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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Just realized something im pretty proud of. to fail an intimidate check on a natural 1 an opponent with 20 HD has to have a 50 in wisdom. @_@

Grand Lodge

nice thats insane

Grand Lodge

im changing my elven language for dragonic so i can keep my Dragon Disciple so my languages are uncommon, common, and dragonic

Grand Lodge

Gobo Horde wrote:

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...

wow u had to put freaking dragon lol


A little story blurb about the campaign has now been posted in the "Campaign Info" thread. Hope you guys enjoy (I should go back and check my spelling and grammar though so I don't look like an idiot).


The only questions i usually have are where you found certain items or how you caculated certain bonuses or stats.

This is really for my own character creation ieas in the future

I still need some help with a backstory so please toss some ideas my way

RPG Superstar Season 9 Top 32

I'd try starting with the boreal template/bloodline and how your character became a winter witch. After that, add in some (un)resolved tension or conflict. Maybe you were an outcast in your home, but when a band of (insteart something mean and ugly here) attacked, it feel upon your shoulders to help save everyone. Or maybe you were cursed into the form you have now (the boreal/fey winter witch) and you have been seeking a way to undo the curse. Just some random ideas while on my lunch break at work.


Wow looks like we're all about ready to get under way. @ Andromeda, ask away.


Goro Konsioun wrote:

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:

My guy pretty much IS controlled by his item :) being so close to the Eye all the time means his memories can be altered by modify memory just about any time and/or all the time. Say §parky decides to chose option A but the Eye wants option B. One modify memory later and he remembers chosing option B with no memory of deciding to go with A. Sometimes the Eye messes with his memories just for fun :)

Best part? Sparky has no idea its even happening!

@Rorge. Ya you can do that with skills :D imagine having that high of a bluff. "You sir are a chicken."
"Cluck! Cluck! Cluck!"


star lyght wrote:
Gobo Horde wrote:

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...

wow u had to put freaking dragon lol

Hey! Let's not forget me, the trip-focused giant human monk/rogue that renders attackers flat-footed from attacks of opportunity! Will post the details of my character soon after I get home from dinner.


ok I got something for a concept of a story for the character I did not detail her entire adventureing career but focused on the day she recieved the letter described in the campaign info tab.

I believe it leaves quite a large plot hook as Andromeda and Virgo discover things about her past that just might be better off undiscovered...

dreams:

Lissandra's magic twists the pure power of ice into something dark and terrible. With the force of her black ice, she does more than freeze – she impales and crushes those who oppose her. To the terrified denizens of the north, she is known only as "The Ice Witch". The truth is much more sinister: Lissandra is a corrupter of nature that plots to unleash an ice age on the world.

Centuries ago, Lissandra betrayed her tribe to evil creatures, known as the Frozen Watchers, in return for power. That was the last day that warm blood ran through her veins. With her corrupted tribesmen and the strength of the Watchers, she swept across the land like a terrible blizzard. As her empire spread, the world grew colder and ice choked the land. When the Watchers were defeated by ancient heroes, Lissandra did not lose faith and swore to prepare the world for their return.

Lissandra worked to purge all knowledge of the Watchers from the world. Using magic to take human form, she masqueraded as numerous seers and elders. Over the course of generations, she rewrote the stories of the Freljord, and so the history of its people changed. Today the fragmented retellings of the Watchers are seen as children's tales. But this deception wasn't enough – Lissandra also needed an army.

She set her sights on the noble Frostguard tribe. Lissandra knew corrupting the Frostguard would take centuries, and so she launched her greatest deception. She murdered and stole the identity of the Frostguard leader. Then she slowly began to warp the tribe's proud traditions. When her human form grew old, she faked her own death and then murdered her successor to steal her identity. With each generation, the Frostguard grew more insular, cruel and twisted. Today, the world still sees them as a noble and peaceful tribe that guards against evil creatures like the Ice Witch. In truth, they now serve the witch and long for the glorious return of the Watchers.

Lissandra knows that on that day nations will fall and the world will be reborn in ice.

"Close your eyes and let the cold take you."

Andromeda opened her eyes a small layer of frost formed on her face as her sweat froze.

Virgo! She cried out.

Yes, m’lady Virgo replied as she jumps up on the bed beside Andromeda.

I had the dream again, About the Ice witch Lissandra

m’lady, you know as well as I Lissandra was killed well over a hundred years ago. You are the Ice Witch now, the last of the iceborn

Virgo replies attempting to reassure Andromeda of her position. As ruler of the Glacier fortress.

Andromeda gets out of her bed. And goes to the ice formed balcony overlooking the fortress courtyard. Just below her perch stand two frost giants as silent sentinels guarding the entrance to Andromeda’s private chambers.

Andromeds’s morning routine is interrupted by a knock on the door. Virgo shifts form from a tiny bipedal lizard to a slightly larger gnome. And goes over to open the door. Standing there is a small gnomeish figure his frost white beard and frost covered face. Holding a small silver tray and upon the tray rests a sealed envelope. (Winter fey redcap)

Message for the Ice Queen he says.

Virgo retrieves the message and dismisses the messenger. He bows and exits the chamber.

Andromeda turns to Virgo Well? What does it say? she commands as she returns to her chamber and closes the doors to the balcony. Before the sun’s heat ruins the day.

Virgo opens the letter but apparently cannot make heads or tales of what is written on it.

Well? Andromeda urges, getting impatient at the delay.

It says nothing, only these runes along the edges and a line upon the bottom Virgo replies.

Andromeda snatches the paper from Virgo’s hand let me see
With a mumbling of some arcane words Andromeda’s eyes glow a pale blue, and she tries to read the message using her read magic spell…


Doctor Yoshida wrote:
star lyght wrote:
Gobo Horde wrote:

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...

wow u had to put freaking dragon lol
Hey! Let's not forget me, the trip-focused giant human monk/rogue that renders attackers flat-footed from attacks of opportunity! Will post the details of my character soon after I get home from dinner.

Sorry DX I got you and Star combined in my head for some reason.

I finally have time to go over your character tonight. Sorry for the long wait.


@DM Sorry for the wait, but can you give me a little more time to complete the mechanics and equipment needed for my character? The backstory will have to be on hold for a bit.


@Donald - seeing as you are allowing 3.5 material do you mind Rorge using a full blade?

Grand Lodge

gobo i set u my new spell list and stuff see if im good now

RPG Superstar Season 9 Top 32

@Amber/Doctor - No worries on the finer points to characters (equipment, mechanics, etc.). We will not be entering combat or anything right away, so depending on posting speed, we should have a few days. Just let me know as you and others finish. Those that are finished, if you need/want to make any changes, just let me know. I will tell everyone either here in the recruitment or in the discussion page when things need to be finalized. I just wanted to see things beforehand so that I could try to catch/prevent anything too broken from seeing the light of day in the game. Also, backstories are optional. I love to read them and try to incorporate them as much as I can, but I do not require them (unless a player has chosen something that is insanely powerful, such as the Animal Lord issue. While within the rules, I like to see story with it to justify the option. Rorge gave me a good story; detailed, not too long winded or brief, and provided some good motives and reasoning).

@Rorge didn't the full blade become the elven curved blade? I could be wrong though. I'll go back and find it when I'm not at work, but I am sure that it will be fine. I can't remember if it require exotic weapon prof. I do remember it being a popular choice in my RL group back in 3.5, and I allowed it back then, so I don't see any reason to get rid of it now.


Quick question exactly how do I post myself in the Charcters/players tab?


@Silver, tbh I am not sure. I think once you post under the alias of your character, it should show you as a player. But I could be wrong.


DM-DR wrote:
@Silver, tbh I am not sure. I think once you post under the alias of your character, it should show you as a player. But I could be wrong.

This is true just post in character and you are in.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Still working on my concepts, sorry for the wait. Had to fly home yesterday so I lost a day. ^^;


no probs corerune.


No worries. I'll stall things briefly.


@DM & @Gobo: Sent you pm regarding character build for review at your discretion. I will check for your replies in the morning.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Concept one

Sorry for the wait, between my pregnant wife and my two year old it becam hectic to finish this up. I had to rush a little on it but for the most part it came out fairly decent. :)

Let me know what you think I will have the second concept up in a few days if this one proves unusable. As always I don't mind being in reserve so you guys can get to playing ahead of time. I just don't want to hold things up~ ^^;

St. L'os:

Female Half-Elf Dragonrider 18
CG Medium Humanoid (elf, human)
Init +6; Senses blindsense, darkvision (60 feet), low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 48, touch 26, flat-footed 44 (+11 armor, +6 shield, +4 Dex, +5 natural, +5 deflection +7 Insight (Wisdom))
hp 185 (18d10+90)
Fort +16, Ref +17, Will +18; +2 vs. enchantments
Immune sleep; Resist elven immunities; SR 23, A saint is immune to acid, cold, electricity, and petrification attacks.

--------------------
Offense
--------------------
Speed 30 ft.
Melee Peacebringer +27/+22/+17/+12 (1d10+12+2d6 vs. Evil+1d6 non-lethal/x3)
Ranged +5 Holy Composite longbow (Str +5) +28/+23/+18/+13 (1d8+10+2d6 vs. Evil/x3)
Dragonrider Spells Known (CL 14):
4 (3/day) Invisibility, Greater, Dragon's Breath (DC 21), Secure Shelter
3 (4/day) Haste, Displacement, Dispel Magic
2 (5/day) Scorching Ray, Owl's Wisdom, Mirror Image, Unnatural Lust (DC 19)
1 (6/day) Identify, True Strike, Charm Person (DC 18), Grease (DC 18), Gravity Bow
0 (at will) Detect Magic, Dancing Lights, Open/Close (DC 17), Prestidigitation (DC 17), Read Magic, Mending, Detect Poison
Spell-Like Abilities: At will—guidance, resistance, virtue, and bless.

--------------------
Statistics
--------------------
Str 20, Dex 22, Con 20, Int 20, Wis 25, Cha 24
Base Atk +18; CMB +23; CMD 42
Feats Combat Casting, Furious Focus, Greater Vital Strike, Improved Vital Strike, Leadership (Base Score 25), Mounted Archery, Mounted Combat (1/round), Power Attack -5/+10, Ride-by Attack, Skill Focus (Ride), Vital Strike
Traits Armor Expert, Sacred Touch
Skills Acrobatics +5, Climb +17, Diplomacy +28, Escape Artist +5, Fly +11, Handle Animal +15, Heal +25, Intimidate +11, Knowledge (arcana) +13, Knowledge (geography) +26, Knowledge (religion) +23, Perception +13, Perform (string instruments) +20, Profession (innkeeper) +12, Ride +32, Spellcraft +14, Stealth +5, Survival +10, Swim +5, Use Magic Device +10
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnoll, Undercommon
SQ steed, elf blood, fortification (light), glamered, link, low-light vision 4x, martial weapons (glaive, longbow), resist energy 20, summon steed (4/day)
Combat Gear Ring of friend shield; Other Gear +5 Fortification (light), Glamered Mithral Chainma, +5 Mithral Buckler, +5 Holy Composite longbow (Str +5), Peacebringer, Amulet of natural armor +5, Belt of physical perfection +6, Headband of mental superiority +6 (Heal, Knowledge, Lyre of building (1/day), Ring of protection +5, 150 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
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
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Glamered Assumes appearance of normal clothes on command.
Leadership (Base Score 25) You attract loyal companions and devoted followers.
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.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
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
Ride-by Attack You can move - attack - move when charging mounted.
Ring of friend shield These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
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.
Saint 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.
Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). HD Damage Reduction: 12+ 10/evil
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (Fast Healing 9 Hp per round) (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.
Nimbus of Light:
Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
Holy Radiance: At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius (and shadowy illumination out to 20 feet). Undead within 10 feet of you take 1d4 points of damage per round they remain within your halo.
Stigmata: You can heal the wounds and ailments of others using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish, as long as you remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease can immediately make a new saving throw against that disease with a sacred bonus equal to the number of points of Constitution damage you took. If the character succeeds on that saving throw, she is freed from the disease. You can use this touch on one ally per point of Constitution damage you take. As with delivering a touch spell, you can touch up to six allies as a full-round action. A single person can only benefit once from each activation of your stigmata, but each activation lasts for 1 hour. For example, if you sacrifice 4 points of Constitution, you can grant four allies a number of hit points of healing equal to twice their level. Each ally who was suffering from a disease would make a new saving throw with a +4 sacred bonus. If only two of your allies were wounded at the time you activated the stigmata, you could "save" the other two uses for up to 1 hour, in case other characters become wounded within that time. Even if the characters you originally healed were injured again, however, they could not benefit from the same activation of your stigmata. When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour, and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate the stigmata again, whether or not you have recovered your lost Constitution, as long as you have enough Constitution left to use the ability and survive.


Background:

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

[spoiler=Background] 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 throughtout 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.

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 traveling. Viewing fine arts and raising children for many years. The years sped by quickly and before they knew it they had raised and watched three generations of children come and go through their orphanages, sadly not all of their efforts were successful but for the most part they raised children who were an asset to society.

There quiet life ended when a great host of Warlords from the demi-human lands brought their armies to the doorstep of the kingdom and began pillaging the surrounding lands. In response the human kingdoms declared war on the plundering warlords. A war that threatened to tear apart the land and despite heavy reluctance from her companion they took to the air to protect their children. In all the fighting though she was captured, Taisia thankfully escaped and for several months L’os endured the brutality of her captor’s. She wasn’t alone though as several innocents had been captured as well and remembering her time on the streets she knew how to berate and anger her captors so that their primary focus was on her. As she suffered greatly her companion Taisia raised an army to rescue her, she met ad dealt with their close allies. Called in favors and did whatever she could to convince them that they needed to bring down that god awful fortress they had her in.

Alas their allies proved too hesitant for Taisia and as L’os’s suffering increased, to the point Taisia thought she would die many times. The dragon decided to pursue a different path to acquire help. She called upon the children who had passed through the orphanages, looking to them to help her attack a fortress and to her surprise they answered the call. Several hundred joined her fight in trying to release Mother L’os and soon their momentum was unstoppable. There initial clashes with the warlords advance war parties were dismissed as chance encounters with well-armed militia. But as the days turned to weeks, the warlords took notice and found they faced a force that could stand against them on equal footing. That and this Militia had the help of two Brass dragons. Taisia had sent word to her father, Razylym, and he answered with a vengeance; bringing with him his retainer’s and their banner men to join the march with the Children of L’os.

It wasn’t long before the fighting came to the gates of Bloodfist fortress, one of the forward bases the warlords had been using as a staging point for their warbands. They laid siege to the building with their paltry forces and kept them hemmed in for over a week before Razylym shattered the gates with a reckless frontal assault which quickly led to a battle being fought in the fortress proper. As soon as his banner man and the CoL forces started to clash with the warlords troops a powerfully bright light lit up the central part of the fortress. Shortly after fighting could be heard from further inside the main keep of the fortress and between Taisai, her father and some of the more skilled members of their band of misfits they were able to force their way into the bowels of the main keep. What they found there shocked them deeply, especially Taisia as the bond between her and her rider had grown confusing to interpret. What stood before them was L’os covered in her own blood amidst a pile of unconscious men and accompanied by the former prisoners of the fortress.

She held a weapon that thrummed with holy might but despite how well L’os wielded it it seemed unable to harm a soul. Instead anyone struck by it was bludgeoned into unconsciousness. L’os didn’t remain harmed for long; in fact it seemed that the enemies’ weapons could hardly harm her and even when they did her injuries faded within minutes. Mere hours after the gates fell the fortress fell and their epic struggled to reclaim L’os ended with the burning of that fortress. It was quickly chocked up as another of the Tyrants Breakers many crusades against evil by the surrounding kingdoms and soon after they all returned to the civilized kingdoms the CoL quickly disbanded. Now that their mother had been reclaimed they returned to their normal lives.

L’os however was changed forever; prior to their arrival her captors crossed the line from violence and suffering to outright brutality. She was barren. After days of persistently resisting and antagonizing her captors so that they would leave the other prisoners alone earned her a grisly reward. What they hadn’t expected was that Shelyn had been watching and the moment they crossed the line her Herald appeared before them to uplift L’os to the heavenly title of Shelyn’s Chosen, Sainthood for all her good deeds and suffering. Those who served the warlord were struck dead by her manifestation, those who survived the Heralds appearance attempted to run; only to be struck down by the celestial’s righteous glare.

After all of this transpired it took a long time for L’os to return to a quiet life of appreciating the arts and teaching children the vast knowledge she had acquired over a century of life. She was listless, broken and many times gripped by the icy grip of terror from being a survivor. Through it all Taisia was there for her, to watch over her through the coldest nights, to soother her fears when the hour was darkest and to banish away her nightmares whilst she slept. Her quiet and loyal sentinel. After a time she eventually returned to who she was but Taisia could feel deep down the scars that would never heal…

L’os however had gained more than just a weapon from her ordeals; she could summon forth a glow. A holy radiance that pulled attracted average folk and she gained the ability to heal others through her own suffering. Stigmata. How and why Shelyn had graced her with these abilities was unknown to Taisia and she was more than uncomfortable with her rider continually suffering…

SAINTHOOD[/b:

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
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 (Fast Healing 9 Hp per round) (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.

Taisia:

Dragon Steed, Brass
CG Large Dragon Steed
Init +1; Senses darkvision, low-light vision, scent; Perception +18
--------------------
Defense
--------------------
AC 33, touch 10, flat-footed 32 (+1 Dex, -1 size, +18 natural, +5)
hp 232 (+150)
Fort +19, Ref +10, Will +9
DR 10/magic; Immune fire, paralysis, sleep
--------------------
Offense
--------------------
Speed 90 ft., burrowing (20 feet), flight (70 feet, clumsy)
Melee Bite (Dragon Steed, Brass) +26 (2d6+12/x2) and
. . Claw x2 (Dragon Steed, Brass) +26 x2 (1d8+12/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (150-ft line of fire, 8d4) (13/day) , sleep breath (dc 27)
Spell-Like Abilities Gust of Wind (3/day) (DC 20)
--------------------
Statistics
--------------------
Str 35, Dex 12, Con 30, Int 16, Wis 11, Cha 16
Base Atk +15; CMB +28; CMD 39 (43 vs. Trip)
Feats Flyby Attack, Furious Focus, Hover, Improved Natural Attack (Bite [Dragon Steed, Brass]), Improved Natural Attack (Claw x2 [Dragon Steed, Brass]), Improved Vital Strike, Multiattack, Power Attack -4/+8, Vital Strike
Skills Acrobatics +19 (+43 jump), Climb +30, Escape Artist +19, Fly +9, Perception +18, Sense Motive +15, Stealth -3, Survival +13, Swim +20
Languages Common
SQ devotion, evasion, focus:, improved evasion, link, share spells
Other Gear Amulet of natural armor +5, You have no money!
--------------------
Special Abilities
--------------------
Breath Weapon (150-ft line of Fire, 8d4) (13/day) (DC 27) Every steed deals one kind of damage, and has either a line or a cone. Each breath weapon allows a Reflex save for half damage, the save DC for a dragon steed’s breath weapon is 10 + one-half steed’s hit dice + steed’s Constitution modifier. A dragon
Burrowing (20 feet) You have a Burrow speed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Devotion (Ex) A dragon steed gains a +4 morale bonus on Will saves against enchantment spells and effects
Evasion (Ex) When subjected to an attack that normally allows a Reflex save for half damage, a dragon steed takes no damage if it makes a successful saving throw.
Flight (70 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Focus: For the dragon to take any other action in a typical encounter, the dragonrider must establish a mystic focus. Each dragon steed lists the kind of action required each round for a dragonrider to establish this focus, and focus lasts until the beginni
Gust of Wind (3/day) (DC 20) (Sp) A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal t
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, a dragon steed takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
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.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells (Ex) The dragonrider may cast a spell with a target of "You" on his dragon steed (as a spell with a range of touch) instead of on himself. A dragonrider may cast spells on his dragon steed even if the spells normally do not affect creatures of the steed’s
Sleep Breath (DC 27) (Su) Counts as two uses of breath weapon and uses same area, targets failing a Fortitude save are asleep for 1d6 rounds, and may be awoken using the same methods as targets of the sleep spell.
Vital Strike Standard action: x2 weapon damage dice.


Looks good! Is Peacebringer an intelligent weapon?


Character Alias is up.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

no sadly peacebringer isn't an intelligent weapon. however i can quickly make it into one. :)

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Also i should have added in her story that the lyre of building is one of her ways of making money. Fastest building contractor this side of the wall~


There are no requirements for everyone to have intelligent items. I just saw it was named and thought to ask.

And, that is a good idea to make money. I may have to try that sometime.


I avoided intelligent items considering I had basically two chaarcters to outfit within the monetary guidelines.


lol, understandable.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

doh lol didn't realize we started >.>; posting shortly unless you want me to be on standby ^^;


Recruitment is being re-opened. The current remaining party members will be aiding me in deciding whom they would like to join them and how many.

(If not enough traffic, I will start a new thread to direct to our current game).

To apply you may submit a character or a concept (if you are short on time). Please refer to the following related to character creation:

Since to reach level 20, the PCs would either have been very lucky, or the cream of the crop. Here are a few guidelines that I am thinking of:
1) 25 point-buy (High Fantasy), however, no character may start with a stat lower than 7 (including racial adjustments) unless it is required by race (This will fall under non-standard stuff).
2) No Tombs or wish spells or anything that takes money to increase stats beyond what classes, races, and level progression add. (This is just to keep the entire party on the same level).
3) Two traits (standard rules on this)
4) Any race or class (excluding custom-made/homebrew), with the exception that I have to either have the material (ask me) or have access to look at anything that is not Paizo-published Pathfinder. I will not restrict the Pathfinder only stuff released by Paizo.
5) Give me the name/source of material you are using (Just so I can find anything that I am not familiar with).
6) Backstory is optional (but greatly preferred).

If you have any questions, post here or send me a pm.


Very interested

Would you allow a adept Godling
aasimar. Be a core healer.

If not then what would you say to a Elan psion Telepath L10 psion-uncarnate L10


St. Los told me about this and it seems interesting! So I submit my Serpentfolk Magus. Hopefully it will bring some Choas to your team in the name of Gorum the battle lord! It's all good if I don't get picked as well! No problems~ Haha. I thought about taking some Arcana from the 101 magus arcana pdf but I didn't know if that was allowed so I stuck with the paizo books :)

I still have around 180k left to spend on items and have to roll out her spell's/spell book but I am going for a Kensai, Bladebound Dimensional Dervish Striker type. As you will know she is very useful for up close and personal. :)

She utilizes Eldritch heritage and has permanent wings so she Aerial flight capability for scouting or fighting airborne enemies as well, which makes her dimensional striker setup even more useful~

She-Who-Stands 15 Bladebound Magus/Kensai:

She-who-Stands
Female Serpentfolk Magus (Bladebound, Kensai) 15
CN Medium Monstrous Humanoid
Init +23; Senses darkvision 60 ft., scent; Perception +39
--------------------
Defense
--------------------
AC 60, touch 39, flat-footed 27 (+10 Intelligence, +8 armor, +22 Dex, +3 natural, +5 deflection, +1 dodge)
hp 262 (5d10+15d8+160)
Fort +20, Ref +21, Will +19
Defensive Abilities canny defense +10; Immune mind-affecting, paralysis, poison; SR 30
--------------------
Offense
--------------------
Speed 30 ft., flight (60 feet, average)
Melee Bite (Serpentfolk) +23 (1d6+1/x2) and
. . Enemies Bane +33/+28/+23/+18 (1d6+16/15-20/x2)
Special Attacks bloodline arcana: draconic, breath weapon (1/day) (dc 23), electricity claws (9 rounds/day), magus arcana (arcane accuracy +10, arcane edge 10, devoted blade), poison (dc 20), spellstrike
Spell-Like Abilities Blur (1/day), Disguise Self (humanoid form only) (At will), Dominate Person (1/day), Major Image (1/day), Mirror Image (1/day), Suggestion (1/day), Suggestion, Mass (1/day), Teleport (1/day), Ventriloquism (At will)
Magus (Bladebound, Kensai) Spells Prepared (CL 15):
--------------------
Statistics
--------------------
Str 14, Dex 34, Con 26, Int 30, Wis 22, Cha 22
Base Atk +16; CMB +18; CMD 57
Feats Combat Expertise +/-5, Dervish Dance, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dodge, Eldritch Heritage, Greater Eldritch Heritage (Wings), Improved Critical (Scimitar), Improved Eldritch Heritage (Breath Weapon), Intensified Spell, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Scimitar)
Traits Magical Lineage (Shocking Grasp), Veteran of Battle
Skills Acrobatics +32, Appraise +20, Bluff +26, Disable Device +32, Disguise +11, Escape Artist +25, Fly +35, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +39, Perform (dance) +13, Ride +20, Sense Motive +30, Spellcraft +20, Stealth +35, Survival +14, Swim +13, Use Magic Device +18; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Celestial, Common, Draconic, Elven, Infernal, Undercommon; telepathy (100 feet)
SQ arcane pool (+4) (15/day), black blade, black blade: arcane pool (4/day), black blade: energy attunement, black blade: strike +4, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana (1/day), black blade: unbreakable, chosen weapon (scimitar), critical perfection, greater spell combat, iaijutsu, iaijutsu focus +10, perfect strike, superior reflexes, wings
Combat Gear Hand of glory; Other Gear Belt of physical perfection +6, Bracers of armor +8, Cloak of displacement, minor, Handy haversack (empty), Headband of mental superiority +6 (Bluff, Sense Mo, Ioun stone (clear spindle), Ioun stone (deep red sphere), Ioun stone (dusty rose prism), Ioun stone (iridescent spindle), Ioun stone (lavender and green ellipsoid) (50 spel, Ioun stone (lavender and green ellipsoid) (50 spel, Ring of protection +5, Ring of wizardry I, Ring of wizardry IV, 150 GP
--------------------
Special Abilities
--------------------
Arcane Accuracy +10 (Su) 1 Arcane Pool: +10 to attack rolls until the end of your turn.
Arcane Edge 10 (Su) 1 Arcane Pool: Add 10 Bleed damage to an attack.
Arcane Pool (+4) (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (1/day) (DC 23) (Su) 1/day, Breath Weapon deals 15d6 Electricity damage, DC 23.
Canny Defense +10 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Critical Perfection +10 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Devoted Blade (Su) Add either anarchic, axiomatic, holy, or unholy special ability to arcane pool options.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Electricity Claws (9 rounds/day) (Su) 2 Magic Claw attacks deal 1d6 damage + 1d6 Electricity
Flight (60 feet, Average) You can fly!
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Iaijutsu Focus +10 (Ex) Always act in surprise round, gain bonus to dam vs flat footed foes.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (lavender and green ellipsoid) (50 spell levels) Absorbs spells of 8th level or lower.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Poison (DC 20) (Ex) Poison—Injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (30) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Wings (Su) Fly 60' (average)

Backstory to come soon!


I would like to enter as a Egoist Psion 10 / Metamorph 10

I will work up some stats in the coming hours.


I'm very interested to know who/what is left in the group.


and is your #2 rule to include things like a Cloak of Charisma or Belt of Giant Strength?


@Tenro- Normal belts and headbands are fine. The rule is mostly to prevent wishes, tomes, or manuals or anything that gives a permanent bonus. Basically, if it is purchased but can't be dispelled or taken away by something as mundane as taking an item off then it is not allowed.
I'd prefer to keep Psionics out atm. I'd prefer to not have to do further balance research while currently running the game. We are not on pause, but I'll PM each of you to explain how you have come to take part in everything upon character approval.

@Shadowfox- The current basic set-up of the remaining players is: barbarian, oracle, monk/sorcerer, and a dragonrider. Players are L'os, Rorge, Goro, and Loralai. They will be helping me select which party members they would like and how many people. I wrote the campaign to run the 9 original people so that will be our maximum. I can adapt for less players easily though.

@Capt Wombat and She-Who-Stands, apparently I thought I replied about 5 hours ago. I guess my post didn't actually post. The Adept Godling will be okay depending on which abilities you choose. I'll just have to see the full build before-hand. As for the current serpentfolk magus build, I was going to make the race ECL+6. Let me finish looking over what you have as time presents itself. I do think that you meant to have "+12 dex" and not "+22". Also, with that, I think your normal AC should be a 49 unless I'm missing some unmarked bonus. But Like I said, I haven't finished looking everything over yet.


+12 Dex + Canny Dodge (from Kensai) Which gives +10 Int to AC in the form of a Dex bonus resulting in +22 Dex sorry about that.

As for the Serpentfolk if you need to bump up the ECL thats fine, It was originally +4 before tehy revised it to make it +5. Just let me know.


So it looks like strikers mostly, in need of a healers and someone who can take the hits. Is that about right?


Cool never had a Godling at 20th Ill get the build done so you can see where I'm going, the idea is to make an Epic healer/Cleric type.


She-Who-Stands wrote:

+12 Dex + Canny Dodge (from Kensai) Which gives +10 Int to AC in the form of a Dex bonus resulting in +22 Dex sorry about that.

As for the Serpentfolk if you need to bump up the ECL thats fine, It was originally +4 before tehy revised it to make it +5. Just let me know.

You already added the +10 Int bonus.

"AC 60, touch 39, flat-footed 27 (+10 Intelligence, +8 armor, +22 Dex, +3 natural, +5 deflection, +1 dodge)"

Everything else checks out for your magus. I after the AC fix, I'll approve your character to be one that the players may vote on.

@Wombat- A friend of mine plays tons of godlings (almost every campaign and adventure). He hasn't gotten one to level 20 yet. This is half due to campaigns ended prior or he died from stupid mistakes. I do know that about level 15 the power range of the class started to lose steam and even out with the core classes.


Wombat, yes the Godling dos if you wast your feats, but done right they can be very good. This ones odd as its aimed at being a godling healer.
been wanting to try this for a long time


Sorry about that! Hehe my bad there xD I will get that fixed and repost her sheet I am gonna buy some mundane items like potions and such. I will let you know if I grab anything substantial. ;)

I also have to grab her spells but kinda trivial when your level 20. Let me know of whatever concerns you may have :)

Fixed the AC ;)

Sczarni

DM-DR what does the party have right now and what do they feel is needed?


O nice should have done that ask what the party needs
Wombat here this is the working alt for this game build
I'm working on a healer type how has a following of healers,
With a hidden hospital space.

Will work it its done, but this is so you can see where I'm going with this.


So far the party has a barbarian, a monk/sorcerer, an oracle of time, and a dragonrider. Those are the remaining active players. Not sure who/if any of the others will return, but if I and the current party accept you, you will be put as active (even if that pushes me over the 9 players).

I would get with the current party members (Rorge, L'os, Loralai, Goro) and see what roles they would prefer to have filled. They will be accepting the players mostly. I'll just be approving valid character builds.

@Wombat/Jade, I'm playing an elf witch in another game that is named Jade, and she is a healer/sleep build, lol. As far as the character, the only concern I have is that the "Extra Lineage Domain" feat does not state that it can be taken more than once. I don't know if that was an oversight by Super Genius Games or if that was intentional. I'll look around to see if I can find an answer to that. I know the guy in my RL group who plays adepts and we house-ruled it to only one time. I am sure he will be excited if I find a definitive answer though. EDIT: But as clarification, I do know that you can select the ascendency multiple times for the extra domains.

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