The Eye of Eons (Inactive)

Game Master Chyrone

The tradeport city of Kharum is Varisia's center of commerce.
From the shadows events are set in motion which, unless intervened, will mean the end of Kharum and much more.

Eons loot sheet


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Cyanne, how's yours coming along?


It sounds like you have another oracle in contention, and I got a surprise invitation to a Kingmaker game. I'm going to withdraw Cyanne from consideration here, but thanks for letting me apply!


Ah! Ah! Ah!


So I've been catching up on the gameplay thread and I think I need to make thomas a girl to continue the tradition of the harem comedy that Grint started this game with. I'll do that and repost her background and a suitable name.

(Seriously this is great. I just died laughing at Lyssa/Grint and the agent's portal).

The crunch will be 99% the same, merely a change of gender/name. I'm keeping Knots though, Knots is way too cool.


Sivar Soulscar wrote:

Ah! Ah! Ah!

I don't think Count von Count is related to this....?

Ash, the players wanted a paladin, pop over to discussion.
To the others, thank you for the interest, maybe we'll see each other in another game. Sivar will anyhow ;)


Ok.


Good day people.

My team's in need of a new member, as one disappeared from the radar.

Creation guidelines:

-20pt buy
-2 traits, no drawbacks.
-Average class start wealth
-Classes: Core and Base, with exception from Gunslinger, ninja, samurai and summoner. I'd prefer the archetypes from those books, if any you take.
-Races: Core.
-Alignment: Good and neutrals. Non-chaotic.
-Hp max on lvl 1. On gain, half +1.
-No min maxing, 1 stat allowed at 8, prior to racial adjustment.

No 3rd party content.
Your character can choose 1 of the following bonus feats:
*Haggler: When selling weapons or armor in Kharum, get 110% of its selling value.
*Blend with the crowd: When in a "busy" crowd, you get a +2 to stealth for hiding amongst the masses.
*Native to Varisia: You get a +2 to Kn. Local in Varisian settlements.

The budget is 10k, and your PC enters game lvl 7.
But....in the Darklands.....in a duergar controlled quarry, until the team comes messing up their operations.
The reason you're there, we can work out afterwards.

The plot so far:
The team has encountered small groups of cultists in a few locations, cultists to the Outer Gods. Those were of course just pockets of the larger scheme.
It is the goal of the team to put a stop to their plan to bring about the end of the world.

We are lacking an arcane caster.

I'll keep recruitment open until November 28th.


.

The Exchange

What sources are you allowing for feats, spells and traits?


No particular books, just no 3rd party.

The game started with Core and Base classes, Core & APG.

The Exchange

I will try stick within Core and APG for everything then. Likely witch.


Great.


Figured I'd give my go at a Sorc. For the free feat I'll choose haggler.

I would guess that Zim got "accidently" sent here by his brother. A wizard of some renown, who plays tricks on him quite a bit. Although, Zim has no way to easily travel, which would/will cause him some problems...

Let me know if this works or needs modified a bit!

Zim Moonlance:

Zim Moonlance
Male human sorcerer 7
N Medium humanoid (human)
Init +7; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 deflection, +1 Dex)
hp 51 (7d6+21)
Fort +4, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +3 (1d4-2/19-20)
Ranged mwk light crossbow +5 (1d8/19-20)
Sorcerer Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—dispel magic, fireball (DC 18), fly
. . 2nd (7/day)—glitterdust (DC 17), invisibility, resist energy, scorching ray
. . 1st (8/day)—burning hands (DC 16), charm person (DC 16), color spray (DC 16), identify, mage armor, magic missile
. . 0 (at will)—arcane mark, daze (DC 15), detect magic, drench[UM] (DC 15), light, ray of frost, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Improved Initiative, Maximize Spell, Toughness
Traits magical lineage, reactionary
Skills Bluff +9, Fly +6, Intimidate +11, Knowledge (arcana) +8, Perception +7, Spellcraft +11, Use Magic Device +12
Languages Common, Elven
SQ arcane bond (ring), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (2/day)
Combat Gear potion of fly, potion of invisibility, potion of mage armor (2); Other Gear masterwork silver dagger, mwk light crossbow, - arcane bond ring -, bracers of armor +1, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, flask, flint and steel, ink, masterwork backpack[APG], mess kit[UE], paper (10), pot, soap, spellbook, compact[ARG], torch (10), trail rations (5), waterskin, light horse (combat trained), 3,964 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Adept (2/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.

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

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Hello, thanks for the interest :D

I'll give the team the heads up they have 2 PC to choose from.

JMG021283:

Why would your brother send you down here?

Most likely i could think of, is he sent you there, not by accident.
One of the former PCs was a fortune teller, and could have informed him her friends were in need of reliable help.

Everyone has some connection to the plot, after all.

Would this work for you?

Just a Mort:

Do you have an idea how your witch would connect to the plot?

The Exchange

GM:
Not sure, I'm still reading through gameplay.


GM Chyro wrote:

Hello, thanks for the interest :D

I'll give the team the heads up they have 2 PC to choose from.

** spoiler omitted **

** spoiler omitted **

I think that would work well, actually.

GM:

My thought originally was that Zim's brother is kind of a "Do-good" mage, who wants Zim to follow in his footsteps. Zim would rather spend his time in his shop creating items and doing some other things around town. Not unknown to do a good deed or two, but he would rather be studying something ancient or weird. Knowing Zim detests transportation/teleportation spells(Unless it's his only option, or the quickest), his brother sends him into dangerous areas to help out and learn what it is to be a hero. Upon arrival Zim has no idea how he arrived at his location or what exactly he must do. This angers him quite a bit, so he tends to be a little bitter on his "adventures". His brother tells him, "Hero knows not when he/she will be called, but they will know their path when they are there." Zim has caught on to this fact, but it wont stop him from cursing his brother name every time.


Our presumed lost player had been gone due to circumstances beyond his control, and has returned.

JMG021283 & Just a Mort, thank you for the interest, but with his return we're picking up again.


Np, always better to work with those you started with! G/L and hopefully catch you around.

The Exchange

Np, thx for letting us know =)

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