The Eternal Dungeon: Escape or Die! (Inactive)

Game Master Brian Minhinnick


Liberty's Edge

You wake up in the dark, lying face down on what feels like cold, wet stone. Your head is reeling under the vestigial influence of some kind of poison. You can feel the ache in your muscles from laying in the same position for too long. Covering your body is some kind of sack-like garment made from an itchy fabric. You cannot remember who you are, or why you are here. Suddenly you are blinded as an extremely bright white light fills the room and you hear a voice much like Morgan Freeman's say "Welcome to the Eternal Dungeon...."

The Eternal Dungeon is basically exactly what it sounds like. This will be a dungeon crawl with minimal overarching plot. This will be a high power, high combat game with the role playing being provided almost exclusively by inter-character interaction. The key to this recruitment will be the level of your writing and the alacrity of your responses during the application process. I am looking for three players who can post very regularly. Recruitment will stay open until I find three suitable candidates. I will respond quickly to any submissions with feedback, or possibly a veto.

Posting Rules for this Game:

-Post once every 48 hours outside combat, or be NPCed until you return to regular posting.

-During combat post once every 24 hours or be dazed for the round. (I will hand out warnings before doing this in the discussion thread)

You must agree to this before being accepted into the game. I am not always strict with the out of combat posting, but I reserve the right to be.

Character Creation:

Sources: Anything Paizo on d20pfsrd. No third party classes. Third party feats on d20pfsrd by approval only. No third party races. Custom races from ARG by approval only.

Gestalt Characters

Alignment: Any (No PVP allowed). Monks need not be lawful, and paladins need only be non-evil. Antipaladins need only be non-good.

Ability Scores: 5d6 drop the lowest two, or 25 point buy

HP: Max at first two levels, then 1/2+1 after that.

Starting Level: 1

Starting Gold: None, equipment received in game.

Any questions feel free to ask.

Housrules:

Hero Points:1 per level. Can be spent as an immediate action for a reroll/force reroll, a +8 bonus/penalty to a roll, or an extra standard action (only one per round). Two can be spent to prevent death.

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft

A complete submission should have an alias, the complete statistical 'crunch' for the character and a personality profile. You don't know who you are or where you came from so you don't have to write a backstory, just stats and a personality. Your name should be something you would make up to be called if you suddenly couldn't remember your real name, but still had your basic personality and skills intact. I'm sure I missed something here, so feel free to ask questions.

PS:I realize it might be challenging to write a personality without a history attached to it, but that's part of the fun :P


I haven't played on-line for about two years now. Too many games curled up and died - which takes all of the fun out of poring heart and soul into a character only for them to fade away. But the bug is too strong to shake off forever.

This sounds like a lot of fun and I'll be back later with my character concept. ; p


So I imagine this will feel a little like Diablo, where we're in a dungeon for no apparent reason other than to kill things and take their stuff?

Can we gestalt two arcane classes, for example a sorcerer-wizard, sorcerer-alchemist, or sorcerer-witch?

Liberty's Edge

Sort of, there will be enough explication that it will make more sense than that. But yeah, you are going to be stuck in an essentially endless dungeon fighting for your survival.

As for gestalting two arcane classes, I don't have a problem with that as long as you follow the gestalt rules.


5d6 ⇒ (1, 5, 2, 1, 3) = 12 = (5,2,3) = 10
5d6 ⇒ (4, 5, 1, 4, 4) = 18 = (4,5,4) = 13
5d6 ⇒ (6, 4, 4, 3, 5) = 22 = (6,4,5) = 15
5d6 ⇒ (6, 2, 6, 1, 2) = 17 = (6,2,6) = 14
5d6 ⇒ (5, 5, 3, 2, 4) = 19 = (5,5,4) = 14
5d6 ⇒ (1, 6, 4, 6, 3) = 20 = (6,4,6) = 16

I'm thinking a fighter (two-weapon warrior)/inquisitor. Eventually focus on crits (like 2 kukris or something like that), although I guess it might depend on the weapons we find.

Do you allow the alternate Tiefling heritages? I'm considering the Faultspawn (+2 dex, +2 wis, -2 int).

Liberty's Edge

Faultspawn is fine. If you want one of the Fiendish Heritage abilities you have to take the feat and roll for it.


Nah, I just stick with the basic faultspawn and use my feats for combat-or-inquisitor-related stuff.

Liberty's Edge

Sounds good. Looking forward to your end result :) Love me some tieflings. What are you thinking alignment wise? It'll be interesting to have a divine caster who can't remember what god they worship.


Good point. Will divine casters not be able to gain their spells without knowing their diety? I'm not sure about the alignment yet. I noticed the faultspawn are typically LE and that the full on Asura parents are actually very anti-gods. If I go that direction, perhaps the "god" would be the head Asura. So an inquisitor against all faiths (flavoured something like the Ur-Priest of yore). Of course that might not play well with a proper cleric in the party. Then again, since we've forgotten everything, the urge to root out and destroy faith may have abated. The character's personality may present a healthy distrust or dislike of divine casters but, seeing as he doesn't remember why there would be such unreasonable thoughts and the fact we gotta stick together to survive, the urge would be set aside.

Or I could go in a whole other direction, lol.

Liberty's Edge

In my original post I wrote

Jelani wrote:

You don't know who you are or where you came from so you don't have to write a backstory, just stats and a personality. Your name should be something you would make up to be called if you suddenly couldn't remember your real name, but still had your basic personality and skills intact. I'm sure I missed something here, so feel free to ask questions.

PS:I realize it might be challenging to write a personality without a history attached to it, but that's part of the fun :P

Lets disregard that. After giving it some more thought I realized that recovering your memories is good character motivation, and that even if the characters don't remember their backstories they should still have one. So go ahead and write a backstory. Set anywhere in Golarion is fine. It doesn't need to be super extensive though.

-------

@ Dark Netwerk - Yeah, you can still get divine spells even if you don't remember your deity. They remember you. I would also allow the whole 'I'm an inquisitor of X concept' thing. You would just pick a domain or inquisition like normal and be an Inquisitor of that instead of a specific deity. Don't worry too much about interparty conflict, the nature of the scenario will offer heavy incentive to cooperate.


Lets see what i get

5d6 ⇒ (3, 5, 6, 1, 4) = 19
5d6 ⇒ (1, 4, 6, 2, 5) = 18
5d6 ⇒ (2, 1, 3, 2, 4) = 12
5d6 ⇒ (2, 1, 4, 1, 4) = 12
5d6 ⇒ (3, 1, 4, 5, 5) = 18
5d6 ⇒ (4, 2, 5, 2, 1) = 14

15, 15, 9, 10, 14, 11. Point buy it is then, unless we are allowed rerolls for stats. I have a Paladin/Monk/Oracle concept that would be sweet

Liberty's Edge

No rerolls. What race are you thinking?


I'm thinking up making a Anti-Paladin/Black-Blooded Oracle. Just one question, would it be possible to be a Pitborn Tiefling rather than the bog-standard one? And are there traits? If so, how many?

Also, stat rolls:

5d6 ⇒ (1, 2, 2, 4, 6) = 15 13
5d6 ⇒ (5, 4, 1, 1, 1) = 12 10
5d6 ⇒ (4, 5, 3, 5, 5) = 22 15
5d6 ⇒ (4, 1, 2, 4, 1) = 12 10
5d6 ⇒ (4, 4, 4, 3, 2) = 17 12
5d6 ⇒ (3, 2, 4, 2, 1) = 12 9

Point buy it is.


So, after doing a lot of thinking, I thought I might go the exotic route, so this will probably require DM approval:

I'd like to play a Suli elemental knight (magus)-monk of the four winds.

5d6 ⇒ (6, 2, 4, 6, 3) = 21
5d6 ⇒ (6, 3, 1, 4, 2) = 16
5d6 ⇒ (6, 1, 6, 2, 2) = 17
5d6 ⇒ (5, 1, 2, 4, 6) = 18
5d6 ⇒ (4, 6, 1, 4, 1) = 16
5d6 ⇒ (2, 4, 2, 5, 4) = 17


I just realized we had another monk submission already... Sorry about that. The concept of this one is so clear in my head right now I'm having difficulty coming up with another idea, so if you prefer to have the other monk character, it might take me awhile to come up with something different.


And lets see what we're working with...
Stats: 5d6 ⇒ (3, 2, 1, 4, 2) = 12 9
5d6 ⇒ (2, 2, 1, 6, 1) = 12 10
5d6 ⇒ (2, 2, 4, 3, 3) = 14 10
5d6 ⇒ (3, 5, 4, 1, 6) = 19 15
5d6 ⇒ (1, 5, 5, 6, 3) = 20 16
5d6 ⇒ (1, 3, 6, 4, 4) = 18 14

25 PB it is.

I'm thinking ranger sorcerer - Skill monkey, device disabler, evoker.

Jungle man, attuned to the woods with an affinity for fire... either an ifrit or a human.


5d6 ⇒ (3, 2, 4, 4, 4) = 17 = 12
5d6 ⇒ (6, 4, 5, 6, 6) = 27 = 18
5d6 ⇒ (4, 3, 1, 4, 1) = 13 = 11
5d6 ⇒ (1, 6, 5, 4, 5) = 21 = 16
5d6 ⇒ (3, 4, 3, 4, 1) = 15 = 11
5d6 ⇒ (3, 4, 4, 6, 3) = 20 = 14

Not bad.

Dwarven Fighter/Barbarian. Straight up tank.


Thinking Aasimar. Going pt buy. Will have build up soon


Zorek- the Pitborn Anti-Paladin/Black-Blooded Oracle- is done and can be found here

Liberty's Edge

Don't have time for a lot of comments at the moment, but

All the Tiefling variants are approved

Two traits, normal trait rules. Ie no two combat traits, two social, whatever. One from two different groups.

I'll comment on everyone a little later today.


Rolling the character of my dreams. Which has yet to be determined.
5d6 ⇒ (3, 4, 3, 1, 6) = 17 13
5d6 ⇒ (1, 3, 5, 5, 5) = 19 15
5d6 ⇒ (5, 3, 3, 5, 6) = 22 16
5d6 ⇒ (5, 6, 1, 2, 5) = 19 16
5d6 ⇒ (4, 3, 3, 4, 3) = 17 11
5d6 ⇒ (6, 6, 1, 6, 5) = 24 18
I'm seeing a savage barbarian druid. A qlippoth-spawn tiefling.
More to come as I think him through.


Alias of Sai Ling.

crunch:
Wolf
Human Savage Barbarian/Druid Gestalt
ST 20 (24) DX 15 CN 16 (20) IN 13 WS 16 CH 9
hps 14 (16) AC 12 Touch 12 FF 10 F +5 (7) R +2 W +5
BAB +1 CMB +6 CMD 18 Init+4 Move 40’
Skills: Stealth+6 Acrobatics+6 Peception +7 Handle Animal +5 Know: Nature +5
Feats: Power Attack, Toughness Traits: Reactionary, Magical Lineage
Nature Bond*
Nature Sense
Wild Empathy
Fast Movement
Rage (7/day)
Spells Memorized: Lvl 1: Faerie Fire, Obscuring Mist Lvl (DC 14) 0: Know Direction, Stabilize, Purify Food and Drink
Alignment: Neutral

*Paw (wolf)
ST 13 DX 15 CN 15 IN 2 WS 12 CH 6
hps 16 AC 14 Touch 12 FF 12 F +5 R +5 W +1
BAB +1 CMB +2 CMD 14 Init +2 Move 50’
Skills: Perception +5 Acrobatics +6
Feats: Toughness
Melee Bite +2 (1d6+1+trip)
Scent


Personality:
Olfwei is a simple soul, driven by his appetites and not given to introspection. He exists in the moment, says only what is perfectly necessary, and remains still and quiet, until he explodes in bestial fury.


My build is just a dip in monk, dont worry


5d6 ⇒ (5, 1, 4, 5, 1) = 165d6 ⇒ (1, 3, 4, 5, 6) = 195d6 ⇒ (2, 4, 3, 1, 6) = 165d6 ⇒ (1, 4, 2, 4, 3) = 145d6 ⇒ (3, 6, 2, 5, 4) = 205d6 ⇒ (4, 6, 5, 1, 5) = 21

14, 15, 12, 11, 15, 16.

I'm thinking a paladin/sorcerer who picks up the obvious moniker of Angel. I will work on the build.

He would be inclined to build a team of survivors. Someone like Maximus in Gladiator.


5d6 ⇒ (1, 4, 1, 4, 3) = 13 11
5d6 ⇒ (2, 1, 1, 1, 3) = 8 6
5d6 ⇒ (1, 1, 3, 1, 4) = 10 8
5d6 ⇒ (4, 5, 2, 2, 1) = 14 11
5d6 ⇒ (3, 1, 1, 3, 2) = 10 8
5d6 ⇒ (2, 1, 5, 6, 3) = 17 14
Wow! A -1 point buy with 5d6 drop two. I'm kind of at a loss at the moment. Obviously, we'll be going point buy.

S14, D14, C11, I7, W17, Ch14

Going with zen archer all the way for one class, taking 2 levels in divine hunter and 3 in sniper rogue before sticking with weapon master fighter for the rest (unless game play suggests different choices along the way).

Vincent Auraeli is a Varisian hunter in service to Erastil, a member of an elite order known as Deadeye's Yeomen, who use archery as a means to bring themselves closer spiritually to Erastil and nature in general. Obviously he'll remember none of this in the beginning, but find himself inexplicably drawn to the first bow he comes across.


Angel is a defender of the weak. His impulse is to organize and protect. He is calm under pressure. His determination will likely be the death of him. Traits still need to be chosen.

ANGEL
Male Human Paladin/Sorcerer (Celestial Bloodline) 1
LG Medium Humanoid (human)
Init +1; Senses ; Perception +
-------------------- 
DEFENSE 
-------------------- 
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +4
-------------------- 
OFFENSE
-------------------- 
Spd 30 ft. 
Melee 
Unarmed Strike -2 (1d3+1/20/x2) 
Ranged
Heavenly fire +2 ranged touch 1d4 vs evil, heal 1d4 vs good, 7 per day
Sorcerer Spells Known (CL 1): 
2 (5/day) Expeditious Retreat, Mage Armor
4 (at will) Acid Splash, Daze, Light, Touch of Fatigue
-------------------- 
STATISTICS
-------------------- 
Str 15, Dex 12, Con 15, Int 11, Wis 14, Cha 18
Base Atk +1; CMB +3; CMD 14 
Feats power attack, skill focus (diplomacy)
Traits 
Skills Diplomacy +11, Heal +6, Use Magic Device +8

Languages Common
SQ
Combat Gear 
-------------------- 
SPECIAL ABILITIES
-------------------- 
Detect Evil: A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Liberty's Edge

Okay, time to sum up submissions so far and offer some comments:

Arazni - Suli Elemental Knight/Monk of the Four Winds (needs alias, stats, background, personality)

Dark Netwerk - Faultspawn fighter (two-weapon warrior)/inquisitor (needs alias, stats, background, personality)

Aroach1188 - Aasimar Paladin/Monk/Oracle (needs alias, stats, background, personality)

Berenzen/Zorek - Pitborn Anti-Paladin/Oracle (needs background, personality)

Kybryn - Ifrit/Human Ranger/Sorcerer (needs alias, stats, background, personality)

Javell DeLeon - Dwarven Fighter/Barbarian (needs alias, stats, background, personality)

Sai Ling/Olfwei - Human Barbarian/Druid (needs background)

Tumbler/Angel - Human Paladin/Sorcerer (needs background, personality)

Nazard/Vincent Auraeli - Human? Zen Archer/Divine hunter (needs alias, stats, personality)

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

Seeing some cool ideas here. Closest to being done currently are Berenzen, Angel and Sai Ling. Remember this is essentially first come first serve, recruitment will only be open until I can find three characters that will work.

@ Berenzen - Can you put a spoiler with your advancement in it? Something like,

1st: Anti-Paladin/Black Blooded Oracle; Class abilities, Feats, Traits, Stat increases, (anything else gained that level)
2nd: etc. etc...

I'd also like to see some background/personality. Show me you can write decently and know how to use spell check and stuff.

@ Sai Ling - Stats look pretty good. Can you add an advancement thing? Can you give me a little more fluff? Expand your background and personality description a bit. Show off your writing skills.

@ Angel - Looks good so far. A little more fluff would be appreciated. Same as the others.


Backstory and personality

:

Angel (Valens) was a Chelaxian foundling left on the doorstep of an order of Hellknights. He showed much potential, being stronger and faster than many of the older boys. His classmates seemed to naturally follow him, and his training masters groomed him for a role as an officer. Valens lived a happy, if severe, life, knowing exactly what was expected of him. He is a born rules follower. So it surprised everyone, especially Valens, on the day that a halo crackled into existence around his head and fire burst from his eyes to strike a spiked devil who was whipping Valens' friend, Cristof. Cristof had fallen from his mount in training one too many times, and certainly deserved punishment, but somehow Valens couldn't accept the severity of the beating the devil delivered.

When the monster turned on him, Valens immediately dropped to his knees, but his contrition was for naught. His order hung him the next day. He stood on the gallows, bravely accepting his fate. He remembered the feeling of falling, and then of being crushed. When he woke to find himself crushed under the press of bodies, he was sure that he was in Hell. But as he climbed out from under the corpses piled on top of him, he realized that he was somehow miraculously alive, still wearing the noose that should have taken his life. Clearly, something had a purpose for him, so he set off to find it.

Without a memory, Angel is a dutiful man who sees it as his purpose to protect the innocent and punish the guilty. He is overly trusting, believing people to be good and worthwhile. He has a dislike for demons and devils, but enough of his Hellknight training remains to allow him to work with those who are more severe in their adherence to the law.

Grand Lodge

Maudril, Aasimar Monk/Oracle/Paladin/Druid (Eventually) Druid levels are for mount

Backstory:

Maudril never knew his parents, and was raised in a monastery. He was one of the rare humans with celestial blood within him, the ones that are usually taken as signs of good things to come, and the monks surely took it that way. He was raised like any other monk, and rapidly grew in his power. Then, he one night received a dream, a vision, straight from Irori himself. He was told of new powers coming to him, but those power came with a cost. When he woke up the next day, he found he had some spells added to his arsenal of tools, but also felt like he was being haunted. He would stop and listen for sounds that did not exist, and could not dig through a bag quickly to save his life. Instead of dropping things, he more or less threw them. But, his understanding of the universe grew, as did his spellcasting abilities. He left the monastery one day to go collect some things from a nearby town, but never returned. Instead, he found himself lying face down on the floor in a strange room.

Maudril is a quiet, reserved individual, but is not one you want to anger, as he is no stranger to fighting. However, he is a very likable person, very wise too. He is a devout follower of Irori, who leads him on the path to enlightenment.

Stats in profile. If you need anything from me let me know.

Here is how I plan to level up this guy

Progression:

1: Oracle/Monk
2: Paladin/Monk
3: Druid/Monk (Druid is to get a decent mount, will take boon companion there)
4-5: Oracle/Paladin
6-20: Paladin/Monk


Zorek, Tiefling Anti-Paladin/Oracle (Curse of Black Blood). Backstory is now written up, and ready for review.


Sorry. I am currently at work. Will have a chance to finish character when I get back.

Liberty's Edge

@ Zorek - I'm really liking what I see, two things though. Next to revelations you list Dance of Blades and then Iron Weapon. Below it I only see the description for Iron Weapon so I'm assuming that's the one you took. Also where are your spells? I'd like to see spells known, DCs, and how many times you can cast them per day.

@ Angel - Also liking what I see. You need traits. You missed the perception bonus at the top of your stats (minor I know). Can you change your alias name to Valens, or remove the 1 from it? For some reason having a numeral in the name bothers me for a character alias ~_~* (also minor, I know)

You two fix those things and you're in. Head over to the discussion thread.

Now for the third character I wanna wait until more of the people who are working on finishing characters are done. I'm basically looking for a Neutrally aligned skills based character at this point (or at a minimum can deal with traps, which there will be plenty of). Ranged combat abilities are a bonus.


Writing fluff right now.
Advancement is still iffy, I haven't mapped it out too carefully, but he'll favor the wild shape in combination with the rage to become a megabrute in melee. Natural spell and druid buffs to make it that much stronger. I'll probably have him fill out some of the Improved Grapple feat tree, since there are a lot of forms that have the grab ability. I may have to alternate barbarian levels with fighter (savage warrior archetype) levels to get the feats I need, but that won't be a bad thing at all.


Ay.
I see you're looking for skills and range.
Not quite Olfwei's specialty, though I could swap a trait to give him disable device (one of those traits does that).
Nevertheless, here is a rough shot at his background.

Background:
The north was his home, the near endless wilderness of forests and mountains, swamps and prairies. His tribe had kept to the old ways, giving thanks to the spirits of the land and the creatures they hunted rather than to any of the great gods the southerners worshipped. How can the gods hear the prayers of so many thousands? the shamans said.
Olfwei listened carefully, and studied the animals they hunted. He learned the strength of the bear and the stealth of the cougar. He grew strong and powerful, and when the spirits recognized his dedication, they began to speak to him. He was not to be another shaman of the tribe, they whispered. He was to go south, among the soft people in their cities, and he would find his destiny there.


Hmmm, the Suli is definitely not skills and range, so I will withdraw the suli and instead suggest a different character here in a moment....


A bit of a rush job.

crunch:

Sai Ling
Fetchling Ninja/Sorcerer Gestalt Chaotic Neutral
STR 11 DEX 18 CON 15 INT 16 WIS 11 CHA 20
AC 14 F +2 R +6 W+2
BAB 0 CMB 0 CMD 14
Languages: Common, undercommon, draconic, ignan
CLASS ABILITIES
Wildblooded.

Sorcerer Bloodline: Umbral (shadow)

Bloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.

Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Sneak Attack+1d6

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Spells Known: Mage Armor, Grease, Mage Hand, Penumbra, Detect Magic, Open/close

Skills: Use Magic Device +9 Bluff +9 Stealth +10 Disable Device +8 Acrobatics +8 Climb +4 Spellcraft +7 Sense Motive +4 Sleight of Hand +8 Perception +4 Escape Artist +8

Feats: Weapon Finesse

RACIAL TRAITS
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.


history and character:

The clan had left the material plane to reside in the plane of shadow a century before, and by the time Sai was born, the shadowstuff had permeated them to the extent that the child was no longer entirely human. Pale and yellow-eyed, Sai was as much a part of the shadow as he was a member of his clan, and though they trained him in their secret arts, they wondered. When he began to show an aptitude for magic as well as the stealth that made the Ling one of the most sought after ninja clan, questions were raised about his parentage.
His mother was branded a traitor and adulterer, and they fled back to the material plane. Sai was still only a boy, but the thieves guild recognized the potential of the magical spy, and trained him further.
When a change of leadership came, it was decided that the boy was too dangerous and too loyal to the assassinated guildmaster, and a contract was put on his life. Fleeing assassins once again, Sai's mother disappeared, saving herself while her son led the enemy on a desperate chase.
At last, Sai escaped them, but found himself alone, with no family, clan or guild....

He is strange to look at, but terribly charming. He gets along easily with others, but is slow to trust. He is torn between the fact that he thrives in the spotlight and his inborn need to stay in the shadows, and tends to act impulsively and take what he wants, trusting his ability to evade any enemy that he may accidentally provoke.

advancement:
Arcane trickster is an obvious choice, probably keeping the ninja as I advance in AT.

Liberty's Edge

@ Sai Ling - I like it, and respect the fact that you put that character out this quickly after realizing Olfwei wasn't gonna cut it. Sai Ling it is.

Sai Ling, Zorek and Angel/Valens you are the party. Please head over to the discussion thread.

Recruitment is hereby closed. Thanks for the interest everyone.


Sai Ling wrote:

A bit of a rush job.

** spoiler omitted **...

Advancement expanded:
Arcane archer gives full spell advancement and full sneak attack advancement, making it either redundant or questionably fair to gestalt with ninja OR sorcerer. I would probably drop both classes at that point and advance as a paladin with the arcane trickster, posing the question: how cool is it to smite and sneak attack at the same time? Feat selection would go something like 3rd shadow strike, 5th 2 weapon fighting, 7th imp. TWF, 9th combat reflexes, 11th combat casting

Ahh, dang. I had just put together an alias. Oh well. Good luck all.

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