The Fracturing of an Empire (Inactive)

Game Master wanderer82

Though in the grasp of the Kesadrian Empire for over twenty years, the lands of Neralus are home to a fiercely independent people. And as the arcanocrats squeeze their grip tighter, more and more bits of rebellion spring up. Could the actions that occur in Whispering Falls be turning of the tide, the catalyst that leads the people to rise up against their arcane masters?

BATTLE MAPS


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Interested....read more after work. Thanks for recruiting!


Apologies but i dont see creation guidelines?

At work so patchy search availability.
Thanks...

Lmao...tiny print. Found it...


Pathfinder Adventure Path, Rulebook Subscriber

First page in a drop down spoiler box.


This sounds neat, let's see what I can get!

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 4) + 6 = 12


Ok. Well, I do hope that your world's dice gods are watching!

stats: 2d6 + 6 ⇒ (5, 2) + 6 = 13
stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stats: 2d6 + 6 ⇒ (4, 2) + 6 = 12
stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
stats: 2d6 + 6 ⇒ (5, 2) + 6 = 13

Drum roll please!......


Hmmm....that is 23 without racials accounted for...probably only 19 after.

I may go with 20, although this challenge intrigues me....pondering....scheming....whistling whimsically...


Still here and still watching. :)


5d6 ⇒ (2, 4, 5, 2, 2) = 15 x 10 = 150, so I guess that I'd take the average of 175.

Pharan Eldeen
Female Elven Warpriest
LG Medium Humanoid (Elf)
Init 2;
Perception +4;
--------------------
DEFENSE
--------------------

AC 17, touch 12, flat-footed 15. (+5 Armor, +2 Dex)
hp 11 (1d10) (+1 favored class)
Fort +2, Ref +2, Will +5
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee
. . Longspear (1d20+3) (x3)
. . DMG: (1d8+2) (Brace, Reach) (P)

. . Bastard Sword (1d20+2) (19-20x2)
. . DMG: (1d10+2) (S)

. . Light Hammer (1d20+2) (x2)
. . DMG: (1d4+2) (B)

Ranged

. . Light Hammer (1d20+2) (x2)
. . DMG: (1d4+2) (B)

--------------------
STATISTICS
--------------------

Base Atk +0; CMB +2; CMD +14

Feats:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Weapon Focus: (Longspear) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Skills:
Heal: 6
Perception: 4
Sense Motive: 6
Survival: 6
Spellcraft: 2 (+2 to identify magic items)

Languages: Common, Elven, Celestial, Abyssal.

Combat Gear
Backpack,
Traveler's outfit,
Scale Mail (+5AC -4ACP +3DEX),
Longspear,
Bastard Sword,
Light Hammer.

Backpack:
Bedroll,
Flint & Steel,
Candle,
Whet stone,
Chalk,
50ft rope,
70gp

--------------------
Racial Traits
--------------------

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Weapon Familiarity: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

--------------------------
Traits
--------------------------

Blessed Touch: You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others.

Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Called: Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness.

Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Auspicious Blessing: At some point in your life, you experienced a moment of religious significance from of one of the realm's deities. Their touch has left a mantle upon you, granting a +1 trait bonus to Will saves. In addition, select one 0th level divine spell. You may cast this as a spell-like ability once per day.

-------------------------------
Special Abilities
-------------------------------

Spell Casting (Divine):

A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura:
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings:
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Fire Blessing: Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.

Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute.

War Blessing: War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Sacred Weapon:
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

I'll whip up some fluff here in a minute.


Hello again.

This is Dorian's submission, although I am just starting it, but you will have an idea..

I went with the rolls.


Show me the money!

wealth: 4d6 ⇒ (5, 6, 2, 3) = 16× 10 gp

...no whammies...no whammies..


Awakening:

Bright was the sun as Pharan ran through the woods, the brush of branches against her skin causing the elven girl to smile. It had been a clear morning, the kind perfect for these little jaunts away from the stifling quiet of the Abbey. She grinned as she thought back to her escape, Sister Eldeen wouldn't ever guess that she had snuck through the priveys vent! She would have the whole afternoon to herself!

The calls of songbirds filled the air and the little girl raised her voice to meet them in jubilation. She could see the lake up ahead and she began sprinting to reach it ever faster. As she rounded the last bend in the wood she noticed a small fishing boat pulled up on shore. Pharan was about to call out to them, but something prevented the words from coming out. Only a moment later and she was glad it had, for alongside the couple standing on the beach next to their boat, was a patrol from the Kesadrian Empire. Sister Eldeen had taught Pharan to always allow for the hidden good in people. And while it was true that the girl had met Imperial soldiers who were nice, by and large they were a mean and inconsiderate lot.

Pharan slowed to a stop and quickly ducked among some low bushes to spy on the exchange. It looked like maybe the fishing couple were selling some of their catch to the Kesadrians? But wait, no, there was no copper exchanging hands, only goods. Moreover the exchange was one way.

The girl hiding in the bushes watched with quiet anger as the Imperials laughed and threw one of the fish at the couple cowering before them. Words were exchanged, with the soldiers voices growing louder by the moment. Now they were outright yelling at the fisherman and his wife. The poor local raised his hands placatingly to their aggressors but to no avail. The yelling got louder as one of the armored men pointed at the fishermans wife.

But now the fisherman was yelling back, he stepped between the men and his partner as his open hands balled into fists. At first it looked like the soldiers would kill him, but at the last second one of the Imperials hands lit up with arcane fire. Pharans breath caught in her throat as the flames licked at the soldiers hand, but did not consume it. With a yell the Kesadrian hurled the fire at the fishing couples boat, and within seconds the small vessel was engulfed in flame. The angry yelling dissolved into harsh laughter and tears. Pharan didn't have any trouble discerning which was from whom.

All sense of fun at the afternoons prospects abandoned Pharan as she slowly climbed out from under the bush and made her way back to the Abbey. Though the sun still shown, somehow the day seemed a little bit darker.

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

That night Pharans dreams were troubling. The small elf tossed and turned under her sheets as visions of the days event kept passing before her minds eye. The scene was much like before, but now everything was wreathed in a bright golden flame. Pharan was forced to watch as the soldiers once again taunted the local fishers, but this time before they could destroy the boat, an armored figure approached. Clad in shinning steel it carried a hand and a half sword easily at it's side. Pharan was transfixed as this warrior, engulfed in the golden fire, pointed at the men from Kesadrian. They drew their own weapons, but the armored figure was among them in an instant, slashing and spinning and removing the foul stain from the land.

The vision changed then, with Pharan whisked into the air. With a birds eye view she saw those golden flames burning brightly on the lakeside. She saw them spread outwards and engulf Whispering Falls. She saw the armored warrior step confidently, resolutely, on her path towards the Kesadrian Empire. And she saw the people rally, become restored and made whole by the flames of gold.

The vision faded as Pharan awoke with a start! Pain, she felt such excruciating pain in her stomach! Like a thousand fires burning on the surface of her belly. Ripping her nightclothes up and over her stomach her eyes went wide as she saw her birthmark, strangely reminiscent of a feather, it was illuminated! Bright golden energy flowed from the mark as the pain dulled to a warm glow. Sweating Pharan thought she heard something, not quite a voice but something quieter, deeper.

It never said any words, but all the same Pharan knew what was spoken. It was a calling, an awakening.

She spent the rest of the night in prayer to Avas, and the rest of her childhood in training...

Okay, hope that works for a little glimpse into Pharan Eldeen. I'll put a little snippet in her profile as well!


Dorian 'Grey' wrote:

Hmmm....that is 23 without racials accounted for...probably only 19 after.

I may go with 20, although this challenge intrigues me....pondering....scheming....whistling whimsically...

Try starting with 7 points.


Applications:

Martial
Zayne Iwatani - Aeolian, Awesome horse (Cause let's face it, the horse is doing all the work)
Reg Tyrsman – Varak Ragnarsson, Half-Elf Ranger
Miteke – Blooded Rose, Human Brawler
GM Spiderbeard – Ashe Stormwarden, Human Swashbuckler
YanJieming - Lem Ingram
GM SpiderBeard - Ashe Stormwarden, Swashbuckler

Skilled
EmissaryOfTheNorth – Daarius Renaez, Human Rogue (knifefighter)
Andostre – Morsun Morsun, Dwarf Rogue
BC4Realz – Bicar Anbesi, Elf Alchemist Withdrew
Cuan – Leander Palavin, Rogue (sharper)
Dorian 'Grey' - Merlin Brokencrown, Rogue (totally not whimsical)

Arcane
Tangaroa – Zillombrel, Gnome Umbral Sorcerer Withdrew
Thron - Hollie Skyborn, Summoner
Gavmania - Blake Hunter, Magus (Bladebound)
Hymenoppteryx - Lirandra, Witch
Dragoncat - Tassira Vantyev, Sorcerer (Fey-Blooded)
Acorn - Gaius Synphus Morcada, Magus
drogeney - Jeanne, Sorcerer

Divine
Yokaiboy - Lisa Meadows, Paladin
Reg Tyrsman - Tevan, Cleric
Chewbaccawakka - Pharan Eldeen, warpriest

Nature
thegreenteagamer – Froki Moreland, Halfling Oracle of Nature
Cam James – Joseph the Shepherd, Halfling Hunter
DarthRancor – Claire Gladoak, Human Druid
SyrioForel – Abimbola, Human Shaman (waves)

Expressed Interest & Base Concept
Oyzar – Monk
Mishima – Arcane Caster
Ellion Hesoni – Alchemist/Investigator
Sam C – Bard/Skald
Orth Maul – Summoner


Thanks for the list Zayne. (although you misspelt Hymenopteryx)

:0

Silver Crusade

Another change...

Reg Tyrsman – Varak Ragnarsson, Half-Elf Ranger

:)


I have corrected the channeling information.


Seeing as the deadline for submission was yesterday, I wish everyone that has submitted characters the best of luck.


Alright, if anyone has posted interest, I will accept your completed applications through tonight. I want to thank everyone who has applied, there are a ton of really exciting characters. As I review all the applicants, I will send messages to people if I notice anything is amiss and needs to be adjusted. I will be working to assemble what I hope will be a compatible role playing team, based on a review of your applications, as well as your posting history (both frequency and quality of content).

Let the fun commence!


Good luck everyone!


Pathfinder Adventure Path, Rulebook Subscriber

Yes, good luck all, some stiff competition for this one.


I am running a weekly pfs game after work so i will endeavor to put the cherry on top tomorrow after work.

Funny and thanks Zayne...lol.


Pathfinder Lost Omens, Rulebook Subscriber

Good luck to all! I'm really excited but scared at all the great characters people have put up.


It sounds like a fun world to take part in, good luck to all who submitted a char!


He will be an apprentice blacksmith that has been constricted into the army the last year.

And i apologize for the late entry. I only just seen your thread.
I hope not to mess up your process...

(Tindertwig & Dirtbag was fun...lol)


Fingers crossed!


Good luck to all.


Running full speed into the smithy; fresh back from his duties, Merlin yells, Here! I am here!


You are all making it very difficult to finalize the group. I have sent Private Messages to the first few characters I have selected, but welcome empassioned arguments to help sway the final choices.

Grand Lodge

What could be a better argument than "I am a scholar, a playboy, a thief and a hero"?


Deep down during his conscription, Merlin felt something begin to stir from within. At first, he just thought finally!, but his voice hadn't changed and his chest stayed bare. No, this was something.....bigger.
Now, two years later, Merlin still hasn't quite figured what his luck was meant for--if even it is with purpose--but he has finally got some faint shadowing on his chin...


Consider me and Froki dropped.

I heartfully recommend Darius. His player is in my Fallout game. He quite frequently posts, and really gets into his characters.


My pitch for me as a player I can offer consistent posts, a dedication to character, and a goal to make sure the whole group has fun. I run several games of my own, and have done so consistently for over two years now. So I'm not gonna vanish on you.

I made Ashe as the kind of character I'd want in a group I ran. I love the trope of a fanatic forced to reconcile their absolute ideas about the world. She can go in several directions, and so has a kind of built-in character arc where I imagine her becoming someone who is heroic, rather than simply revolutionary.

She has to grow up and learn, and is patient enough to set aside her immediate goals to work with a group, even if everyone else is Kesadrian. As well, she's fun and serious at the same time, which is what I like tonally. There's both gravitas and lightheartedness, depending on the context.

Also, if the class is a barrier, she'd work excellently as an inquisitor of Esha or Gilden, or even as a rogue.


Congratulations to those selected. I hope everyone has a fun game. Will continue to watch for a PM in case I sneak in as one of the late picks.


I would like to thank you all for your applications for this game. I have spent far longer than anticipated reviewing and considering each candidate, which is a result of the high quality of the proposals that have been submitted. That said, in order to give the best experience to those I select, I have elected to only run one game rather than two as has been requested by several people. I have send private messages to all those characters who have been selected. You have 72 hours to post in the discussion thread. After that point I will send private messages to other players until I have a full group.

Once again I would like to thank you all for your excellent applications, and wish you all the best in your gaming endeavors.


Have fun, you guys. :)


Pathfinder Lost Omens, Rulebook Subscriber

Congrats to all the people accepted! I'm sad I wasn't but such is life. Have fun all and I'll be around if I'm needed.


Thank you for the consideration.
Have a great game all.


It seems a cool game, I hope those selected have fun!

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