The Destiny of the Queen (Inactive)

Game Master The Little King


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The one labeled: Table: Variant Aasimar Abilities?

9, 20, 40, 50, 70, and 90 all provide a +2 to an ability score.


Super random thought, If I were to take the feat Fiendish Heritage would it be possible to take a second variant ability (choosing or rolling random)?


Interesting. I think I'll just stick to the default Agathion. Extra stat boosts is a little too cheesy.


I have an idea for a fetchling character. He started off his adventuring career as a bard who came to the Material Plane to gather material for an epic he was composing. Afterwards, he finds out that his pet followed him (and now functions as his eidolon). So he'd be a bard 1/summoner X.
HP: 1d8 ⇒ 5


Okay!

To keep things fair, here are the final and official rules for Tieflings and Aasimars (and any other native outsiders which have heritages, variants, and alernates) in The Destiny of the Queen:

IF you choose one of these races, you MUST choose a heritage. Because I'm requiring it, you have FREE ACCESS to the Fiendish Heritage feat. This means you CAN take the feat as a bonus IF you want to, but even if you don't take the FEAT, the heritage MUST affect your backstory and/or your character's appearance.

WHETHER OR NOT you take the FEAT you may pick ONE variant ability and ONE alternative physical feature, but they MUST fit your heritage. I can help with that if you need it.

Finally, your variant ability, should you choose one, replaces an ability of the same type. I.E. if your standard aasimar gains a +2 to Handle Animal and Ride checks (89); it loses the racial ability: +2 to diplomacy and perception checks OR if your tiefling can communicate telepathically with any evil creature within 50' (72), that ability replaces it's non-Common language

I'm sorry for the wall-o-text, I had no intention of this getting so out of hand. I just think in a mythology with all these wonderful celestial/abyssal/infernal creatures, their human-diluted descendants' inhuman traits should reflect said creatures, without it being unfair to everyone who decided not to pick a native outsider character.

@sarpadian: cool! looking forward to the backstory!


Like I said, my inner min-maxer was giggling. That's why I asked about it. I figured that you did not intend for something that unbalancing. As for the wall of text. Don't worry about it. You should see some of my "short" posts. ;)

Okay, I'm going to make a change or two to the crunch and get the background more fleshed out. I'll post once I've got that done.


Race: Goblin
Class: Rogue- to change to shadowdancer at level 6
level: 2
name: Spookra

brief backstory: down on his luck goblin thief. sold out and betrayed by the last 2 groups hes been with. its left him more than a little paranoid but once you become his friend hes a fun chaotic good guy to be around, great at parties.(he likes to sing and make up funny songs) Being exceptionally good at being sneaky also means he can get himself plenty of work when the operative needs to remain unseen.

traits
Color Thief (goblin)
Armor Expert

Drawbacks
Oppressive Expectations
Paranoid

new traits from drawbacks
Bouncy (Goblin)
Rude Songs (Goblin)


Submitting the Naohiro, a ranged specialist rogue. I was going with Darven, but he was not turning out as I was hoping for.

Gold: 4d6 ⇒ (3, 4, 2, 5) = 14
Hit Die: 1d8 ⇒ 8

Character: Naohiro: Kitsune Sniper(Rogue) 2

Background:
Hailing from the east, Naohiro is not like the others of his race. Where they use their magic to hide among the humans, he let his heritage know and is not afraid to brag about it. His friendly attitude and confidence contrasts his talents as a sniper, hiding from a far and with great accuracy.


Stats:
Gwyndolin Maulsen
Azata-Blooded Aasimar (Musetouched) Fighter 1/Rogue 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+1d8+2)
Fort +3, Ref +5, Will +0; +1 vs. charm and compulsion
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
. . dussack +5 (1d6+2/19-20) and
. . dussack +4 (1d6+2/19-20) and
. . kerambit +4 (1d3+2/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—glitterdust (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits adrift, armor expert, charming
Skills Acrobatics +8, Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +8 (+9 vs. characters who could be attracted to you), Disable Device +11, Escape Artist +7, Intimidate +6, Perception +5 (+6 to locate traps), Perform (dance) +8, Perform (sing) +8, Sleight of Hand +7; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Sylvan
SQ mark of slavery, trapfinding +1
Combat Gear potion of cure light wounds (4); Other Gear masterwork chain shirt, dagger (4), dussack, dussack, kerambit (2), artisan's outfit (2), backpack, masterwork, bedroll, belt pouch, scarf, blanket, grappling hook, hat, silk rope, thieves' tools, masterwork, 43 gp, 1 sp
--------------------
Special Abilities
--------------------
Adrift +1 to save vs charm and compulsion effects.
Armor Expert -1 Armor check penalty.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:
Gwyndolin never knew why her mother and father abandoned her on Krisol. All she knew was that since she was barely five years old, she had been alone. Adrift Trait

She lived for a few years scrounging for scraps and begging when the older and stronger orphans came and took what little food and water she'd managed to get. A man from a local gang saw her on a street corner, and noticing the way people seemed to trust her, decided that his gang of thieves and cutpurses could use someone like that. He offered her a warm place to sleep, food, and water. Desperate to survive, she took the man up on the offer. Charming Trait

The next several years were an unending hell for the Muse-touched Aasimar. The leader of the gang saw potential for using her as a tool to pull of the big jobs. Robbing nobles and wealthy merchants blind, and perhaps adding a little assassination and murder to the mix. He had her trained to fight. Failure was met with the lash. They would bandage her wounds, and put her right back to work. The pain and restrictive bindings would hamper her, and failure was met with more lashes. She learned to move, even when hampered by clothing or bandages or chains. Armor Expert Trait, Mark of Slavery Drawback, Fighter 1

After a few years, they put her to work in the markets. Picking pockets and grabbing trinkets and small items from stalls. She learned to do it almost by second nature, without even looking. They put her to work picking locks and as a distraction as well. If she dared refuse, she was beaten. If she failed, she was beaten. Only obedience and success saw the end of the pain. As she got better, she was given tools, knives, and armor. They weren't hers, she was told, they belonged to the gang, as did she.Rogue 1

Six years after being taken in by the gang, Gwyn was almost broken. Her nature was opposed to what she was doing, but following what her heart told her was right only brought pain. Doing as the gang's leader wanted was a relief from it. When she thought things couldn't get worse, the hideout that she had called home was attacked by a rival gang. She ran for her life as the other members were slaughtered. Through alleyways, over rooftops, and down the roads and pathways of the city she ran, the members of the other gang right on her heels.

She was cornered by a small church in a poor neighborhood. Desperate to live, to escape, she drew a knife and cut the first man that approached her. The others swarmed over her, beating her to the ground, then to unconsciousness. They left her for dead, but she hung onto life with the barest tips of her fingernails.

She awoke in the church two days later. The priests and priestesses there caring for her. They taught of their goddess, Shelyn, The Eternal Rose. They taught her to take her talent for singing and dancing and use it to bring joy. They taught her the values of goodness, love, and faith. The things that she never knew she so desperately wanted were here in this place, and soon she found herself worshiping alongside the priests and priestess of the church. Her faith in Shelyn

In exchange for their care, she helped the needy in the city however she could. When word of a group of bandits in the hinterlands reached their ears, Gwyn knew she'd be leaving soon. She had a debt to repay, and she intended to see it through.


These are all great stories and characters! Y'all are gonna make it hard to choose a team...maybe I can run it again...haha in January...

Anyway, it might be worth mentioning that all I need in order to consider you for the campaign is a name, backstory, race, class, and level.

Can't wait!


Tanque too cannot wait. But he does.


A note on character advancement:
We're on the slow track for XP-based advancement.
Starting XP:
level 1: 0
level 2: 3,000
level 3: 7,500

---

Interested Character Update & What I'm Missing:

1. Tanque: Male Human Fighter 1
2. Bronan: Male Agathion-Blooded Aasimar Cavalier (Huntmaster) 1
3. Garret: Male Human Fighter 1/Wizard 1
4. (Grixus): Asura-Spawn Tiefling Fighter (Swordlord) Name, Backstory, Level
5. Alhandra: Tentacular Mermaid Oracle (Dual Cursed) 2
6. Odd'n: Male Human Fighter (Unarmed) 2
7. Thorn: Male Human Rogue (Cutpurse) 2
8. Gwyn: Female Azata-Blooded Aasimar Fighter 1/Rogue 1
9. Kervick: Male Gnome Alchemist Level
10. Syksy: Male Demon-Spawn Tiefling Antipaladin 1 Backstory
11. (Sarpadian): Male Fetchling Bard 1/ Summoner ? Name, Summoner Level, Backstory
12. Spookra: Male Goblin Rogue 2
13. Naohiro: Male Kitsune Rogue (Sniper) 2

Current tier (including everyone): 1.61-2.0
(it's a range because I don't know what some of the levels are, so I did min-max)

If I missed anything let me know, if you want to change anything, there's still time for that too.


Ok so I have most everything for Baru a Lvl 2 Lore Warden.

Background:

Baru was born the bastard son of a whore. Abandoned at birth, he was resuced by a dwarvish family that recognized the smithing potential of his abnormally large arms. As he grew however, he was teased by the other dwarvish children for his strange appearance and lack of facial hair. Eventally Baru could handle it no longer and struck out on his own.

After leaving the dwarves, Baru spent much of his time looking for ways to find some familial contact, someone who would care. After a number of years, Baru made contact with a lesser Tripurasura who recognized him as the offspring of an Asurenra. Unwilling to give up its master's name though, Baru found few answers before removing the asura's head.

Despite knowing little of his anscestry, Baru continued his mission to find out more of his father. As a sell sword, he has gained the mobility needed to travel to various Galorian libraries in an effort to learn what he can. His studies have brought him here, to Krisol and the fact that he is low on funds has brought him to the service of the mayor.

Question though. I have ranks in Craft: Weapon as I figure few people will be selling really big swords. However, I was wondering if I would be able to use that for the profession check or if I'm just out of luck?


I wouldn't make too many assumptions! Krisol is primarily a trade town, so if anyone in the Inner Sea region, Azlant, or the Western Continent needs it, it's in Krisol...

That being said, you can use Craft skills to craft something before the game starts, and then sell it in game. Like I said before, gameplay will be fairly sandboxy.

Custom craft rules:
1/3 price of item for raw material
DC Table
Craft Check x DC = price of the item made in sp (poorly made items don't cost as much obvi)
If you fail to come within 5 sp of standard quality (listed price), you've destroyed the raw materials. Otherwise, melt it down, distill it, disassemble it, or what-have-you, and start over.

Crafting takes a number of days = DC - Craft Bonus.
It takes a tenth of that time (rounding up) to disassemble in order to start over.

I feel like this is a little simpler, and makes more sense with physics, skill, and time and what-not.


Alright. cool. I'll keep that in mind.
Profession: 1d20 + 7 ⇒ (18) + 7 = 25 so 50 gp +10 per point above DC = 150
Starting Wealth: 5d6 ⇒ (2, 2, 6, 2, 4) = 16 x 10 = 160.

Sweet. I can make 310 gold work. That's more than enough for me.


I'm tempted to actually throw that in the background; and it actually fits pretty well. I know they aren't real 'deitys,' but I figured in his pursuit of finding someone of his heritage, he has begun pursuing the Asura Blasphemous Sage of Death and Shaping.

Silver Crusade

Would that be for flavor? Or are there rules somewhere that I'm missing?


No, its all for flavor. The closest thing to a deified Asura are the Blasphemous Sages (most of them are CR 20s+). They typically exemplify one or two ways of undoing what the Gods have done. In the case of what I'm looking at: by death and shaping. By death, they destroy the work of the Gods, killing their followers and enjoying bloodshed; and by shaping they recreate the works of the gods into something else. In some cases Asura will take this to the extreme and consume mortals to combine them into a subservient Asura. These Asura could then be consumed again to combine and create stronger Asura. But again, writing it into my background is all flavor.


Quick question, does anybody have any maps/images of maps, etc that I could use for this? If not it's fine, but some of the ones we'll have are going to say SAMPLE across them in big faint letters, Lol


Here is the information you asked for. The background is a little sketchy; I may want to flesh it out later.

Name:
:Droka

Summoner Level:
: Hopefully 2, but I can make bard 1/summoner 1 work if there's not room for another 3rd level character.

Back story:
: Everything is muted on the Shadow Plane, even its music. Perhaps especially its music. After all, the plane still feels the taint of Zon-Kuthon's imprisonment upon it, and he is hardly a friend of the arts. Droka himself, however, always felt closer to Zon-Kuthon's estranged sister Shelyn, if one put his back to the wall and forced him to venerate any of the gods. The music (chants, really) of the Shadow Plane was no challenge for Droka; he needed a challenge. He decided to venture to another plane to find music that was worthy of his talent. He found it on the Material Plane. On the Material Plane, musicians use syncopation, transposition, minor keys and other interesting twists that have never occurred to the denizens of the Shadow Plane. Droka was enthralled! Only one thing marred the joy he derived from the Material Plane's music--he missed his dog G'Boi. Then, one night as he was singing softly (using all of his new Material Plane toys, of course!), G'Boi materialized out of his shadow. Eventually, he learned to control G'Boi's visits from the Shadow Plane and now uses him as an asset when trouble strikes.


So I'm guessing Droka is a kind of buffer? Summon G'Boi, then boost his and everyone else's stats with bard/summoner spells?


Soooo is there anything extra I can add in or flesh out further to help with my chance of playing in your upcoming grand ol' adventure?! :D


Nah, I have what I need from you! I'm just waiting on Kervick and Syksy's remaining info, and for anyone else to jump in before Wednesday.

But if I don't get anything new by 2204 on Monday, I'll close Recruitment early, and announce the picks.


Yes about got everything ready to upload,... And Sysky is actually a Female Skinwalker (Fanglord), all the other stuff currently up is just a template I copy/paste when making characters which I forgot to clean up :3

Expect completetion tonight!


There are not enough kobolds around here. Allow me to remedy this.

I am submitting Skalezaar Val'Thuun, or Skales, if you prefer. A lvl 1 kobold sorcerer with a knack for defending small areas with the simplest of tricks.
More details in my profile. ^_^


@TLGM: Yes.


Almost got her backstory done, will probably post in the next hour or so.

While I'm here though: Starting Gold: 5d610 ⇒ (381, 37, 98, 306, 141) = 963
EDIT As much as I'd like to keep that amount let's try that again: Starting Gold: 5d6 ⇒ (2, 6, 5, 5, 2) = 20 x 10 so 200g, not bad.
Also found this picture and it's a pretty good representation of her when she's shifted, more of a Nekomimi/Mithra than full on Catfolk.


Race: Half-Elf
Class: Oracle 1 / Rogue 2
Gender: Female
Name: Rhonda

Backstory: I have limited Comp Access right now; this will come sometime midday Monday (before the 2204 cutoff).

Money: 3d6 ⇒ (5, 1, 5) = 11 * 10 = 110

Profession: 1d20 + 6 ⇒ (15) + 6 = 21 (50 + 60 = 110)

110 + 110 = 220

I'll say this. She has drawbacks. :P


Aaaannnndd of course the picture link is bad *grumble grumble* this one should hopefully work.

And finally Syksy's

Backstory:

Found as an infant at the doorstop of Mother Millie's Little Treasures in the warrens of Kaer Maga the unnatural child that would Sysky was quickly taken in by the Lamashtan Priest and raised to one day be an exceptional priestess one day. But life rawly goes as planned, even more so when growing up in the City of Strangers. While exploring the the Ankar-Te district for some discounted potions Syksy came upon a traveling merchant peddling wares from the far south. One of these wares was a little ceramic jar with the cover carved to resemble the head of a lion. Instantly smitten with canopic jar she was easily able to purchase it from the merchant, who seemed more interested in getting rid of it than making a profit. As she returned home she could swear she heard the distinct sound of purring coming from her new treasure but she merely chalked it up to her own giddiness. That night as she she slept her dreams were split between the normal horrors Mother Nightmare visits upon her faithful and scenes of battle from long ago in distant exotic lands. As the weird mixing of dreams and nightmares continued over the next few days Syksy found herself more drawn to the exhilaration of battle than the peculiar obsession of fear. And it was with this turning point that she found herself in the graces of Sekhmet and her life truly began. It was not long after that she signed up with some traveling mercenaries and truly began to revel in a life of bloodshed. While her foster Mother was saddened by her change of religion she and Sysky are still on mildy amicable terms, in no small part due to the money she gives to Little Treasures whenever she finds herself back in Kaer Maga after a successful job.


We have a new submission (ref: Skales, and now you), so the Monday cut-off is out, and we're back to Wednesday morning!


New character into the ring if you'd like

Valeriya:

Changeling Witch

Fox familiar

Backstory and Character Details

profession: 1d20 + 3 ⇒ (20) + 3 = 23

starting wealth: 3d6 ⇒ (6, 5, 5) = 16 x 10 = 160

second level hp: 1d6 ⇒ 6

Character Sheet:

Valeriya Ilyinishna
Female Changeling Witch 2 | [Chaotic Neutral]
Description
Age 18
Looks Br hair, GrBL eyes
Height/Weight 5' 3" tall, 115lbs. (Medium)
Deity Calistria
Campaign Little GM's
Representing Larkos

Strength
9 (-1)
Dexterity
11 (+0)
Constitution
10 (+0)
Intelligence
17 (+3)
Wisdom
14 (+2)
Charisma
14 (+2)

Initiative +0 = 0 [Dex]

Skills
Acrobatics* +0 = DEX 0+0+0
Appraise +3 = INT 3+0+0
Bluff +8 = CHA 2+2+1+3
Climb* -1 = STR -1+0+0
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Diplomacy +2 = CHA 2+0+0
Disable Device*† +0 = DEX 0+0+0
Disguise +2 = CHA 2+0+0
Escape Artist* +0 = DEX 0+0+0
Fly* +0 = DEX 0+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +2 = WIS 2+0+0
Intimidate +2 = CHA 2+0+0
K (Arcana)† +8 = INT 3+2+3
K (Dungeoneering)† +3 = INT 3+0+0
K (Engineering)† +3 = INT 3+0+0
K (Geography)† +3 = INT 3+0+0
K (History)† +3 = INT 3+0+0
K (Local)† +3 = INT 3+0+0
K (Nature)† +7 = INT 3+1+3
K (Nobility)† +3 = INT 3+0+0
K (Planes)† +3 = INT 3+0+0
K (Religion)† +3 = INT 3+0+0
Linguistics† +3 = INT 3+0+0
Perception +3 = WIS 2+1+0
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession (Herbalist) +7 = WIS 2+2+3
Ride +0 = DEX 0+0+0
Sense Motive +2 = WIS 2+0+0
Sleight of Hand*† +0 = DEX 0+0+0
Spellcraft† +8 = INT 3+2+3
Stealth* +0 = DEX 0+0+0
Survival +2 = WIS 2+0+0
Swim* -1 = STR -1+0+0
Use Magic Device† +2 = CHA 2+0+0

Base Speed [ 30 (6 sq.) ]

AC [10] = 10
Touch AC [10]
Flat-Footed [10]

Base Attack Bonus +1
Basic Melee Attack +0
Basic Ranged Attack +1

Fortitude Save +0 = 0 [base] +0 [Con]
Reflex Save +0 = 0 [base] +0 [Dex]
Will Save +5 = 3 [base] +2 [Wis]

CMB +0 = 1 [BAB] -1 [Str] +0 [size]
CMD +10 = 10 +1 [BAB] -1 [Str] +0 [Dex] +0 [size]

Feats
Accursed Hex

Traits
convincing liar (bluff)
creative manipulator

Carrying Capacity
Light Load: 30lbs.
Medium Load: 60lbs.
Heavy Load: 90lbs.
Lift Over Head: 90lbs.
Lift Off Ground: 180lbs.
Push or Drag: 450lbs.

Languages
Common

3 Bonus Languages (Int)
Elven, Sylvan, Celestial

Patron: Deception

Witch Spells Per Day
Cantrips: 4

Level 1 2 + 1 [Int]

Witch Spells Known

Level 1
Ventriloquism (patron spell), mage armor, sow thought, ray of enfeeblment, ray of sickening.

Hexes
Evil Eye
Cackle

Special Abilities
Fox Familiar (pilferer archetype)

Changeling
Racial Abilities:
Nails: Two 1d4 primary natural attacks
Darkvision 60ft.
Object of Desire: +1 to her caster level when casting charm person and charm monster. This replaces green widow.


The Little Game Master wrote:

Nah, I have what I need from you! I'm just waiting on Kervick and Syksy's remaining info, and for anyone else to jump in before Wednesday.

But if I don't get anything new by 2204 on Monday, I'll close Recruitment early, and announce the picks.

I'd been planning on level 1 for Kervick, but I'll go to 2 if it's available. Either way. :) Let me know if you need anything else from me. Thanks!


Lol so apparently Finish "y"s are pronounced like the english "u". So Syksy is pronounced Shookshu, this whole time I've been going around thinking it was pronounced like "Sexy".

Fooie.


In what language? And I've been saying, "Sick-see" this whole time.


It's Finnish for Fall/Autumn... And I like your pronunciation better, rhymes with pixie, we're going with that :3


Alright, Update #3 & what I'm missing:

1. Tanque: Male Human Fighter 1
2. Bronan: Male Agathion-Blooded Aasimar Cavalier (Huntmaster) 1
3. Garret: Male Human Fighter 1/Wizard 1
4. Baru: Male Asura-Spawn Tiefling Fighter (Lore Warden) 2
5. Alhandra: Tentacular Mermaid Oracle (Dual Cursed) 2
6. Odd'n: Male Human Fighter (Unarmed) 2
7. Thorn: Male Human Rogue (Cutpurse) 2
8. Gwyn: Female Azata-Blooded Aasimar Fighter 1/Rogue 1
9. Kervick: Male Gnome Alchemist 1
10. Syksy: Male Demon-Spawn Tiefling Antipaladin (Black Knight) 1
11. Droka: Male Fetchling Bard 1/ Summoner 2
12. Spookra: Male Goblin Rogue 2
13. Naohiro: Male Kitsune Rogue (Sniper) 2
14. Skales: Male Kobold Sorcerer 1
15. Rhonda: Female Half-elf Oracle 1/Rogue 2 Backstory (I know you're working on it, it's more for me than you)
16. Valeriya: Female Changeling Witch 2

I know that's a lot of interest, just remember, sometimes people die/have to leave, so you all will be on a list!


@Syksy An Anti-paladin? You sure you wanna play that? I'm not one of those jerks who thinks that Paladins have to be stupid but Anti-paladins kinda do have to be disruptive. "Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks." My character may be CN but that doesn't mean she wants someone in the party will who bring ruin to our ranks. I'm not saying "don't be evil." I just don't play that specific class. I don't want you to just get rid of your character. Maybe like an evil cleric might work better.

Also what does "(Black Knight)" mean? I figured it was an archetype but I couldn't find it in the SRD.


Thanks for your concern but I've played Antipaladins before and I know how to get along in a group, I'm chaotic cause I'm violent and evil because I enjoy killing, I'm not the rape!murder!pillage! Type :3

And the Black Knight is from Red Goblin Games (because Paizo won't let them have nice things!!!!) that I mainly suggested to TLK to make the class more party friendly (it gets rid of smite good)


Syksy Kalma wrote:

Thanks for your concern but I've played Antipaladins before and I know how to get along in a group, I'm chaotic cause I'm violent and evil because I enjoy killing, I'm not the rape!murder!pillage! Type :3

And the Black Knight is from Red Goblin Games (because Paizo won't let them have nice things!!!!) that I mainly suggested to TLK to make the class more party friendly (it gets rid of smite good)

It definitely gives me hope that you've thought about this. I'm sure the GM will let you play loose with the Anti-Paladin's code then as it would avoid PVP.

Can I get a link to this archetype? I'm interested and it's not on d20pfsrd.com.


Valeriya wrote:
Syksy Kalma wrote:

Thanks for your concern but I've played Antipaladins before and I know how to get along in a group, I'm chaotic cause I'm violent and evil because I enjoy killing, I'm not the rape!murder!pillage! Type :3

And the Black Knight is from Red Goblin Games (because Paizo won't let them have nice things!!!!) that I mainly suggested to TLK to make the class more party friendly (it gets rid of smite good)

It definitely gives me hope that you've thought about this. I'm sure the GM will let you play loose with the Anti-Paladin's code then as it would avoid PVP.

Can I get a link to this archetype? I'm interested and it's not on d20pfsrd.com.

Alright, PMed them to ya :3


Syksy Kalma wrote:
Valeriya wrote:
Syksy Kalma wrote:

Thanks for your concern but I've played Antipaladins before and I know how to get along in a group, I'm chaotic cause I'm violent and evil because I enjoy killing, I'm not the rape!murder!pillage! Type :3

And the Black Knight is from Red Goblin Games (because Paizo won't let them have nice things!!!!) that I mainly suggested to TLK to make the class more party friendly (it gets rid of smite good)

It definitely gives me hope that you've thought about this. I'm sure the GM will let you play loose with the Anti-Paladin's code then as it would avoid PVP.

Can I get a link to this archetype? I'm interested and it's not on d20pfsrd.com.

Alright, PMed them to ya :3

Thanks! :)


I wanted to post these so that when the game gets started, no one will feel as if the XP are being divvied unfairly. And the other rules are good to know too.

Feel free not to read them until you have to, I just want to get them out while they're in my head.

Experience Points:

Monsters/Villains
It should come as no surprise that most of your XP will be gained through slayage. Most monsters have XP posted on their info, so that'll be easy if you decided to slay it.

Should you neutralize the opponent w/o battle, however, you will still gain the full XP.

Should you avoid battle through guile, diplomacy, or stealth without neutralizing the threat, you'll gain half the XP.

You MUST contribute to the neutralization of the enemy to gain XP. Contribution includes all attempts to damage, buff, debuff, and control the battlefield.

Should you completely avoid/run away from battle, you will gain no XP.

Non-hostile NPCs
Since we have evil-aligned characters in our midst, this will be a short list. However, dealing/interacting with NHNPCs can also get you XP. If/when you use a skill or feat, or just role play really well in such a way as it might teach you something, you might gain XP (just like in real life). I'll decide how difficult it was (give it a CR of sorts) and XP will be rewarded as CR# x 1000 = XP. Of course you can contest the difficulty in discussion, but I'll be pretty generous.

Obstacles
You'll notice how in real life, when you learn something or gain experience, it doesn't always involve another living being. Figuring out puzzles, using physical skill (like climbing, swimming, jumping etc), and mental skill (Knowledge, Linguistics, etc.) to overcome inanimate obstacles will also get you experience.

Training
Finally there's training. Choosing to hone your skill under the tutelage of a seasoned master or from books, rather than leave it to chance, is another way to go. This is basically trading time and money for experience, something we're oh too familiar with in the real world.

Gameplay & Party Cohesion:

I've said it before and I'll say it again. This is a sandbox-style PF game. Sure, it has a linear-ish storyline, but your characters can do ANYTHING they're capable of doing except attack other PCs and children. Everything else is fair game. If a commoner looks at you wrong and you want to lop off their head, give it a shot. Just know that if they're within ear-shot of anyone who can run and get a guard, you may be screwed.

If you want to run off (or stay behind) and follow a path free from the other PCs, go for it! Just know that the encounters in this campaign are written for 7 Tier 1-2 players, so running in to danger by yourself, or leaving behind 3 to 4 of your fellow PCs may be a bad idea if you happen to come across something I've already written into the storyline.

All warnings aside, I'm going to try not to TPK, I want you guys to see the end of this.


Those are good parameters and considerations for us GM, and I appreciate the non-standard approach to XP rewards.

Looking forward to finding out the final party composition.

I have no problems with Antipaladins or evil characters.


Yay! :3


Tatu "Tanque" Skarskind wrote:

Those are good parameters and considerations for us GM, and I appreciate the non-standard approach to XP rewards.

Looking forward to finding out the final party composition.

I have no problems with Antipaladins or evil characters.

That's when they strike! :P


Valeriya wrote:
Tatu "Tanque" Skarskind wrote:

Those are good parameters and considerations for us GM, and I appreciate the non-standard approach to XP rewards.

Looking forward to finding out the final party composition.

I have no problems with Antipaladins or evil characters.

That's when they strike! :P

Oi!

>.>

<.<

Shush ...


Syksy Kalma wrote:
Valeriya wrote:
Tatu "Tanque" Skarskind wrote:

Those are good parameters and considerations for us GM, and I appreciate the non-standard approach to XP rewards.

Looking forward to finding out the final party composition.

I have no problems with Antipaladins or evil characters.

That's when they strike! :P

Oi!

>.>

<.<

Shush ...

Dun...Dun...Duuuuuunnnnnnn!


Alright, so spoilered to not have a text wall. Her alt will come soon.

Oracle Hit Dice 1: 1d8 + 1 => (8) + 1 = 9

Rogue Hit Dice 1: 1d8 + 1 ⇒ (4) + 1 = 5

Rogue Hit Dice 2: 1d8 + 1 ⇒ (6) + 1 = 7

Rhonda's Statblock:

Rhonda Nocturn
Female Half-Elf Oracle 1/Rogue (Burglar, Sniper) 2
CN Medium humanoid (elf, human)
Init +3; Senses revelations (water sight), low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 21 - current 21
Fort +1, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee orc double axe +3 (1d8+3) OR
arrow -1 (1d4+2) OR
unarmed strike +3 (1d3+2 nonlethal)
Ranged longbow +4 (1d8/×3)
Special Attacks accuracy, rogue talents (sniper's eye), sneak attack +1d6
Oracle Spells Known (CL 3rd; concentration +4):
1st (4/day)—cure light wounds, inflict light wounds (DC 12), obscuring mist
0 (at will)—detect magic, mending, read magic, vigor
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits adopted, deadeye, heirloom weapon (proficiency), indomitable faith, killer, magical knack
Drawbacks cruelty, loner, meticulous
Skills Acrobatics +7, Appraise +4, Bluff +6, Climb +6, Craft (weapons) +4, Diplomacy +5, Disable Device +7, Disguise +5, Escape Artist +7, Intimidate +5, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +6 (+8 on sight based checks), Profession (barmaid) +6, Sense Motive +7, Sleight of Hand +7, Spellcraft +4, Stealth +7, Swim +6, Use Magic Device +5; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Common, Elven, Orc
SQ elf blood, mysteries (mystery [waves]), oracle's curses (legalistic), vow to self
Other Gear leather armor, arrows (100), longbow, orc double axe, artisan's tools, thieves' tools, trail rations (2), 34gp
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Killer Add weapon's critical modifier to its critical bonus damage.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Water Sight (1 rounds/day) (Su) See through fog and mist.

------------------------------------------------------------------------

Rhonda's Backstory:

Rhonda was born on an evening in the new moon's presence. Said to be a curse on her family (if her superstitious father was to be believed), he intended to strike her down on the spot. Her mother managed to ferret her to safety, however, sending her to grow with her uncle. Her mother also sent a special longbow, a family treasure from her side of the family, for it'd be safer with Rhonda's uncle, and it was to be given to Rhonda when she came of age. Shortly after this, Rhonda's father murdered her mother, her brothers, and killed himself.

Her uncle took her and raised her as if she was his own. Indeed, it was with him where she learned how to properly use her longbow. However, he was growing old, and in his older age, he became weaker. There came a time when the village they lived in was raided by an Orc war party, and in the ruckus, her home came under attack. She managed to fend off the Orcs attempting to kill her uncle, but she herself was taken a prisoner.

She managed to cobble together just enough of the Orc language however to get herself into their good graces, and although the daily abuse robbed her of good use of an eye (and didn't stop), she was given a chance to prove herself in combat versus one of their most feared warriors. It was on the eve of this battle when the moon was once again new. In the night, a spirit from Hell came and consumed her, inciting dark thoughts, and granting her powers.

As the fight began, she managed to create a cloud of mist and fog, and with the Orc warrior blinded, she struck multiple blows, even without any knowledge of how to wield an Orc weapon. Unable to retaliate, he succumbed to injuries, and the Orcs recognized her strength. However, they daily sought to continue to abuse her, at the warlord's command, if only so she could learn to wield their weapons and hone her raw power. After several months, she made good her escape, taking a double axe, and leaving only a small passing gift for the warlord.

She returned to her village, and reunited with her uncle, but now he was sick, and so she took another journey (of her own choosing), this time into the city, where she could seek the medicines to cure him. It was during a night, in a small boarding room, that the moon was new again. This time, a fiendish being stood before her, and laid out a contract. The cure would be given to her to give to others. However, she had to submit to a binding oath, and if she ever broke it, she'd be stricken with the same illness. She accepted the contract, without thinking much of it, and returned with the cure next day.

Her uncle survived his illness, but made her promise to not leave him a third time. She accepted this promise, and stayed around for a while longer, til the next new moon rose. When this night came, the fiendish being came to her again, only this time, he stole her longbow, and baited her into chasing him down. As this meant leaving her uncle, and thus breaking his promise, she immediately was wracked by physical wounds and a pain throughout her body. The fiendish one explained the penalty for having her power, and told her to hone it, so the pain would be lessened.

She, not believing him one bit, killed him on the spot, throwing away her first chance at obtaining power. With her longbow returned, she went back to her uncle, as the pain left, and tended to her wounds. She stayed with her uncle, honing the art of sniping, getting precise with her longbow under his tutelage. However, during the next new moon, he passed away mysteriously, and no longer bound, she buried him herself, and left for the city, getting involved with the underground gangs and burglars. Having no one else to turn to, she learned to (albeit poorly) work with other underhanded folks.

This was a short lived ideal, as she was quickly bent and shaped into a twisted version of her former self. Seething with rage now, she re-swore herself into Gorum's service (despite the unsure murmurings of those few still her friends), abandoning other teachings, and remembered her Orcish training. Drawing her double axe, she systematically made a name for herself, working solo. Able to snipe, able to clash in battle, and with the ability to generate clouds of mist and heal her wounds, she became rather notorious for being incapable of being hurt. She became known as the Black Brand, and made a living out of robbing and assassinating (and enjoying every moment of it). Every battle was devoted to Gorum, and she even gave blessings to Norgorber and Pharasma from time to time.

Everything comes to an end however, and a single mistake had her leave town in a hurry. She learned that she had to be calculating and meticulous however. Everyone knew her, and the port she was at, while a ticket to a new land, was filled with many people who'd be able to tell who she was. Careful planning was needed to ensure she got a ticket safely. It took until the next new moon for her to finally succeed, and when she did, she was on the first ship to a new land.

The port town of Krisol. Likely no one there has heard of her renown, so she'd be under the hood again. Bringing her brand of planning, deception, and power, she'd relive glory days, perhaps for a better ideal this time.

"Trusting others is a mark of weakness; a sign you wish to be preyed upon." - Rhonda Nocturn


Recruitment is Now Officially Closed

Final Selection to follow within 24 hours.

Those who make the cut will have 72 hours from that point to muster with their fully fleshed out submission on the gameplay thread. Once the party has mustard (tee hee), we will begin!


The Little Game Master wrote:

I wanted to post these so that when the game gets started, no one will feel as if the XP are being divvied unfairly. And the other rules are good to know too.

Feel free not to read them until you have to, I just want to get them out while they're in my head.

** spoiler omitted **...

This all sounds like excellent rules to me, I really hope I am one of those chosen.

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