ability increase, rings of protection, amulets of natural armor are not available and amazingly rare.
  • Spellcasters who have to study their spells from a spellbook or a familiar learn four new spells every level instead of two.
  • Hit points are a measure of resistance and stamina. They are recuperated at the rate of 1/4 of maximum hp per two hours of complete rest, four hours of non-strenuous work or eight hours of intense activity. The character needs to have at least 1 hp to recuperate.
  • Ability damage is recuperated at the rate of the character’s Constitution modifier (min 1) per day.

All characters begin play with one Major, one Medium and one Minor item (Greater or Lesser for each). The list is the same for all character.
Major Item (choose one from):

  • +5 Anchoring Weapon
  • +5 Flaming Spell Storing Weapon
  • +5 Distance Seeking Range Weapon
  • +4 Speed Range Weapon
  • Blade of the Rising Sun
  • +3 Holy Amulet of Mighty Fists
  • +5 Improved Slick Armor, Bracers or Shield
  • +4 Bolstering Radiant Light Fortification Armor, Bracers or Shield
  • Celestial Armor
  • Ring of Wizardry IV
  • Greater Rod of Thundering
  • Staff of Conjuration
  • Mantle of Spell Resistance
  • Crystal Ball with Detect Thoughts
  • Wings of Flying
  • Brazier of Conjuring Fire Elementals
  • Eyes of the Dragon.

Medium Item (choose one from):

  • +3 Thundering Weapon
  • +3 Limning Weapon
  • +1 Frost Range Weapon
  • +2 Returning Range Weapon
  • Ten-Ring Sword
  • +1 Dispelling Amulet of Mighty Fists
  • +2 Defiant Armor, Bracers or Shield
  • +2 Spell Resistance (13) Armor, Bracers or Shield
  • Breastplate of Vanishing
  • Ring of Evasion
  • Minor Rod of Dazing
  • Staff of Radiance
  • Gloves of the Shortened Path
  • Robe of Scintillating Colors
  • Shoes of the Firewalker
  • Spectral Shroud
  • Drinking Horn of Bottomless Valor.

Minor Item (choose one from):

  • +1 Weapon
  • +1 Range Weapon
  • Adamantine Battleaxe
  • +2 Armor, Bracers or Shield
  • Mistmail
  • Ring of Swarming Stabs
  • Minor Rod of Piercing
  • Staff of Minor Arcana
  • Insistent Doorknocker
  • Minor Crown of Blasting
  • Sandals of the Lightest Step
  • Type II Bag of Holding
  • Horn of Battle Clarity.

Recruitment will close Sunday, at the same time as this posting. Please provide applications under an alias. Don't hesitate to ask questions, but I won't likely have much time to review applications though.


Dotting for more in depth consideration.


Okay I like this idea questions though. I am interested in a Tengu Swordmaster/duelist and was wondering about the magic items... I have an idea for a build yet none of the items appeal to me I was wondering this A simple +5 weapon or +4 Agile weapon(for major) boots of striding and springing(for medium)and The handy haversack for the minor?

Lantern Lodge

Sounds really interesting, esp the Eastern flavor and different take on magic items. Will see about a concept. Maybe a kitsune arcane trickster.


Lady Zaldane wrote:
Okay I like this idea questions though. I am interested in a Tengu Swordmaster/duelist and was wondering about the magic items... I have an idea for a build yet none of the items appeal to me I was wondering this A simple +5 weapon or +4 Agile weapon(for major) boots of striding and springing(for medium)and The handy haversack for the minor?

Sorry Lady Zaldane, but that won't be possible.


Than re tweaking shall be done on my part


Thinking up an Oni-blooded Sword Saint. Any objections to making my weapon of choice large sized or buying a Tengu Drinking Jug with some of my starting funds for flavor's sake?


Looking forward to it.

Dark Archive

dotting for contemplation.

Liberty's Edge

Alright, I guess we better start collaborating if our party's meant to know each other. First idea that sprang to mind was a catfolk rogue using claws for attacks, and focusing on the spelunky, grab-and-go, opportune moment kind of characters who's a good kitty to keep for company, but just has a mischievous, larcenic streak.

Working on an alias and sheet now. Start throwing out those concepts and let's start building a party!


For now, there's no need to build links between characters, beyond being open to work on a common background once chosen.

Lantern Lodge

Are traits available via the Extra Traits feat or would you prefer to have none at all?


Now I feel stupid, I just re-read the starting post and got the race restrictions. Enacting back-up plan.


michaelane wrote:
Are traits available via the Extra Traits feat or would you prefer to have none at all?

I'm good with that.


Still Liking my Tengu Swordmaster/Duelist, A know wandering tengu swordsman. Dusty travel beaten clothes, frayed hat but a skilled but deadly fighter, as well as a dirty one!

Lantern Lodge

Cool. Are hit points average rounded up, rolled or some other method?


Good old half+1 after max at level 1.


Current thoughts are bending me towards a Terra-Cotta Monk from Dungeoneer's Handbook - but I'll need to see whether the character comes together in my head.

If we chose a double weapon... could we have one head be the major magical item and the second head be the medium or minor?


Can I participate? I am interested in a LG cleric of tsukiyo.


The Basics:
Str 24 (+2 Racial, +7 Advancement)
Dex 16 (+2 Racial)
Con 14
Int 13
Wis 17 (+4 Advancement)
Cha 18 (+3 Advancement)

Human, CG, Samurai Ronin (Sword Saint) 14

Medium
Initiative: +3
Senses:
Land Speed: 30ft
HP: 130

AC: 23
Touch: 13
Flat-Footed: 20
Fort: 11
Ref: 7
Will: 9
CMD: 34

BAB: 14/9/4
CMB: 21/16/11

+3 Thundering Katana
26/21/16
Crit: +2 15-20x2+1d8 sonic
1d8+14(17)

(Class+Bonus+Ranks+Misc)
Diplomacy: 21 (3+4+14)
Intimidate: 21 (3+4+14)
Perception: 17 (0+3+14)
Sense Motive: 20 (3+3+14)
Survival: 20 (3+3+14)

+4 Bolstering Radiant Light Fortification Mountain Pattern Armor
AC: 10
Max Dex: 3
Penalty: -3

Gold: 5000
Type II Bag of Holding

Trait Feat: Iron Will

Racial:
Dual Talent

Feats:
1st Weapon Focus
3rd Combat Expertise
5th Weapon Specialization
6th Equipment Trick (Heavy Blade Scabbard)
7th Improved Disarm
9th Greater Weapon Focus
11th Improved Critical
12th Greater Weapon Specialization
13th Improved Trip


I'll finish him up tomorrow.


Dotting for interest... I don't have a firm idea just yet, but I'll think on it. It sounds very intriguing!


Mark Sweetman wrote:

Current thoughts are bending me towards a Terra-Cotta Monk from Dungeoneer's Handbook - but I'll need to see whether the character comes together in my head.

If we chose a double weapon... could we have one head be the major magical item and the second head be the medium or minor?

That's one way to do it, but I had 't thought of that. You can also just choose between Major or Medium and we'll figure something out within the theme of the original enhancement. If I can, I'll come up with an option.


Nicos wrote:
Can I participate? I am interested in a LG cleric of tsukiyo.

Hi Nicos,

This is a call for proposals, which will lead to a selection. I'll probably choose four or five characters from the application pool. You can certainly present an application.


Count me interested. I'll be boosting this guy up to level 14 and going Dragon Disciple with most of those.


Dotting for interest...thinking of a Tengu monk.


Thinking Tian-Min Magus/Rogue (or Ninja).


Dreaming Warforged wrote:
That's one way to do it, but I had 't thought of that. You can also just choose between Major or Medium and we'll figure something out within the theme of the original enhancement. If I can, I'll come up with an option.

Dreaming Warforged - thanks for the response... but my mental wanderings have led me away from that option. I'll be putting together the Terra-Cotta Monk.

I'll be taking inspiration from the Okinawan Kobudo and will use a sansetsukon as primary weapon, and sai as a back-up. He will worship an amalgam of the sun goddess Shizuru and the moon God Tsukiyo that is specifically embodied in the dawn and the dusk times. He'll also ascribe to the Tamashigo philosophy detailed in the Dragon Empires Gazetteer. Once his magic items are selected I'll give them names and a short backstory to suit their level of power.

I'll obviously have the details put up once they are a little more polished - just wanted to put down a slightly more detailed marker.


Mark Sweetman wrote:
Dreaming Warforged wrote:
That's one way to do it, but I had 't thought of that. You can also just choose between Major or Medium and we'll figure something out within the theme of the original enhancement. If I can, I'll come up with an option.

Dreaming Warforged - thanks for the response... but my mental wanderings have led me away from that option. I'll be putting together the Terra-Cotta Monk.

I'll be taking inspiration from the Okinawan Kobudo and will use a sansetsukon as primary weapon, and sai as a back-up. He will worship an amalgam of the sun goddess Shizuru and the moon God Tsukiyo that is specifically embodied in the dawn and the dusk times. He'll also ascribe to the Tamashigo philosophy detailed in the Dragon Empires Gazetteer. Once his magic items are selected I'll give them names and a short backstory to suit their level of power.

I'll obviously have the details put up once they are a little more polished - just wanted to put down a slightly more detailed marker.

Sounds great!


Are archetypes allowed? And if so would you object to the Blackblade Magus Archetype, and other methods of essentially getting a free magic weapon such as Paladin's Divine Bond? I know you are trying to limit magic items.

I'm thinking of a Magus, probably human, and probably Blackblade if its permitted and would not be detrimental to my chances.


Archetypes are great. There are a few with a nice oriental flavor.

I don't mind the magus and paladin's ability.


Dotting.


Samurai in bound tonight.


I have this for the moment.

Mitsuki High Priest of Tsukiyo:
.
LG Cleric 14

Init ; Senses
Languages
Initial stats: Str 13 , Dex 14, Con 12, Wis 18, Int 14, Cha 14
Final stats: Str 16, Dex 14, Con 16, Wis 24, Int 14, Cha 15
================= Defense ====================
AC 24 , touch , FF (+8 Armor, +4 Shield, +2 dex)
hp: 123 (15d8+60)
CMD:
SAVES: Fort +12, Ref +8, Will +16.

================= Offense ====================
Speed ft
CMB

Ranged:
================== Traits ====================
.
================== Feats ====================
Skill focus (KN dungeoneering), Lightning reflexes, Combat casting , Eldritch heritage (Warp Touch), Improved eldritch Hritage (Long Limbs), School focus (conjuration) , Divine interference, Augment summoning, Toughness.
================== Skills =====================

================== Special ===================
Channel Energy 7d6 (5/day), Touch or darkness (10/day), Eyes of Darkess (7/rounds day), Vision of madness (10/day), Aura of madness (14/rounds day).
================== Spells ====================
7th - Summon monster VII, Jolting portent, Destruction, Power word Blind (domain)
6th - Blade barrier, Heal, x2 Summon monster VI, Shadow walk (domain)
5th - Communal Air walk, Breath of life, Wall of stone, Summon monster V, Summon monster V (domain)
4th - Restoration, Freedom of movement, Communal protection from energy, Dimensional anchor, Terrible remorse, Confusion (domain)
3rd - Summon monsterIII, Magic circle against Evil, Blindness/deafness,Resist energy Communal
, Invisibility purge, Magic vestment, Deeper darkness (domain),
2nd - Bull sthrengh, x2 Grace, Communal Protection From Evil , Remove paralysis, x2 Lesser restoration, Touch of Idiocy (Domain)
1st - Bless, x2 detect evil, Murderous command, Hide from undead, Shield of fate, Shallow your fear, Obscuring mist (domain)
================== Gear ====================
+4 Bolstering Radiant Light Fortification Mountain pattern armor.
+2 Defiant heavy shield.

Instead of a +2 defiant heavy shield can I have a +1 defiant "x" heavy shield, with "x· another shield property?


Looks good so far. Don't forget the fluff and to put it in a profile.

It's a no on the item modification though. All players start with the same set.


I would be interested, planning on doing a catfolk ninja. Or maybe a wizard, not quite sure yet.

Sheet coming in a few hours, as well as fluff if I got the time (otherwise on Wednesday, moving tomorrow).

Sovereign Court

DM, what would you say to a Samsaran with nearly all of his life-event memories removed, put in stasis and released years later, searching for evidence of his life - and, by error, past lives?


Interesting concept. I'm fine with it.


Hey DW, changing concept to a human ranger (archer). Couple of questions:

1. If I pick a composite longbow as my major item (+4 speed, e.g.), can it be +3 Strength?
2. Can the 5000 go be spent on potions, wands, and other items?

Thanks!


I'm interested as well. I thought first of a Catfolk ninja, but it appears someone above thought of the same. I think I'll go forward with a Human Paladin concept.

Sovereign Court

The idea have at the moment is my Samsaran originally was in good with the Hanado clan - so good, in fact, he was hated as much as they were. Not afforded the benefits and protections of the aristocracy, he was paid in knowledge and lore. Before the family's downfall, his immense magical power needed to be isolated. Unable to slay him outright, his opponents could only blank his mind and seal him away, unable to live or die for many years.

One day, the prison was broken. Whether the magic expired or was removed, he could not say. Functional knowledge was present to him ... but fresh; bits of his memory had to be unlocked by triggers. He could hear someone talking about water near a river and know it was the running fluid they were referring to, but before that moment, he wouldn't be able to conjure the word "water" in his mind.

Eventually, he stumbled across some good souls willing to help him regain his memories - the heroes of this party. He felt a debt to them, aiding them as best he could with his magic, which was the most bizarre feature about the nomad of all. Clad in blue and silver when he awoke from his stasis, he carried a massive tome of colors to match. Written within were pages upon pages of arcane and divine text. It was the first thing he read upon awakening, and the words, like the aforementioned river, flowed back into his consciousness. He did not have to be taught how to use his magical aptitude though; the incantations were so ingrained in him, they were second nature. What kind of a person would realize such power before remembering his own parents? He sought to find out about his past.

Upon hearing of this Tomb of the Iron Medusa, an anger filled him, but he did not know why. Some memory triggers were emotional, but they faded. This was a brand that sizzled his state of mind without end, sometimes a mild simmer, other times a searing flame. After a while, he and his band of champions set forth to discover the mysteries within....

That's the basic story. I'm looking at having him be a mystic theurge. Let me know what you think.


Okay here is Taizo Davarii, Kensai Bladebound Magus. Its a long background, but heck he's 14th level! Mad derro, dragons, grimlocks, an ogre mage, undead hordes and a wannabe lich!

Crunch is mostly done, but still need to finish skills and spellbooks. I've selected the Ring of Wizardry IV, Ring of Evasion, and Adamantine Battleaxe, all of which are incorporated into the background.

Background:
Iyasi Hanado committed ritual suicide some 200 years ago, unable to live with the dishonor of his family name and indeed some of his own actions. But for some reason Iyasi's spirit could not find its way to the afterlife instead it found itself swallowed by the very blade that Iyasi had used to kill himself, his blood coating the blade and turning it midnight black. Since his death Iyasi has sought to redeem his family by helping to protect the people of Minkai, and has done so through aiding those he finds worthy.

Taizo Davaari was born the third son of a minor noble house. With little interest in religion and lacking the requisite skills to become a successful merchant he attempted to apprentice to the Master known as Kenjirro of the Feathers. Kenjirro was an ancient man who worked for the Imperial Governor of Wanshi province and had become fabulously wealthy amassing a collection of unusual items and creatures for study. But secretly the old man was conducting more sinister research in private seeking Lichdom.

He spent five years with Kenjirro, serving the old man, studying and training with the sword in his spare time to burn off his frustration at being unable to fully grasp the magics he was being taught. He was talented, indeed, exceptional, with certain types of spell, but so much more that younger and less experienced apprentices seemed able to master eluded him. Having noted his skill with the sword, and perhaps frustrated himself by Taizo's failures Kenjirro began sending him on jobs for the Governor, and acquisition missions for the wizard's own collections.

On one of these missions to retrieve a magical amulet lost when a brash young nobleman ventured into the great dark caverns below Mount Yogan. After harrowing battles against various eyeless horrors, and an encounter with the silver dragon Ayalerill who lead him to the young nobleman's grave in exchange for his aide saving her eggs from a Derro city. While Ayalerill attacked the city, Taizo snuck in invisible and stole her eggs back. Ayalerill gifted him with a magical ring that would allow him to evade hostile magics and the breath of her kind in thanks and promised to name one of her young for him once they hatched.

The dragon then lead him to the haunted cavern where the noble had fallen. The cavern was the home of the Oni Ogre Mage Gyatho the Skintaker, a growing power of darkness in the midst of assembling an army of Morlocks who worshipped him as a god. It was upon the body of one of the first Morlocks he slew, that he discovered a black scimitar which seeme to fit his hand perfectly. And to his astonishement the blade spoke to him. It was from Iyashi that Taizo learned why he failed as a wizard, he was no wizard, but a magus!

Iyashi had been in service to the very noble Taizo sought, but was surprised Taizo sought the amulet. Why would you want a ruined Phylactery? The blade asked, revealing that Gyatho had taken the amulet as well as the young nobles body into his Fortress, and that it was likely with the Oni's horde in his great iron vault. Iyashi told Taizo about the Grimlock's slave smiths captured Svirfneblin.

Together they raided the smithy slaughtering Grimlocks by the dozen and using and illusion to send the remaining creatures pursuit off in the wrong direction as they escaped with a half dozen grateful Svirfneblin smiths. While the little grey folk proved too afraid to dare entering Gyatho's Fortress one of their number offered up an adamantine axe, his family had long held promising it would cut through the iron vault door like butter.

Having forged a pact with the Derro and a huge tribe of Grimlocks Gyatho lead his forces to the surface seeking to raise the city of Hiyoshai. But Taizo was able to send warning via Ayalerill and the city beat the Oni's forces back striking during the day upon the plains when the creatures were at their weakest and breaking the host.

Meanwhile Taizo invaded Gyatho's fortress slaying his elite guards and demonic pets and cutting his way into the great iron vault. Taking the broken phylactory and a fortune in platinum he fled.

Returning to Wanshi Taizo gave his master a clever forged copy of the broken phylactory he had persuaded the svirfneblin to craft in exchange for some of his stolen platinum. The avarice in the "kindly" old man's eyes as he reached for the evil thing told Taizo all he needed to know and he went to the Church of Shizuru with his suspicions. But when the Church sent men to investigate Kenjirro the old mage slew them all, and enacted his plan unleashing the great army of wights he had been slowly assembling in the catacombs beneath the city using a simulacrum to prevent anyone noticing his absence.

Taizo helped defend the city saving thousands of lives by holding the undead hordes back from the docks long enough to let people board the ships and flee. Kenjirro had not been truly prepared for his uprising and his forces were eventually destroyed, but the wizard himself fled seeking a new ally - the defeated Ogre Mage that his foolish aprrentice had recently brought to his attention!

Horrified at the prospect of what Kenjirro and Gyatho could do together and feeling responsible Taizo sought out a team of bold companions who would accompany him into the depths of the earth to end the dire threat to Minkai forever.

The battles were terrible, but eventually they prevailed. While his companions dealt with the terrible Ogre Mage, Taizo fought an invisible battle with his old master, finally managing to strike the old man down after receiving terrible wounds. He took the old mage's prized possession his ring of wizardry and returned to the surface seeking a quiet life...

But quiet life proved to be exceedingly dull after about a week, and Iyashi's moaning was intensely irritating. With the rediscovery of the ancient tomb there was little they could do but go into peril once more.


Soon will have me a lovely Tengu Swordmaster 10/ Duelist 4, and I took a look at your magic items and think i can pull of a cool build!


Lucendar wrote:

Hey DW, changing concept to a human ranger (archer). Couple of questions:

1. If I pick a composite longbow as my major item (+4 speed, e.g.), can it be +3 Strength?
2. Can the 5000 go be spent on potions, wands, and other items?

Thanks!

Hi Lucendar,

1. Yes, as long as you pay the cost from the 5,000 GP.
2. I thought long and hard about that. I'd say go ahead, but keeping in mind that such items are still rare and can't be found easily..


Stratos wrote:


...

Interesting take. I'm fine with the Hanado connection.


My monk is coming along nicely, and I've selected the magic items that I'll be taking as well as giving them some flavor as per below.

I will be collating all of the details into an alias as originally requested once I've got everything complete.

Magic Items Choices, Names and History:
Chosen Magic Items:
Major: Eyes of the Dragon – Shinri-o (The Truth)
When placed over the eyes, these horn rimmed glasses meld into the eyes transforming their appearance. The left pupil becomes golden like the sun and the white is bright as ivory, while the right eye becomes bloodshot and the pupil takes on the deep green of aged jade.

Late in his pilgrimage Gethric crossed the plains of Lingshen where armies raged in continuous battle for prestige and power. His wanderings took him to the Cradle of Immortality, where he witnessed the terrible re-birth of dead souls into constructs of clay. Shaken, he attempted to leave when his flight was blocked by two terra cotta warriors. One was male and bearing a katana, while the second was female and wielded a longspear.

The dance of death ensued and Gethric was hard pressed, wounded in many places and not far from passing beyond. With a final plea to the shadow that bridges light and dark he rallied and with a final desperate flurry of elbows and open hands laid low the clay warriors. As the forms of the warriors began to crumble they turned to each other and reached out towards one another. As fingers of clay met the integrity of the clay forms was lost entirely and turned to dust. In the fragmented remains of each terra-cotta construct was a single clear lens of crystal. Gethric collected the lens and on the wings of a gut feeling ejected the glass that was fitted to his own glasses and replaced them with the crystal… discovering the power that was vested within.

Inspired by the Two Truths Doctrine of Buddhism.

Medium: +3 Limning Sansetsukon - Hakobi-te Ösel (Bringer of Radiant Light)
The three sectioned staff is made of three different woods linked by short chains of pig iron. The first is purest white, the third darkest black, while the middle section is a wood that consists of a swirled grain that oscillates back and forth between light and dark. When held the staff glows with a sickly witchlight that flares whenever it strikes an enemy that seeks to hide its true form.

On his pilgrimage, Gethric was drawn to the Eryiu Forest of Quain. Within he wandered guided by the whispers and whims of the kami and stumbled upon a shrine to Kofusachi, the laughing god. The shrine had fallen to disrepair, overgrown with weeds and decay – even the statue at the shrine’s core seemed unnaturally grim. While meditating that night, Gethic heard a saddened laugh and inferred that the laughing god was saddened that his shrine had been neglected. The monk worked through until morning to clear away the debris… and on a whim poured the last of his sake upon the feet of Kofusachi’s idol. As he turned to leave Gethric tripped as somehow his waraji had been bound together. Hearing a mirth filled laugh, he turned back to the idol and saw it smiling. At the idol’s feet lying on earth that had been bare but moments earlier was Hakobi-te Ösel.

Inspired by the Yoga of the Clear Light. The three wooden sections would be Holly Oak, Black and White Ebony and Wenge.

Minor: Sandals of the Lightest Step – Kumo Fumu (Cloud Step)
The waraji (straw sandals) are made of common rice straw, but show no wear despite having seen many thousand steps. They are tied in the manner of a temple monk, with the final loop being tied above calf level over the jade leggings of the samue (monk’s clothing). When called to exude their power, thin trails of fog are left as the sandals tread on air as though it were solid earth.

The waraji were a gift from an angered spirit that he helped lay to rest aboard a pirate ship that was wrecked on the Tianjing coast near Zetang. The yokai’s remains had been scattered by giant eels and needed to be reunited before it would rest.

Inspired by Sun Wukong


Character sheet complete. Background and personality still in process.


DW, here is the crunch. I picked the +4 speed bow, the +2 Kikko armor with SR and the +2 buckler. I will work on back story.

Number crunch:

Kawa Shiro
Human (Tian-Shu) Ranger 14
CG Medium Humanoid (human)
Init +7; Senses Perception +23
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 20 (+7 armor, +3 shield, +4 Dex, +1 dodge)
hp 144 (14d10+56)
Fort +14 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +18, Will +10
Defensive Abilities evasion; SR 13
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +14/+14/+9/+4 (1d4+11/19-20/x2)
Ranged +4 Speed Composite longbow (Str +2) +26/+26/+21/+16 (1d8+6/x3)
Special Attacks favored enemies (evil outsiders +6, magical beasts +2, undead +2)
Ranger Spells Prepared (CL 11):
4 (2/day) Cure Serious Wounds, Freedom of Movement
3 (2/day) Darkvision, Instant Enemy
2 (4/day) Barkskin, Barkskin, Owl's Wisdom, Bear's Endurance
1 (5/day) Longstrider, Resist Energy, Resist Energy, Gravity Bow, Liberating Command
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Statistics
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Initial Stats: Str 14, Dex 17, Con 16, Int 10, Wis 15, Cha 11
Final Stats: Str 14, Dex 24, Con 16, Int 10, Wis 22, Cha 11
Base Atk +14; CMB +16; CMD 31
Feats Clustered Shots, Deadly Aim -4/+8, Dodge, Endurance, Favored Defense: Favored Enemy (Evil Outsiders) +3, Great Fortitude, Improved Precise Shot, Lightning Reflexes, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Weapon Focus (Longbow)
Skills Acrobatics +19 (+15 jump), Bluff +0 (+2 vs. magical beasts, +6 vs. evil outsiders, +2 vs. undead), Climb +5, Craft (bows) +10, Escape Artist +5, Fly +5, Heal +13, Knowledge (geography) +5 (+7 vs. magical beasts, +11 vs. evil outsiders, +7 vs. undead, +7 while in forest terrain, +11 while in underground terrain, +7 while in urban terrain), Knowledge (nature) +7 (+9 vs. magical beasts, +13 vs. evil outsiders, +9 vs. undead), Knowledge (planes) +10 (+12 vs. magical beasts, +16 vs. evil outsiders, +12 vs. undead), Perception +23 (+25 vs. magical beasts, +29 vs. evil outsiders, +25 vs. undead, +25 while in forest terrain, +29 while in underground terrain, +25 while in urban terrain), Ride +5, Sense Motive +6 (+8 vs. magical beasts, +12 vs. evil outsiders, +8 vs. undead), Spellcraft +17, Stealth +22 (+24 while in forest terrain, +28 while in underground terrain, +24 while in urban terrain), Survival +23 (+25 vs. magical beasts, +29 vs. evil outsiders, +25 vs. undead, +25 while in forest terrain, +29 while in underground terrain, +25 while in urban terrain, +30 to track), Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Common, Tien
SQ camouflage, combat styles (archery), favored terrains (forest +2, underground +6, urban +2), hunter's bonds (companions), quarry, swift tracker, track, wild empathy, woodland stride
Combat Gear Potion of mage armor (x2), Potion of protection from evil (x2), Wand of cure light wounds, Sunrod (5); Other Gear +2 Spell resistance (13) Kikko armor, +2 Buckler, +4 Speed Composite longbow (Str +2), Arrows (140), Dagger, Bag of holding I (21 @ 57.82 lbs), Efficient quiver (140 @ 21 lbs), Artisan's tools, masterwork (Craft [bows]), Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Grappling hook, Piton, Silk rope, Tent, small, Waterskin, 213 GP, 3 SP
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Special Abilities
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Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Defense: Favored Enemy (Evil Outsiders) +3 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +6) (Ex) +6 to rolls vs Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Hunting Companions (6 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry +2 to hit and other bonuses against your designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Spell Resistance (13) You have Spell Resistance.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to survival checks made to track.
Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Would you allow mithral armor?


Ptolmaeus Arvenus wrote:
Would you allow mithral armor?

Yes, as part of your 5,000 GP though.

Grand Lodge

Saw a big lack of any healing so switching to a Oracle of Battle (Yamabushi/Sohei inspired).

Mitsugi Akifusa:

Mitsugi Akifusa was a powerful adviser to the imperial house in his younger days participating in many battles and bringing the empire even greater glory. Quickly becoming a favorite of the court,Mitsugi was granted much wealth and prestige even being gifted with a wondrous naginata and silk like armor by the emperor himself at the conclusion of the battle of Nan Dang, Akifusa made many enemies. Tragedy would strike suddenly one night for this rising star. The alarm went up an intruder was in the royal household. Grabbing his magical blade, the warrior rushed to his lord intercepting the assassin outside the emperor's bedroom. Lashing out at the murderous invader, his blade only found air and a cloud of sparkling dust which left him blinded.

The emperor and senior retainers lauded his exceptional demonstration of what it meant to be a warrior, unfortunately it left him open to his enemies. Soon the mighty warrior began to find himself under constant attack even as his sight slowly returned to a limited extent. Hours were spent in quite meditation in search of an answer to his plight. It was during these sessions with a local monk he soon began to realize his new found powers. His curse was also a blessing so it would seem. Revealing these gifts to only the emperor, Akifusa continued to serve his lord till the elderly man finally passed into the next world. Willing to suffer the barbs of his jealous competitors to serve the next lord, Mitsugi found this man to be without honor and a puppet of those who would see him cast down. Resigning his post in contempt for modern warriors who scorned him for his poor eye sight failing to appreciate his great inner power the man had made up his mind.

Gathering his cherished effects, the warrior retreated to the seclusion of a monastery renowned for its many retired samurai. Continuing to temper their martial spirit as well as tending to their physical well-being, Akifusa rose in rank rapidly. Keeping mostly to themselves accept to smash the occasional bandit army or to skirmish with opposing sects, they enjoyed years of relative peace. Till the name Hanado came to them, that is. It meant the most to Akifusa, as it was like poison in the ears of empire. Knowing nothing but trouble could be in store, Mitsugi once again gathered his things went out into the world to investigate this disturbance.

RoleAkifusa is a Human Oracle of Battle filling the role of Healer and secondary combatant.

Personality/Description Akifusa is a man in his early 40's, though he looks somewhat younger. Closely cropped, jet black hair and a large mustache dominate his stoic visage. A muscular frame and hairy limbs set him apart from many Tian. Possessing a commanding presence, Mitsugi will seek to dominate a confrontation before engaging in actual battle. Fierce in battle and passionate about his country, Akifusa seeks only live an honorable life and to serve a rightful emperor.

Working up sheet now.

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