The Ataxic War (Epic Pathfinder/Homebrew) (Inactive)

Game Master Donald Robinson

For many, a life of peace and solitude, or a place to call their own beckons to adventures after the thrill of adventuring has taken its toll on the bodies and minds of adventurers. For some, that thrill never dies.


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Nearly done just need skills and to spend some more gold.

Grand Lodge

im a level 20 ninja, lv10 dragon disciple and a lv 5 magus yes im a level 35 so am i in i can build him really quick and put his stats on here by tomorrow morning


star lyght wrote:

im a level 20 ninja, lv10 dragon disciple and a lv 5 magus yes im a level 35 so am i in i can build him really quick and put his stats on here by tomorrow morning

I thought we were only building to lvl 20?

Grand Lodge

20+ is what i was told but i can make him level 20 if u guys would like

Grand Lodge

i rebuilt him to a level 20 so it should be fun lol

Grand Lodge

ill post the character tomorrow so u guys can see starlyght

RPG Superstar Season 9 Top 32

Yeah, we are doing 20 starting level.

As far as customizeable magic gear, I'd like to keep any customization limited to what is described in the magic items section of the core rulebook. This is just to keep things simple and somewhat fair to all in the party.

Also, because I haven't heard anything since their initial posts, I'll be dropping both lantzkev and Shadoven if they don't post today. That will move both star lyght and silver up to playing and bring rorge to 1st alternate.


@DM I don't know how many "healers" are going to be in the party. I'm focused on building an AoO monk but can change to a healer if need be. Also considering templates. Can you send me PM to discuss regarding templates? Thanks.


Doctor Yoshida wrote:
@DM I don't know how many "healers" are going to be in the party. I'm focused on building an AoO monk but can change to a healer if need be. Also considering templates. Can you send me PM to discuss regarding templates? Thanks.

Well I dont know about the Oracle but I for one will be playing a support Cleric, mostly focusing on healing and buffing the party while staying out of combat myself.......well melee combat at least


I have a witch and also will have the healing hex as a back up healer.

RPG Superstar Season 9 Top 32

Because I'd like to see this getting off the ground shortly, I'd like to see everyone's characters before friday May 31st. I would like to get the introduction started either then or on saturday.

And I think that we have pretty much every main aspect of roles taken care (with a few minor exceptions that can be covered by spell choices).


Corerue hasn't posted since friday. maybe drop him for Rorge?

RPG Superstar Season 9 Top 32

If Corerue doesn't respond or have a character up before friday, I'll move Rorge up to playing position.

@Rorge, a note on animal lords, each has a specific charge (since their powers are inherited/given to them) related to their animal. When an animal lord strays from their charge, a new one is created to challenge them to the death. I would need info related to your charge, and how (if allowed by your charge) it allows you to adventure. This is one of the drawbacks to the animal lord (as it was to the Monster of Legend template in 3.5). Also, I would like to see pre-Animal Lord stats (as your character would have had to obtain at least 10 HD before obtaining the template).


Rorge was a weakling all his life but he made a name for himself stealing and cheating. if you look at his original abilities before being an animal lord he was more like a rogue. Rorge was hired by a powerful underground organization to spread chaos throughout the world. after serving the organization for years he was given the honor of becoming there leader. instead rorge ran away feeling that the idea of having an organization devoted to chaos was redundant. a powerful druid found him and immediatly recognized his potential to spread chaos. he was once again given an honor this time it was to become the very essence of chaos. the druid turned him into an animal lord and imbued him with poweful chaotic energy (replacing all his rogue levels with barbarian levels) and sending him forth into the world to spread chaos. before he left the druid gave him a powerful sword devoted to the cause of chaos called Shrieker a powerful sword with a slathering mouth full of pointy teeth that can release a powerful sonic scream.

RPG Superstar Season 9 Top 32

@Rorge, I think that I can accept that background. Thank you.


I'm noticing the are a few of is that are chaotic :)
Joseph is CN, Rorge is CN, Goro is N with a side of mistchef,
Darklight is LN D: that could be fun
That's all that I can dig up, what alignments are you guys?

Also, if Rorge makes it in we would have two barbarians that are similar, if that's the case, I'll probably bring in Sparky, the goblin alchemist I have been working on (I couldn't diside between him and Joseph, just got Joseph done first), as he is seeming more and more fun as I'm creating him, also he would make good comedy relief :D

Quick question about sparky, I was planning on having him be old, but he ignores old age penalties so it would just be a straight boost to mental stats with no drawbacks... I can just keep him at normal stats and just roleplay him as old if you want. Your thoughts?


You are allowed to. Goro is 2873 and doesn't take aging penalties because of his mystery. :)


Awesome So I finally finished my Cleric gonna send it to the DM for final review before posting it here, but I just have to say I am so proud of my cleric.


Goro Konsioun wrote:
You are allowed to. Goro is 2873 and doesn't take aging penalties because of his mystery. :)

I see! I figure Ol Sparky will be younger than Goro, let you be the old un ;)

Say an even 1112? That's how old the Doctor was when he died, if any of you get that reference ^-^
Good job finishing him there silver! Sure is a good feeling isn't it?
Sparky should be done soon, just working on the mysterious "Eye of Nymeth" right now ^-^
Can't wait!


Btw I really love Goro and Sparkys avatars, lotsa character in them beady little eyes!


It is a great feeling.


I am True neutral.

GM - sent ya a PM with the preliminary character crunch

RPG Superstar Season 9 Top 32

I am really liking these backstories that I'm getting. I am starting to think of ways to integrate them if/where I can.


Here is my Cleric, Be Warned it's a long one:

Doran Stillhammer
Male Dwarf Cleric 20
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 32, touch 11, flat-footed 31 (+14 armor, +7 shield, +1 Dex)
hp 220 (20d8+60)
Fort +15, Ref +7, Will +22; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 75%; DR 3/—
--------------------
Offense
--------------------
Speed 20 ft., flight (60 feet, average)
Melee +5 Heavy Shield Bash +20/+15/+10 (1d4+9/x2) and
. . Alura +24/+19/+14 (1d8+8+1d6 fire+2d6 vs. Evil/x3+2d10 fire) and
. . Masterwork Warhammer +20/+15/+10 (1d8+4/x3)
Special Attacks hatred, sun's blessing
Cleric Spells Prepared (CL 20):
9 (5/day) Storm of Vengeance (DC 28), Summon Monster IX, Heal, Mass, Implosion (DC 28), Miracle (DC 28)
8 (5/day) Summon Monster VIII, Planar Ally, Greater, Shield of Law, Cure Critical Wounds, Mass, Spell Immunity, Greater
7 (5/day) Holy Word (DC 26), Regenerate, Restoration, Greater, Summon Monster VII, Symbol of Stunning (DC 26)
6 (5/day) Heal, Summon Monster VI, Bear's Endurance, Mass, Bull's Strength, Mass, Owl's Wisdom, Mass
5 (6/day) Break Enchantment (DC 24), Hallow (DC 24), Raise Dead, Summon Monster V, Command, Greater (DC 24), Breath of Life (DC 24)
4 (6/day) Cure Critical Wounds, Death Ward, Freedom of Movement, Divine Power, Neutralize Poison, Summon Monster IV
3 (6/day) Wind Wall, Summon Monster III, Cure Serious Wounds, Remove Blindness/Deafness, Prayer, Dispel Magic
2 (6/day) Bull's Strength, Cure Moderate Wounds, Aid, Shield Other, Bear's Endurance, Summon Monster II
1 (7/day) Shield of Faith, Command (DC 20), Bless, Cure Light Wounds, Gorum's Armor, Sanctuary (DC 20), Summon Monster I
0 (at will) Create Water, Read Magic, Detect Magic, Stabilize
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 28, Cha 13
Base Atk +15; CMB +19; CMD 30 (30 vs. Bull Rush, 30 vs. Trip)
Feats Armor Proficiency (Heavy), Combat Casting, Extend Spell, Heighten Spell, Persistent Spell, Preferred Spell (Divine Power), Scholar (Knowledge [planes], Knowledge [arcana]), Scribe Scroll, Selective Channeling, Weapon Focus (Battleaxe)
Traits Canter, Indomitable Faith
Skills Acrobatics -4 (-8 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -1, Diplomacy +15, Disguise +11, Escape Artist -4, Knowledge (arcana) +14, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +5, Knowledge (planes) +12, Knowledge (religion) +14, Linguistics +12, Perception +23 (+25 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +20, Stealth -4, Swim -1
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Ignan, Infernal, Terran
SQ aura, cleric channel positive energy 10d6 (4/day) (dc 21, domains (healing, sun), fortification (heavy), greed, hardy, healer's blessing, nimbus of light (20 rounds/day), rebuke death (12/day), reflecting (1/day), slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Boots of teleportation, Quicken metamagic rod (greater) (3/day), Ring of invisibility; Other Gear Full plate of fortification, Heavy Mithral Sheild Of Reflecting, Alura, Masterwork Warhammer, Belt of physical might (Str & Dex +4), Glove of storing (empty), Hat of disguise, Headband of inspired wisdom +6, Ring of freedom of movement, Wings of flying, 500 page blank journal, Backpack (47 @ 63 lbs), Bedroll, Belt pouch (1 @ 3 lbs), Belt pouch (1 @ 5 lbs), Blanket, winter, Candle (5), Cold weather outfit, Diamound Dust, Diamound x2, Ink, black, Inkpen, Leather Strips x5, Paper (30), Scholar's outfit, Tent, small, Tiny Bag x5, 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Cleric Channel Positive Energy 10d6 (4/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Flight (60 feet, Average) You can fly!
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Fortification 75% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Heighten Spell Increases spell level to effective level desired.
Nimbus of Light (20 rounds/day) (Su) 30'r aura of daylight deals 20 damage to undead per round and dispels [Darkness] spells.
Persistent Spell Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of t
Preferred Spell (Divine Power) Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This incr
Rebuke Death (12/day) (Sp) Heal 1d4+10 damage to creatures at negative HP
Reflecting (1/day) Reflect spell back at caster, as spell turning.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Scholar (Knowledge [planes], Knowledge [arcana]) +2 bonus on two Knowledge skills
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +20 to channel damage vs. undead and they don't get channel resistance.
--------------------
He was twenty at the time the cold air was snaking along his skin, not a normal cold no he was quite found of that. This was an unnatural cold that seemed to freeze even the flames, they were close. He was among the few remaining civilians left huddled next to the fire with his mother and brother, his father was on the line for this was indeed the final stand. It grew colder as they grew closer no one knew where they came from or what they even were, all they knew is they were shadow and death for they wanted all of them dead.
"The shadows are approaching! Stand Ready!" Came a call from the line.
This was it if they did not hold them hear they would see the death of their entire clan or worse be driven from their home. What followed couldn't even be counted as a battle a massacre is a more appropriate term. Within seconds the soldiers on the front line were frozen solid and shattered like glass. The flowing ranks fared no better as bone and sinew were torn a sunder. It did not matter how bravely they fought or how determined they were to save their home. Against this enemy there would be no victory.
"Evacuate the civilians! The battle is lost!" Another scream from the line.
That was the last day he saw ever saw is home. Forty years had passed since then and the memories of that awful night still hung with him haunting his dreams, they pulled on his soul forcing him down a path of darkness and dismay. There was nothing left for him in this world, and then he found the light. The light lifted him up, gave him hope, gave him clarity, chasseing the darkness from his body and soul for good. The light her name was Sarenrae.
One hundred years has passed since the loss of his home a masterwork hammer given to him by his dying father on that miserable night adorns his back with the oath of never using it until his home has been retaken, till then the burden shall forever rest upon his back. Interlocking with the hammer is Alura an angel of Sarenrae permanently sealed against her will inside of a shape changing scimitar. He'd come across her by pure chance, no perhaps it was fate that lead him to her. In exchange for seeking away to free her from the weapon she agreed to aid him in his travels. Now together with his oath, with Alura whom for whatever reason preferred to stay in the form of a battle ax, and Sarenrae his light in the darkness he would see his home taken back from the shadows and his clans honor restored.
For now he finally knew what his name was. Doran Stillhammer.

Also a note for the GM that I forgot to mention the spells that I have selcted are going to be my defualt daily spells unless I say otherwise. That should also help out the other players by knowing what I'll have on me most of the time.


Nice Ookami.
What's this Alura you mention? It seems to be some sort of 1-handed +4 holy flaming burst weapon. A waraxe I assume? It had better be some uber intelligent item or you are way below wbl as far as I can tell...also doublecheck your weapon damage, you forgot to add your bab and weapon focus :)
Have you considered the cosmopolitan feat instead of scholar? Gives you 2 bonus launguages. Also consider adding the int headband for extra skill ranks.
But I like it so far :-)


Gobo Horde wrote:

Nice Ookami.

What's this Alura you mention? It seems to be some sort of 1-handed +4 holy flaming burst weapon. A waraxe I assume? It had better be some uber intelligent item or you are way below wbl as far as I can tell...also doublecheck your weapon damage, you forgot to add your bab and weapon focus :)
Have you considered the cosmopolitan feat instead of scholar? Gives you 2 bonus launguages. Also consider adding the int headband for extra skill ranks.
But I like it so far :-)

You are exactly right Alura is a uber itellegent item with an ego of 42. I have to roll a nat 20 just to go against her on anything. It explains exactly what she is at the end of my backstory.

Oh and also I'm NG.

Grand Lodge

heres star lyght i hope everyone likes him

star lyght

Str 26
dex 26
con 25
wis 20
int 24
cha 20
dex+arm+NA+Dodge+ring
AC 37 =10+8+8+1+5+5 fort 17
touch 29 will 15
flat 29 ref 17
CMD 38 init 8
CMB 19

weapons
2x +5 katana 1D8+13 keen,speed,ghost-touch atck roll +18/13/8
darts 1D4+8 range 20FT
sneak attack 3D6
skills
stealth 38 10R
S of H 38 10R
survival 35 10R
Know. Nob. 22 5R
know. Arc. 22 5R
know. Dung. 22 5R
climb 38 10R
swim 38 10R
fly 35 10R
percep 35 10R

tricks
vanishing 1ki pt cast invisibility on myself for one round
fast stealth allow me to move full speed while stealthing

magus arcana
maneuver mastery
familier

feats
weapon finesse
two weapon fighting
improved two weapon fighting
great two weapon fighting
improved unarmed strikes
crit focus
dodge
mobility
power attack
vital strike
toughness

Equipment
+5 mithiral chirt shirt 2lb
+5 ring of protection -
+6 belt of phy. perfection 1lb
+6 headband of mental superiority 1lb
x2 sleath of blade stealth 2lb
gloves of dueling -
2x mith. katanas +5 8lbs
3x side pouchs L,R,B
L- 4 mod healing potions
R- 4 vials of black widow poison
B 10ct of darts
monk robes
a mask to hide his face
light load
306 or less
med load
307-613
heavy load
614-920

spell like abilities
dragon form 2/day white adult size
breathe attack 30ft cone 20D6 Cold

spells
0-
daze
spark
open/close
acid splash 1d3 acid
ray of frost 1d3 cold
1-
magic missile 2d4
stone fist
shocking grasp 1D6
mud ball 1D4
unseen servent
2-
defensive shock 1D6
scorching ray a ray 4d6
back story
adopted by humans
poor parents
exiled
he grew up in a poor family and was raised by humans and he took up steal to help proved for his family his parents saved money to seen him to a magic school where he learned to channel his magic well through meditation he learned about his ki after he started to mature he felt a rage building inside him so he set out to find out why he felt the way he did once he matured he sprouted wings and grew claws and hes skin turned hard and with white scales . so he hides his body cause hes embarrassed about his appearance.
so he set out to find his true parents he came across two bounty hunter and started to travel with them Cause they did not flee from the sight of him. now he know what he is cause of of the bounty hunters was the same as him and told him what he is.


Looks good to me Star.


well got my alias need to attach the character crunch and of course its all typed up in word at home and here I sit at work.

also still trying to find the perfect story.

BTW the Avatar pic really has only a slight resemblence to the character


Andromeda & Virgo wrote:

well got my alias need to attach the character crunch and of course its all typed up in word at home and here I sit at work.

also still trying to find the perfect story.

BTW the Avatar pic really has only a slight resemblence to the character

I feel ya I'm at work too. An dont worry my advatar has nothing to do with my Cleric.


Silver Ookami wrote:
Gobo Horde wrote:

Nice Ookami.

What's this Alura you mention? It seems to be some sort of 1-handed +4 holy flaming burst weapon. A waraxe I assume? It had better be some uber intelligent item or you are way below wbl as far as I can tell...also doublecheck your weapon damage, you forgot to add your bab and weapon focus :)
Have you considered the cosmopolitan feat instead of scholar? Gives you 2 bonus launguages. Also consider adding the int headband for extra skill ranks.
But I like it so far :-)

You are exactly right Alura is a uber itellegent item with an ego of 42. I have to roll a nat 20 just to go against her on anything. It explains exactly what she is at the end of my backstory.

Oh and also I'm NG.

I see that now, I hadn't read your backstory sheepish grin ↑-↑

42 ego @_@ what kind of abilities did you give it to get THAT high? Btw the idea of an angel trapped in the weapon is briliant! I like it a lot.

So now we got 3 CN, 2 N, and 1 LN. So far we are all neutral on the good/evil side.

RPG Superstar Season 9 Top 32

You have 1 NG member I believe.


Yup that would be me. I'm NG


There's always gotta be one. sigh. (Kidding) :)
how are we on melee/ranged/caster?

RPG Superstar Season 9 Top 32

All roles except a dedicated trap spring...err spotter are filled.


let me see...
Joseph: Melee, general all purpose tank
Rorge: Melee, Tank, intimidate, naturalist (pending)
Goro: Divine caster, party face, knowledge skills, time stuff, some support (I imagine)
Silver Ookami: melee divine caster, healing, support, buffing, multiple luanguages, Uber angel-in-a-stick
Star Lyght: Melee DPS, scouting/invis, some knowledge skills, Freaking dragon!
Sparky: Ranged DPS, Support, buffing/debuffing, unkillable, loads of knowledge skills, chaotic comedy relief
Loralai: Melee DPS, arcane caster (I believe), cloned, not to sure about this one :)
Thats just a quick glance through each ones profiles, I dont know what andromida is playing yet :)

We dont seem to have much of an arcane caster, odd for such high level :) Sparky is a pseudo arcane, but its just not the same :) same with Loralai.
2 divine casters, that one is well covered
We got a couple of DPs, both melee and ranged
We got 2 tanks/tankish but most likely only one will be there, possibly not
Skills are well covered, lots of knowledge skills
Plenty of support, actually lots of support all around :)
We got a party face :D Yay Goro!

We got a trap springer! 3 of them actually Joseph will walk through any trap any time of day XD Rorge is durable enough that he should be good at it, and Sparky has the spell vomit twin, best trap springer I have ever seen! you literally puke a trap into submission...


Ok got some crunch behind the alias now!

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Sorry working nights, I will try and get some crunch up shortly~ I can do healer as Saint fits that quite well but I will post dual concepts as requested. ;)


Oh and I was so close to getting in to. Well better luck next time me ;(


Lol I feel sorry for you Rorge :( Its happened to me more than a few times.


Are we supposed to help check each other's characters?

becuase I have some questions about other characters but I prefer not to post them here nor judge other's characters.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Hey, in all matter of fairness since I probably won't be ready in time I will step down and allow Rorge to take my place. That way it will give me time to hammer out these two concepts and I can remain on standby until someone drops or another slot opens up. ;)

Does that sound good?

I look forward to how this game turns out however and here is some of the backstory of at least the Dragonrider. Just wrote this up. As for the class it will take some time to make~

Background St. L'os and Taisia:

St. L'os
Half-Elf Dragonrider 18
CG Medium Humanoid (elf, human)
Init +3; Senses blindsense, darkvision (60 feet), low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 113 (18d10+18)
Fort +12, Ref +14, Will +13; +2 vs. enchantments
Immune sleep; Resist elven immunities; SR 23
--------------------
Offense
--------------------
Speed 30 ft.
Dragonrider Spells Known (CL 14):
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 14
Base Atk +18; CMB +19; CMD 32
Feats Skill Focus (Ride), Vital Strike
Skills Perception +4, Ride +6
Languages Common, Draconic, Dwarven, Elven
SQ steed, elf blood, link, low-light vision 4x, martial weapons (glaive, longbow), resist energy 20, summon steed (4/day)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Blindsense (15 feet) (Ex) Sense things and creatures without seeing them.
Bonded Dragon Steed (Ex) A dragonrider has a mystic bond with a youthful true dragon, a bond that guarantees the dragons loyalty to the rider (as long as it is treated with respect), and allows the dragonrider to tap into some of the bonded steed's arcane power. A character
Darkvision (60 feet) (Ex) At 6th level, the senses of the dragonrider are again enhanced by his link to his dragon steed, granting him darkvision to a range of 60 feet. If the dragonrider already has natural darkvision, the range of that vision is increased by 60 feet.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Link (Ex) A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Low-Light Vision 4x (Ex) As the bond between dragonrider and dragon strengthens, it eventually grants the dragonrider some of his steeds amazing senses. At 2nd level, the dragonrider gains low-light vision. If the dragonrider already has natural low-light vision, the range o
Martial Weapons (Glaive, Longbow) A dragonrider is proficient with all simple weapons, plus any one martial melee weapon and one martial ranged weapon.
Resist Energy 20 (Su) Beginning at 3rd level, a dragonrider gains a natural resistance to damage of the same energy type as the damage of his bonded dragon steed's breath weapon. This begins at energy resistance 5, and increase by 5 every 5 levels, to a maximum of energy
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (23) You have Spell Resistance.
Summon Steed (4/day) (Sp) Once per day, as a full round action, a dragonrider may magically call his steed to his side. This ability is the equivalent of a spell of a level equal to one third the dragonrider's level. The steed immediately appears adjacent to the dragonrider.
Vital Strike Standard action: x2 weapon damage dice.

St. L'os, Defender of the Wall, Saint of the sick, the lost and abandoned children.

Taisia, the Brass Justice of the Eastern Desert.

L’os.hadn’t started her life as a saint, no she was born among the starving outcasts who lived in squalor among the cities poorer districts. She started her life abandoned by her half elven mother who was a professional street walker and was too drugged up to take care of a mewling infant. The local church took care of her until she eventually ran away from the grossly overpopulated and underfunded church. From there she lived a hard life growing up among the destitute and criminal elements of the city and was forced to survive through pick pocketing until the day she was arrested. The cities laws were harsh, thievery wasn’t tolerated and most thieves greeted the branding iron lest they wanted to lose their dominant hand entirely. For her first offense she was branded on the back of the neck so that no matter where she went people would know she was a dirty thief.

Did she stop there though? No, she did not. She was eventually caught again trying to burglarize a nobles home in the middle of the night and despite her heroic efforts she was caught by the district’s watchmen and dragged before the very man she had attempted to rob. Who also turned out to be royal Justice and this time however his judgment was far more severe. She was slated to lose her dominant arm the following morning, forever marking her as a thief and destroying her ability to steal ever again. She spent the night thinking of ways she could escape and attempted to do so. She failed. Miserably and was rewarded with a through thrashing by her jailer’s, who proved to take a particular delight in inflicting misery on thieves.

The morning eventually came, the grinding of the Executioner’s axe rang out throughout the jail and L’os despaired. Her fate would leave her a wreckage, unable to perform some of the most simple tasks and she was unable to survive without picking pockets. The same guardsmen who beat her came and dragged her from her cell, she resisted the entire way. She received another thrashing for her resistance and awoke to find herself strapped to the Favored high block. It made for a more gruesome spectacle, while providing the grim executioners a more advantageous angle to strike with their axe. She sobbed pitifully as one of the guardsmen held her still as a town crier announced her sentence. Once the crier was silent the gathered mob watched as the executioner hefted his axe, lifting it high with both his hands as they prepared to bring it down. However he never finished his swing as another voice rose above the din; a voice unlike any other and much to her surprise the crowd parted for what could only be a brass dragon walking down the cobblestone streets of the main city.

The dragon was well known in the lands surrounding the city and to trifle with him had led to many a ruler’s downfall. He was Razylym the Tyrant Breaker. He was a powerful scarred dragon who was known for his just actions and unbending scrupulous nature. Why he intervened on her behalf was unknown until she spotted the smaller dragon near his clawed feet. As the Justices squabbled with the dragon she was forced to kneel with her arm painfully twisted and dreading what fate had in store for her now. Eventually Razylym made the Justices bend to his requests and to her surprise she was released into his custody. From there her life change and, at first, not for the better. As she was little more than a prisoner in the middle of a remote desert.

He wanted her because his child felt the pull of a bond with this despicable thief and such an urge couldn't be ignored. L’os wasn’t convinced and attempted to escape the dragon’s desert lair. Despite being warned she wouldn’t be able to escape numerous times, she tried anyways and each time led to him finding her and taking her back to the lair where he attempted to teach her. To groom her into the perfect companion for his youngest daughter, Taisia. After the tenth attempt L’os finally submitted to her new life. Accepting her new environment as being a far better place than the dirty streets of the capital city ever were.

So she learned of history, morals and the inner workings of politics. Her view of the world completely changed and eventually she accepted the bond with Taisia and entered the world as a better person than ever before. Taisia was a naïve innocent when it came to the evil’s of the world and her father had found that the emergence of a bond between them was more than chance. L’os would be able to teach his daughter of the world and they would work to protect each other in the many years ahead. So the pair traveled, far and wide across the human kingdoms, visiting the elven lands and battling many evil foes in their long journey together. In their travels they amassed a great fortune and, instead of building a great palace or investing it all in outrageously lavish gear, they invested it in a series of Orphanages and places where the lost and poor could find some succor. L’os devoted herself to the teachings of Shelyn and pursued a life of uplifting those who were born under difficult circumstances.

Their Orphanages has been known to produce quality citizens of society, many of which pursued art and music and provided a great benefit to the kingdom at large.

SAINTHOOD
Even an epic-level character is probably a long way from becoming a deity, at least in most campaigns. However, there is a goal to which the purest and most devoutly good characters can aspire at almost any level: sainthood. No temple or religious organization needs to give its formal approval for a character to become a saint. Rather, sainthood is a gift bestowed by the deities of good and the mightiest celestials to those exalted heroes who deserve it.

In order to qualify for sainthood, a character must meet the following qualifications, as well as any additional requirements set by the DM:

• Must be of good alignment

• Must have at least three exalted feats

• Must never have lost the benefit of exalted feats or class abilities because of committing an evil act, even if the character properly atoned

• Must at all times behave in a way the DM considers to be exemplary of the exalted path described in this book

• Must be at least 6th level

• Must make an extraordinary sacrifice (not necessarily his or her life) for the good of another

A character who meets these criteria and achieves this pinnacle of sanctification can acquire the saint template, detailed in Chapter 8: Monsters, at the DM’s discretion. Upon acquiring the template (usually shortly after making the great sacrifice that confirmed her exalted status), the character sacrifices her next two levels of advancement in order to “catch up” with the (artificially low) level adjustment of the template. For example, a 7th-level paladin who becomes a saint becomes the equivalent of a 9th-level character. She must accumulate a total of 45,000 XP to gain another level, becoming an 8th-level paladin and a 10th-level character.

A saint is still a far cry from godhood; she is more like an earthly celestial. However, saints have an advantage over ordinary mortals where the good deities are concerned: the deities always hear their prayers and pay attention. In game terms, this translates to a handful of minor spell-like abilities. In the game world, however, people tend to flock to saints in order to receive their blessings and bring their concerns to the ears of the deities. Saints often spend an hour in prayer every day, simply lifting up the names of those who have approached them for help and asked them to pray on the supplicants’ behalf.

Creating a Saint
“Saint” is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the “base creature”). See Sainthood in Chapter 2 for more information about becoming a saint. Size and Type: The creature’s type changes to “outsider.” The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus. Special Attacks: A saint retains all the character’s special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch
(Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Spell-Like Abilities: At will—guidance, resistance, virtue, and bless.
A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character’s special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction
1–3 —
4–7 5/magic
8–11 5/evil
12+ 10/evil

If the base creature already has damage reduction, use the better value.

Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.

As I said I still have a bit before I have this finished and this is only about an hours worth of work. Since I still have a cleric to hammer out, I definitely won't make the deadline so ifit's good with Donald. I'd like to see Rorge take my place. :)

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

A lot of the crunch isn't included and the character above doesn't include the saint template, save for the fact it is a lvl adjust of +2 so she is only level 18. But the abilities and such haven't been added nor her stats modified by it. I'm going to enjoy taking some time to perfect the setup and present her fully. As for the background it's a rough draft and please forgive my grammar, i'm terrible I know. I enjoy technical and story writing as some hobbies when i'm not doing my job in the remote oilfield s of alaska.

Hopefully in time I will create a couple of decent characters for you to choose from Donald and honestly I will probably use the same name for both concept's as I am quite attached to the Quenyan/Elven names from J.R.R. Tolkien's world.

Probably within the next week I will have both fully hammered out and presentable until then this is just a taste of my first near epic character. :)


If your really ok with that then that would be great Corerue. I am looking forward to see how theses characters play and RP. You cool with that DM? Other players?
Thanks again Corerue.


Andromeda & Virgo wrote:

Are we supposed to help check each other's characters?

becuase I have some questions about other characters but I prefer not to post them here nor judge other's characters.

If those questions include me then ask away. Constructive criticism accepted as well.


@Corerue, if you are sure, I'll move Rorge up to playing status. Since after 6 players, CRs get screwy anyways, I can let you join up as soon as your character(s) is finished. 8/9 not going to make too much difference.

@Gobo, I had never seen vomit twin before. That gives me ideas >.>

@Rorge, Welcome to playing status.

@Andromeda/Ed, I am sure there are things that I have missed on the characters. I plan to do the full calculations today and tomorrow. I know there was a few things that I had to look up on some of the characters. If you do have any concerns, you can send them to me, and I'll package them with anything else that I find or that I am concerned with on the characters. That way no one knows which concerns were yours or mine.

As far as high arcane caster, I am sure that a good majority of the battle control and buff spells (or equivalents) are taken care of by the other casters.


It looks like you got real lucky there rorge :) thanks for the forthrightness there corerue, and for a hours worth of work, it looks great so far.

Ask away andromida! I love it when others read my work and give me feedback, btw I've never played with a wich before, looks pretty nasty, ignoring half cold immunities! I love all the launguages, 30 of them and I'll have to be sure not to chuck any fire bombs near you! I was wondering how best to do my spellbook, but it looks like you have a good idea there, that reminds me, I still need to finish my guy D: I better get that done today :)


DM-DR wrote:

@Gobo, I had never seen vomit twin before. That gives me ideas >.>

@Andromeda/Ed, I am sure there are things that I have missed on the characters. I plan to do the full calculations today and tomorrow. I know there was a few things that I had to look up on some of the characters. If you do have any concerns, you can send them to me, and I'll package them with anything else that I find or that I am concerned with on the characters. That way no one knows which concerns were yours or mine.

As far as high arcane caster, I am sure that a good majority of the battle control and buff spells (or equivalents) are taken care of by the other casters.

I love giving people ideas, especially ones that involve vomit... (kidding ^-^)

Ok I will plan on having everything everything finished today and feel free to critique. I am going to play sparky.
About the arcane casters, you hear how high levels are the wizards playground, yet when we actually get to that playground, there are no wizards to be found... I found it amusing.
I think me, Rorge and Goro should get along nicely, lots of chaos, lots of insanity, lots of potental fun ^-^


If anyone has constructive criticism or questions about Goro go ahead and ask I would love to hear your suggestions.

@§parky - I think there is definitely potential for some wacky high-jinks.

I was thinking and realized that potentially most of our party could be controlled by there intelligent items. D:

Grand Lodge

two of my spells were off srry mudball blinds my opponents no damage and defensive shock does 2D6 when im hit with a weapon or a body

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