The Harrowing: Web of the Spider Princess

Game Master Eltacolibre


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Sovereign Court

An adventure taking place in Golarion with epic heroes, maybe you have conquered liches, fought dragons and the likes. But nothing could quite prepare you for the Harrowing.

The Harrowing (by Monte Cook) not to be confused with the harrowing module. It is a decent length and fun high level adventure. No plans to go beyond the module unless players express interest to continue.

The premise:
You came to Kyonin, invited by the Queen of the Elf, to thank you for your recent heroic acts in taking down a powerful Drow Lich, Kyorlnin.

character creation:
-Level 15
-Hp: max at 1st level, rolled or take average after 1st.[choose one]
-Standard WBL (240 000 gp): can't spend more than half of your wealth on a single item.
-Non-Evil [this is a heroic story.]
-2 traits
-Background skills [Unchained]
-Dynamic Magic Item Creation [Unchained]
-Variant Multiclassing [Unchained], regular multiclassing available
-Combat tricks and the feat combat stamina [Unchained]
-Skills Unlock [Unchained]
-Wild Magic [Unchained]
-Path of War [DSP]
-Psionics [DSP]

So you are a high level badass...tell me about it[personality, background, appearance]. You can be a little outrageous in your claims but stay within reasonable limit of your actual power.

I will be looking for four players, you can be from anywhere in Golarion.

Silver Crusade

Dot. Totally making an alchemist. Not sure if Hyde or strangelob type... or a mixture... possibly a mixture.

Whats our stat generation method?

Silver Crusade

Pt. buy for stats?

Sovereign Court

damn forgot to wrote it down, 20 point buy.

Silver Crusade

GM, are you OK with my alchemist having crafted his own potions? Since I get the feat for free and everything.

Sovereign Court

Yeah okay with it.


dot been dying to try a harbinger.


ooh, very interesting.

Silver Crusade

I've got a great idea for my character, he would have travelled as solo hero for awhile after killing his shaman "teacher".

Proud, strong, and surprisingly kindhearted.

Here's a good rough estimate for my character stat wise, GM, how are you going to handle classes that can learn spells from other people? (Wizard, alchemist, arcanist) just the spells per level? Or what? The potion section is still a mess ATM but I remember I need the answer to this before I finish cleaning it up.

Variel Elric rough draft:

Half orc alchemist (mind chemist/beastmorph) alt racial- sacred Tatoo, shamans apprentance

Ability scores after racials and level bonuses stats in ( ) are after other modifiers
Str 18 (22)
Dex 14 (18)
Con 12 (16)
Int 20 (24)
Wis 12 (16)
Cha 07

traits: fates favored, accelerated drinker

Feats-
1- throw anything, die hard, Iron will
3- additional discovery
5- Power attack
7- additional discovery
9- additional discovery
11- additional discovery
13- additional discovery
15- undecided
Discoveries
2- mutagen
3- feral mutagen
4- spontaneous healing
6- wings
7- breath weapon bomb
8- fast bombs
9- blinding bomb
10- enhance potion
11- force bombs
12- greater mutagen
14- extend potion

Vitals:
HP: 152 AC:23/28 (33/38) T:16 (20)FF:19 (25/30)
saves: (assuming Orchid drop is up)
Fort: +21
Ref: +23
Will: +20

Offense:
Bomb(22/day): +18
Damage: 8d6+8

Bite: +25/+22
Damage: 1d8+17/26

Claw: +25/+22
Damage: 1d6+12/20

Gear:
Magic gear (210k)
Amulet of mighty fists (+3) 36000g
Belt of physical perfection +4 64000g
headband mental prowess +4 (Int/Wis) 40000g
Cloak of resistance +5 25000g
Vest of stable muttation
+3 chain shirt 9000g
Ring of protection +2 8000g
Ring of sustenance 2500g
Boots of speed 11000g
Hibyrdization vial
Bag of holding III -7500

potions: (first time I have created my own potions, if I read correctly I only pay half the base cost of the Potion, but can set it at my caster level for no extra charge )
Potion of barkskin (+5) x2 1200g
Potion of enlarge person x2 100g
Potion of undetectable alignment x2 300g
Potion of cure serious wounds x20 7500g
Potion of Fly x2 1500g
Potion of invisibility x4 2400g
Potion of see invisibility x2 300g
Potion of water breathing x2 750g
Potion of Shield x4 100g
Potion of invisibility alarm x6 150g
Potion of detect secret doors x6 150g
Potion of endure elements x2 50g
Potion of heightened awareness x6 150g
Potion of keen senses x4 100g
Potion of detect thoughts x2 300g
Potion of enshroud thoughts x2 300g
Potion of blur x2 300g
Potion of greater magic fang x1 750g
Potion of delay disease x2 300g
Potion of lesser restoration x6 900g
Potion of amplify elixer x4 3000g
Potion of magical sight x2 750g
Potion of endure elements communal x2 750g
Potion of haste x2 750g
Potion of non detection x2 750g
Potion of remove curse x2 750g
Potion of Tongues x2 750g
Potion of ant hual x3 150g
Potion of magic fangx 2 50g
to be decided.

Extracts:
1st Level 7/day

2nd level 7/day
alchemic allocation
Barkskin
Blur
Enshroud thought

3rd level 6/day
amplify elixir
Haste
Orchids drop
Cure serious wounds

4th level 5/day
Greater invisibility
Universal formula
Monstrous physique II

5th level 4/day
Delayed consumption
Spell resistance
Monstrous physique III


That's not how crafting potions work.

There's a formula for it, like CL x spell level x 50 gp.
You use that formula for whatever spell and CL you want, and then cut that price in half to craft.

Dark Archive

Nebten Shadow, halfling rogue.

Nebten can fill in not only for the rogue, front line but also the Face as well. He is pretty much a remake a Living Grayhawk character of mine of the same level that I haven't played in 7 years. I haven't spent all my money yet, because the rest will be fine tuning and expendables. It would be good to see what the party dynamic is so that I spend accordingly. I also reserve the right to adjust this character if selected before the game start. Thank you.

Nebten's Tale:

The first thing one would notice about Nebten is that he is rather tall for a halfling. His frame has stretched out his weight, so he could easily mistaken for a short elf. He wears his hair long, straight and oiled black. His green eyes peek through the strands and they flop about in his face. Outside of his battle gear, Nebten takes to favoring clothes in blue and purple hues with accents of red. He has never been one to shy away from a good conversation or tell a joke at somebody else's expense.

Throughout Nebten's adventures, he has touched many lives for better and for worse. He was able to infiltrate a Cloud Giant floating castle planning an assault on Five Kings Mountain. Sadly in doing so, the castle crash landed on to a dwarven town. The crash killed and injured hundreds of dwarves, leading to Nebten's banishment to the nearby Razmiran.

Too long Nebten stayed within the shadows of Razmir, working with the Midnight Ravens, a thief's guild and revolutionary sect in hope to restore sanity to an insane land. After nearly being caught after infiltrating one of Razmir's temples, Nebten fled to Varisia where a man of his talents would be welcomed.

While in Varisia, the adventuring group Nebten was apart of investigating the Stony Mountians were captured by a clan of Stone Giants. Nebten and his companions were held on trial on behalf of all of the "Tiv," mankind. They were to defend the right to exist as a culture instead of a nuseance to be irradiacated or to be viewed as food to be eaten. In the end, Nebten was able to prove that "Tiv" should live and provided no threat to the Lords of Stone.

Nebten spent the end of his advenuring career near Brevoy and the River Kingdoms. Nebten was able to stop an all out war between the humans and the fey by discovering that the queen of the Fae were kidnapped by the unseelie Red Cap King. Upon her return, war was averted and peace restored between the two sides.

Having severed in the interests of Bravoy over the years, Nebten Shadow has been named an Honored Lord by King Noleski Surtova. Nebten was granted a small parcel of land near the Brevoy/River Kingdom border. With the title, so comes the responsiblity of building a castle, hiring retainers and starting a family to carry out his name for the years to come.

But every once in awhile, Nebten will strap on his blades, pack up his pony and see what lives he can help throghout the Inner Sea. Last he heard, there was some troubles down south near Kyonin.

Nebten's Sheet:

Nebten Shadow
Male halfling rogue (vexing dodger) 15
CG Small humanoid (halfling)
Init +7; Senses darkvision 120 ft.; Perception +20
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 25 (+8 armor, +2 deflection, +6 Dex, +1 dodge, +4 shield, +1 size)
hp 153 (15d8+75)
Fort +14, Ref +21 (+1 bonus vs. trample attacks), Will +11; +2 vs. fear
Defensive Abilities evasion, underfoot; Resist underfoot
--------------------
Offense
--------------------
Speed 20 ft.
Melee sword of subtlety +20/+15/+10 (1d4/19-20) or
. . sword of subtlety +20/+15/+10 (1d4/19-20)
Special Attacks sneak attack +8d6 +2 Str damage
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 18, Int 12, Wis 10, Cha 16
Base Atk +11; CMB +17 (+19 dirty trick); CMD 29 (31 vs. dirty trick)
Feats Agile Maneuvers, Dodge, Greater Two-weapon Fighting, Improved Dirty Trick, Improved Two-weapon Fighting, Mobility, Two-weapon Fighting, Underfoot[APG], Weapon Finesse
Traits blade of the society, indomitable faith
Skills Acrobatics +27 (+32 vs. creatures at least 1 size category larger, +31 to move past opponents without provoking attacks of opportunity, as long as they're larger than you, +23 to jump), Bluff +21, Climb +19 (+24 vs. creatures at least 1 size category larger), Diplomacy +21, Disable Device +27, Escape Artist +25 (+30 vs. creatures at least 1 size category larger), Perception +20, Stealth +29, Survival +0 (+4 competence to track while underground), Use Magic Device +21; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling
SQ distracting climber, limb climber, rogue talents (charmer, crippling strike, entanglement of blades, hard minded, offensive defense, wall scramble), underfoot agility, underfoot trickster
Combat Gear wand of greater invisibility (50 charges), wand of reduce person (50 charges); Other Gear +4 mithral chain shirt, +2 animated mithral heavy steel shield, sword of subtlety, sword of subtlety, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +5, darklands goggles, ring of protection +2, masterwork thieves' tools, 44,160 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blade of the Society You gain a +1 trait bonus to damage rolls from sneak attacks.
Boots of speed (10 rounds/day) Affected by haste
Charmer (4/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Darklands goggles +4 on Survival checks made to track while underground.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Distracting Climber (+8, DC 18) (Ex) Gain +8 to dirty trick vs. climbed on foe and nauseate 1 rd if sickened (Fort neg).
Entanglement of Blades (Ex) Sneak attack prevents the foe from taking 5' steps until the beginning of your next turn.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Hard Minded (Ex) A rogue with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect's level, and if she su
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Limb Climber (Ex) You can climb up creatures at least 1 size category larger than you.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Underfoot +4 Acrobatics to move past opponents withou AoO if they are larger than you. +2 to Mobility if the opponent is larger than you.
Underfoot Agility (Ex) Gain morale bonus on acrobatics, climb, and escape artist checks vs. larger foe.
Underfoot Trickster (Ex) As a swift action, lose sneak att dam to attempt dirty trick. Can move through space of foe 2 cat larger.
Wall Scramble (Ex) Roll twice for Climb checks (take high).
--------------------

Silver Crusade

Derp, reading comprehension fail. I thought it said the base price was = to minimum caster Level. Thats still fine. Doesn't change a whole lot. Thanks for the info.

Sovereign Court

@Nebten: Looking good.
@Rorek55: For people who can learn spells from scrolls, they buy the price for the scroll and scribing cost. As shown in the spell level and writing cost table. If they want additional spells beside the ones they get for leveling.

Silver Crusade

Cool.


I think I'm going to go with psion. Are the psionic races available?

Sovereign Court

Yes they are. With most fluff as detailed in the psionics book.

Silver Crusade

Here is a ightly revised version that is much more complete. And a small background.

revivised alchemist:
Half orc alchemist (mind chemist/beastmorph) alt racial- sacred Tatoo, shamans apprentance
Ability scores after racials and level bonuses stats in ( ) are after other modifiers
Str 18 (22)
Dex 14 (18)
Con 12 (16)
Int 19 (23)
Wis 12 (16)
Cha 08

traits: fates favored, accelerated drinker

Feats-
1- throw anything, die hard, Iron will
3- additional discovery
5- Power attack
7- additional discovery
9- additional discovery
11- additional discovery
13- additional discovery
15- leadership

Discoveries
2- mutagen
3- feral mutagen
4- spontaneous healing
6- wings
7- breath weapon bomb
8- fast bombs
9- blinding bomb
10- enhance potion
11- force bombs
12- greater mutagen
14- extend potion

Vitals:
HP: 145 AC:22/28 (32/38) T:15 (20)FF:18 (24/30) (7 armor, 4 dex, 1 deflection)
saves: (assuming Orchid drop is up)
Fort: +21
Ref: +23
Will: +20

Offense:
Bomb(22/day): +18 Vs touch
Damage: 8d6+8

Bite: +25/+22
Damage: 1d8+17/26

Claw: +25/+22
Damage: 1d6+12/20

Gear:
Magic gear (205k)
Amulet of mighty fists (+3) 36000g
Belt of physical perfection +4 64000g
headband mental prowess +4 (Int/Wis) 40000g
Cloak of resistance +5 25000g
Vest of stable muttation 20000g
+3 chain shirt 9000g
Ring of protection +1 2000g
Ring of sustenance 2500g
Hibyrdization vial
Bag of holding III -7500

potions:
(first time I have created my own potions, if I read correctly I only pay half the base cost of the Potion, but can set it at my caster level for no extra charge )
Potion of barkskin (+5) x2 1200g
Potion of enlarge person x2 100g
Potion of undetectable alignment x2 300g
Potion of cure serious wounds x10 3250g
Potion of Fly x2 1500g
Potion of invisibility x2 1200g
Potion of see invisibility x2 300g
Potion of water breathing x2 1200g
Potion of Shield x2 50g
Potion of invisibility alarm x2 50g
Potion of detect secret doors x2 50g
Potion of endure elements x4 100g
Potion of heightened awareness x2 50g
Potion of keen senses x4 100g
Potion of detect thoughts x2 1200g
Potion of enshroud thoughts x2 1200g
Potion of blur x2 1200g
Potion of greater magic fang x2 2250g
Potion of delay disease x2 300g
Potion of lesser restoration x6 900g
Potion of amplify elixer x4 3000g
Potion of magical sight x2 750g
Potion of endure elements communal x2 750g
Potion of Haste x1 -750g
Potion of non detection x2 750g
Potion of remove curse x2 2250g
Potion of remove disease x2-2250g
Potion of Tongues x2 750g
Potion of ant hual x3 150g
Potion of magic fangx 2 50g
Potion of stoneskin x2 1250g
Potion of thorn skin x2 750
(Still a Work in progress )
Total cost as of right now: 25k

Skills: 4+int/level (10/level)

Perception- 15
Craft alchemy- 10
Know. Arcana-5
Know. nature-8
Know. Religion-8
Know. Geography -8
Know. planes -8
know. Engineering -5
Know. Local-8
Know. Dungeoneering-8
Know. History-8
Spellcraft- 10
Sleight of hand-10
Survival-7
Linguistics-15
Acrobatics-13
Fly-10
Swim-5
Sense motive-14
Ride -5
Diplomacy-10

Extracts:
1st Level 7/day
Long arm
Ant haul
Heightened awareness
Keen senses
Cure light wounds
Enlarge person
Magic fang
Detect secret doors
Endure elements
Alchemist bomb admixture

2nd level 7/day
alchemic allocation
Barkskin
Blur
Enshroud thought

3rd level 7/day
amplify elixir
Haste
Orchids drop
Cure serious wounds
Greater magic fang
Magical sight
Fly
Remove curse
Remove disease
Water breathing Fly
Thorn skin

4th level 5/day
Greater invisibility
Universal formula
Monstrous physique II
Caustic blood
Stoneskin

5th level 4/day
Delayed consumption
Spell resistance
Monstrous physique III
Planar adaptation

Scrolls read (scribe cost 950g) (total: 5000g)
Delay disease -150g
Remove Curse- 375g
Nondetection-150g
Blur-150g
Lesser restoration -25g
Fly- 375g
Tongues- 150
Nondetection- 150g
Resist energy - 150g
water breathing- 375g
Detect thoughts- 150g
Magical sight- 375g
Tongues- 375g
Greater magical fang- 375g
Caustic blood -700g
Stoneskin- 700g
Planar adaptation-700g

background and personality (rough outline ):

Backstory
Variel was born to an ork tribe, his purpose was decided by his father, to one day lead the tribe if he proved worthy, and so had him apprenticed to the tribes shaman at the age of 5. The shaman treated Variel, who at the time was named Ausk, brutally, his training composed of extreme physical labour comprised of moving rocks, climbing, or any menial tasks that needed to be done. After the physical training was complete, the mental training began. Or, at least of sorts. Whenever he attempted to argue, or did something less than perfect, the shaman would beat him mercilessly. Variel began to study the "alchemy" of the tribe, which consisted of little more than low potions and water, but Variel was smart, he would come to experiment on his own, in what little time he had, and one day created his first mixture, it was a mixture that boosted his strength to levels surpassing almost any in the tribe. He kept it hidden and secret, not wanting the shaman he hated to have it. Variel, or Ausk, was special. He was a half blood, but he was half an elf, and in him flowed blood of the goodly folk, and his spirit had never broken. When, to prove his worth he had to butcher human children his tribe had captured, he knew he could not. He could not bring himself to do it, even if the mother had not begged or pleaded. The shaman began to beat him when he did not move, but Variel still stood stoiclly, un harmed from the abuse. Suddenly the shaman went to kill the children himself, and Variel moved. An instinct he never knew he had took control, he drank his mixture, one he had worked on, and improved, and in an instant ripped the shaman in twain. After several moments of silence, the other orks attacked Variel, and he beat them down as they came, but as more flooded around him, he began to fail, when from the mountain cliff rained down a hail of arrows, breaking the tide and allowing Variel to regain his momentum. As the arrows poured on the orks finally recovered, and began to widely shoot back, so wild were their volleys that they didn't notice the return fire had stopped until 3 elven warriors charged from the brush into them. With the appearance of the elves, most of the attention turned from Variel, and he was able to get the 5 children to safety, however, he had been unable to protect their mothers. He waded back into the battle, his alchemiclly enhanced fangs and claws tearing into the orks before he finally stood against the orks cheif, he watched his father do battle with one who seemed to be the elf leader, and he watched his father gain the upper hand, and he watched as the killing blow was aimed. The blow never landed, claw and fang ravaged the ork chieftain before his axe fell, and as he fell the remaining orks fled into the mountains and hills. Variel, tired, and bleeding, blacked out over The dead body of his father, and when an elf blade was aimed for his back it was stopped by the one he had saved.
He woke later on his back to find he was in an elven long house . By the wall a cauldron bubbled, with a stone shelf holding an array of mixtures, item, and potions. Then an elf walked in and greeted Variel in his common tongue. Next to him stood a elf woman, who glared at Variel
For a long time before running off. The other elf explained. He said she was his sister, or half sister, that she had been born of his mother. He also explained why variel was here. He had agreed to take variel in, after all, he was his half -son. And so the elf taught Variel the ways of alchemy. He spoke of how it had been Variels mother that had taught him, and that it must have ran in the family. Soon, after a couple years, Variel had garnered the acceptance, and even love, of the small tribe of elves and had even surpassed his step-father in the art of alchemy. It was then he decided to leave, to see the world and learn it's mysteries. He vowed one day to return after he had learned all he could of alchemy, and after he had made a difference in the world for the better. His half-sister wept for his leaving, she had grown to love his kindness and his determination, his stalwartness She cared not for the ork blood. After forcing him to promise to come visit once a year, she let him go, if, unwillingly.

Variel would then go to travel much of the land, working as a mercenary often, and even taking a brief stay with the Pathfinders guild to learn about alchemy from the master alchemists in it. Wherever he went, he tried to ignore the racism he received, always showing kindness, and helping when he could. He won over many people in his travels, and even earned a spot of respect in the Pathfinders should he ever want to return, but still many showed disgust, or anger towards him and many places shut their doors entirely, caring not of the stories told of the wandering chemists feats.

Purging an undead infested Crypt, and slaying the necromancer who resided there. Halting the spread of, and eventually creating a cure to a deadly disease that had almost claimed an entire city. Combating a red dragon in conjunction with heros from the Pathfinders guild, and leaping upon the beasts back to claw out it's eyes, and eventually land the final blow. To his displays of compassion by helping children when he can, feeding them, clothing them, teaching them. For awhile, he had a following. Children that lived on the streets, or that didn't know where their next meal would come from began to follow this kind green Man, until eventually there was made an orphanage for these children, Variel himself wrote books for them to read, and study. He sold potions he had made for the money to fund it. For two years he worked on this project, receiving unlooked for aid from those he met in his travels, and eventually, he was offered to have all the orphanage's expenses paid for by the Pathfinders guild. They said it was the least they could do for someone who had played such a pivotel role in slaying the ancient red dragon. He left the orphanage the week after, leaving behind several sprouting chemists, and years of happy memories. Once again, a quest called to him. Once again he was to be placed among the greatest heros of the lands in order to face a great evil. A lich of great power has shown himself, his undead armies ravaged the land, even now they marched towards their next target. Variel had offered to join a strike team centered on assualting the liches keep and cutting off the head. It was dangerous, most likely several thousands of undead stood in their way, being lead by graveknights, evil clerics or worse. Success was far from likely, it was a last ditch effort to avoid a costly war, to protect countless upon countless of lives and variel hadn't hesitated. Indeed, the mere thought of it chilled him, but he was excited, excited to battle again, and to once again hear the clairion call of purpose. To make a difference.

Now, after that, he leaves once again from his home town, on his way to the elf queen. A week long celebration had been thrown for him on his return and this time his sister had decided to accompany him as she was now considered an adult.

Appearance: the elf blood in Variel shows itself in his vibrant green eyes, his shoulder length, beautiful, black hair and his leaner, more human like build.

While his ork blood showed in the color of his skin, the tusks jutting ever so slightly from his bottom lip, his ears and several other small things. Years of his alchemy has began to change him still more towards his Elvish side, and he has concocted mixtures that indeed can change his appearance almost fully to that of an elf, or even a human. But often he decides against this. To show that his heritage does not decide his fate, to show that all others like him can do great things of good, that he develed character and humility from his heiritage and because he really doesn't care much about it anymore.

Personality: in the end, rather happy go lucky, variel is fairly non-serious most of the time. Even his studies often show him humming or tapping his foot. He loves life for what it is, and loves his alchemy even more. He won't hesitate to help someone else, especially if he gets to show off doing it. He is often reckless, and has been known to blow himself up in his lab. Lately his half-sister Mia and her friend have started to follow him around, both aiding his studies, yet distracting him from them. he loves to show off his mixtures but will often brush off praise. He truly wishes to be accepted for who he is, ork blood and all. Determined, driven, passionate and friendly.

Age: 27
Height: 6'5"
Weight: 245Lbs

Still adding tidbits here and there,but what do you think?

Also, I was going to have his sister be his cohort And his sisters friend/potienal love intrest be the 3rd level follower, the others could be people at his orphanage (including the older orphans/students of alchemy) and or at his home town. at leadership score of 16.
(15 level+2 great renown+1 kindess -1 charisma -1 moves around a lot)

Not sure what her class would be yet...just it fit the story and I had the feat slot open and didn't know what to fill it with.

Silver Crusade

14d8 + 75 ⇒ (4, 7, 7, 3, 4, 8, 5, 5, 7, 6, 1, 3, 8, 2) + 75 = 145

Sovereign Court

Looking intriguing.

Silver Crusade

Made some changes. Decided to go Mr. Hyde and embrace the half orc upbringing ha-ha.

Spoiler:
Half orc alchemist (vivisectionist/beastmorph) alt racial- sacred Tatoo, shamans apprentance
Ability scores after racials and level bonuses stats in ( ) are after other modifiers
Str 20 (24)
Dex 12 (16)
Con 14 (18)
Int 18 (22)
Wis 12 (16)
Cha 08
traits: fates favored, accelerated drinker. Student of philosophy, reactionary

Feats-
1- throw anything, die hard, Iron will, brew potion
3- additional discovery
5- Power attack
7- Improved grapple
9- additional traits
11- additional discovery
13- greater grapple
15- leadership

Discoveries
2- feral mutagen
3- infuse mutagen
4- spontaneous healing
6- wings
8- chameleon
10- enhance potion
11- crippling strike
12- greater mutagen
14- extend potion

Vitals:
HP: 160 AC:22/28 (32/38) T:15 (20)FF:18 (24/30) (7 armor, 3 dex, 2 deflection)
saves: (assuming Orchid drop is up)
Fort: +21
Ref: +23
Will: +20
Initiative: +5
Offense:

Bite: +25/+22
Damage: 1d8+18/27
Claw: +25/+22
Damage: 1d6+13/20

Vs flat footed oppenents: 8d6 sneak attack + 2 strength ability damage.

Gear:
Magic gear (205k)
Amulet of mighty fists (+3) 36000g
Belt of physical perfection +4 64000g
headband mental prowess +4 (Int/Wis) 40000g
Cloak of resistance +5 25000g
Vest of stable muttation 20000g
+3 chain shirt 9000g
Ring of protection +1 2000g
Ring of sustenance 2500g
Hibyrdization vial
Bag of holding III -7500
potions:
(first time I have created my own potions, if I read correctly I only pay half the base cost of the Potion, but can set it at my caster level for no extra charge )
Potion of barkskin (+5) x2 1200g
Potion of enlarge person x2 100g
Potion of undetectable alignment x2 300g
Potion of cure serious wounds x10 3250g
Potion of Fly x2 1500g
Potion of invisibility x2 1200g
Potion of see invisibility x2 300g
Potion of water breathing x2 1200g
Potion of Shield x2 50g
Potion of invisibility alarm x2 50g
Potion of detect secret doors x2 50g
Potion of endure elements x4 100g
Potion of heightened awareness x2 50g
Potion of keen senses x4 100g
Potion of detect thoughts x2 1200g
Potion of enshroud thoughts x2 1200g
Potion of blur x2 1200g
Potion of greater magic fang x2 2250g
Potion of delay disease x2 300g
Potion of lesser restoration x6 900g
Potion of amplify elixer x4 3000g
Potion of magical sight x2 750g
Potion of endure elements communal x2 750g
Potion of Haste x1 -750g
Potion of non detection x2 750g
Potion of remove curse x2 2250g
Potion of remove disease x2-2250g
Potion of Tongues x2 750g
Potion of ant hual x3 150g
Potion of magic fangx 2 50g
Potion of stoneskin x2 1250g
Potion of thorn skin x2 750
(Still a Work in progress )
Total cost as of right now: 25k

10 mutagens made. (8 strength/dex, 1 strength/con, 1 con/strength )

Skills: 4+int/level (10/level)
Perception- 15
Craft alchemy- 10
Know. Arcana-5
Know. nature-8
Know. Religion-8
Know. Geography -8
Know. planes -8
know. Engineering -5
Know. Local-8
Know. Dungeoneering-8
Know. History-8
Spellcraft- 10
Sleight of hand-10
Stealth- 10
Survival-7
Linguistics-15
Acrobatics-13
Fly-10
Swim-5
Sense motive-14
Ride -5
Diplomacy-10
Extracts:
1st Level 7/day
Long arm
Ant haul
Heightened awareness
Keen senses
Cure light wounds
Enlarge person
Magic fang
Detect secret doors
Endure elements
Alchemist bomb admixture

2nd level 7/day
alchemic allocation
Barkskin
Blur
Enshroud thought

3rd level 7/day
amplify elixir
Haste
Orchids drop
Cure serious wounds
Greater magic fang
Magical sight
Fly
Remove curse
Remove disease
Water breathing Fly
Thorn skin

4th level 5/day
Greater invisibility
Universal formula
Monstrous physique II
Caustic blood
Stoneskin

5th level 4/day
Delayed consumption
Spell resistance
Monstrous physique III
Planar adaptation
Regeneration

Scrolls read (scribe cost 950g) (total: 5000g)
Delay disease -150g
Remove Curse- 375g
Nondetection-150g
Blur-150g
Lesser restoration -25g
Fly- 375g
Tongues- 150
Nondetection- 150g
Resist energy - 150g
water breathing- 375g
Detect thoughts- 150g
Magical sight- 375g
Tongues- 375g
Greater magical fang- 375g
Caustic blood -700g
Stoneskin- 700g
Planar adaptation-700g

Silver Crusade

Eltacolibre wrote:
damn forgot to wrote it down, 20 point buy.

No worries, I will be submitting Markavious Leader of the secret elven defense force. Group 14. Blaster caster extrodinaire

HP: 14d6 + 56 ⇒ (1, 5, 5, 2, 6, 6, 1, 2, 6, 3, 4, 2, 5, 6) + 56 = 110

Silver Crusade

That's some bloody good Rollin mate.

As for my two followers,

I'm unsure of what to make my 12th level cohort, working on what type of person she is atm. Definitely not going to make a "crafting shop cohort" those are so boring and lame.

However my 3rd level follower will be an Oracle, and Variel will be hindered by her as he has a need to protect her.

Silver Crusade

That being said, she does/would have the feat "Craft Wondrous item" to allow magic item crafting and so I'll use it on her, but if you are OK with it, I'll use it for Variel as well. It'd be nice since it would open up some gold to help gear my follower up a tad bit more, if not that's okey dokie too. I suppose you could take one or two and let her have crafted it, and have it been a "gift" on his return. Just throwing out stuff here lol.

Btw, the cohort will be a magus, it fits her the best.

Sovereign Court

They can, they have npc wealth tho, so limited to what they can afford.

Silver Crusade

So, the cohort, GM. If you wish to play the black blades ego please have fun with it. Also, it needs two languages that you pick for it.

Spoiler:
Mia Elric
Elf magus (blade bound/Kensai) 12
Traits: magical lineage, fencer
Favored class bonus: 1/6th new Arcana

Stats:
Str:10
Dex:20 (22)
Con:12 (14)
Int:18 (24)
Wis:12
Cha:08

Vitals:
HP: 100
AC: 27 T: 25 FF: 14 (+6dex, +7 Int, +2 deflection, +1 natural armor)
Saves:
Fort: +12
Ref: +12
Will: +11 (+2vs charm/compulsion)
Initiative: +13
Arcane pool: 12
Blade arcane pool: 4

Offense:
Alderi dueling sword(19-20x2) +20/+15
Damage: 1d8+11

Feats:
1- weapon focus alderi dueling sword, weapon finesse
3- slashing grace alderi dueling sword, alertness (conditional)
5- intensify spell
7- weapon specialization alderi dueling sword
9- Craft Wondrous items
11- empower spell

Gear: 27000 + crafting
Ring of protection +2 4000g
Ring of sustenance 2500
Pearl of power I x3 1500g
Headband of intelligence +4 8000g
Belt of physical might +2 5000g
Bag of holding I 2500
Cloak of resistance +2 2000g
Amulet of natural armor +1 1000g
+3 black blade

Magus Arcana
Arcane Accuracy
Spell shield
Flamboyant Arcana
Maximized magic

Spells
1st 7/day
Shocking grasp-3
Mage armor-2
Ray of enfeeblement-1
Long arm-1
Disguise self
Shield
Vanish
Mount
Feather fall

2nd 6/day
Cats grace
Bears endurance
Glitterdust-1
Frigid touch-1
Ravens flight-1
Bladed bash-1
Owls wisdom
Intelligence
Blur-1

3rd 4/day
Fireball-1
Daylight
Vampiric touch-1
Gloomblind bolts-1
Fly
River whip
Monstrous physique-1

4th 4/day
Greater invisibility-2
Aggressive thundercloud
Force strike-1
Enlarge person mass-1
Monstrous physique II
Stone skin

Special abilities

black Blade Ability Descriptions

A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Black Blade Basics

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Kensai:
Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.

Fighter Training (Ex)

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
This ability replaces knowledge pool.

Iaijutsu (Ex)

At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
This ability replaces the medium armor ability.

Critical Perfection (Ex)

At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.
This ability replaces the magus arcana normally gained at 9th level.

Superior Reflexes (Ex)

At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
This ability replaces improved spell recall.

Not sure if you okayed it, but would you be OK with me taking 1 or 2 of my characters items and having the cohort Craft them? Would work as gifts in game story wise, mostly because I'd like a little extra gold to beef up the cohort a bit so she won't insta die :3.


What sort of posting expectation are you aiming Elta?

How roleplay heavy are your games?

Would you consider races made with RP? Link


@ rorek, don't Magi get bonus feats at 5 and 10?

I might jump in on this. If I have time, I'll put together a character. I've a few ideas. I'm always keen on a dragon disciple for instance. 15 is about when they're starting to get really good.

Any chance we might level in the middle of the adventure?


This looks good. There's a whole lot of things you can do with 15 levels.

Currently planning to do something with that Path of War, either a warlord with access to Silver Crane or a Bladecaster.

@Osterisk, it's 5 and 11, actually. But yeah, you're right that they're missing from the stat block.

Sovereign Court

@rorek55: Sure.

@Synxol: Going to try to do once per day but well from past pbp experiences, guess it would be more like once every other day. How roleplay heavy? It depends on the situation, the module offers some roleplay encounters but well, would depend how the party reacts to situations presented. No custom races but I have nearly no issues with most races (Drow noble being an obvious no.)

@Oterisk: Possible to level at least once during this adventure, would say twice by the end of it. After the module, would depend if people wants to continue.


coming together slowly


Sounds neat! my first reaction to high level characters is an alchemist :)
But Rorek already has that, so I might look at something psionic...
Will be back!


Working...

Silver Crusade

1 person marked this as a favorite.

Variel:
Half orc alchemist (vivisectionist/beastmorph) alt racial- sacred Tatoo, shamans apprentance
Ability scores after racials and level bonuses stats in ( ) are after other modifiers
Str 20 (24)
Dex 12 (16)
Con 14 (18)
Int 18 (22)
Wis 12 (16)
Cha 08
traits: fates favored, accelerated drinker. Student of philosophy, reactionary

Feats-
1- throw anything, die hard, Iron will, brew potion
3- additional discovery
5- Power attack
7- Improved grapple
9- additional traits
11- additional discovery
13- greater grapple
15- leadership

Discoveries
2- feral mutagen
3- infuse mutagen
4- spontaneous healing
6- wings
8- chameleon
10- enhance potion
11- crippling strike
12- greater mutagen
14- extend potion

Vitals:
HP: 160 AC:22/28 (32/38) T:15 (20)FF:18 (24/30) (7 armor, 3 dex, 2 deflection)
saves: (assuming Orchid drop is up)
Fort: +21
Ref: +23
Will: +20
Initiative: +5

Offense:
Bite: +25/+22
Damage: 1d8+19/28
Claw: +25/+22
Damage: 1d6+14/20
Vs flat footed oppenents: 8d6 sneak attack + 2 strength ability damage.

Gear:
Magic gear (160k)
Amulet of mighty fists (+4) 32000g
Belt of physical perfection +4 32000g
headband mental prowess +4 (Int/Wis) 40000g
Cloak of resistance +5 25000g
Vest of stable muttation 10000g
+3 chain shirt 9000g
Ring of protection +2 8000g
Ring of sustenance 2500g
Hibyrdization vial
Bag of holding III -7500

potions:
(first time I have created my own potions, if I read correctly I only pay half the base cost of the Potion, but can set it at my caster level for no extra charge )
Potion of barkskin (+5) x2 1200g
Potion of enlarge person x2 100g
Potion of undetectable alignment x2 300g
Potion of cure serious wounds x10 3250g
Potion of Fly x2 1500g
Potion of invisibility x2 1200g
Potion of see invisibility x2 300g
Potion of water breathing x2 1200g
Potion of Shield x2 50g
Potion of invisibility alarm x2 50g
Potion of detect secret doors x2 50g
Potion of endure elements x4 100g
Potion of heightened awareness x2 50g
Potion of keen senses x4 100g
Potion of detect thoughts x2 1200g
Potion of enshroud thoughts x2 1200g
Potion of blur x2 1200g
Potion of greater magic fang x2 2250g
Potion of delay disease x2 300g
Potion of lesser restoration x6 900g
Potion of amplify elixer x4 3000g
Potion of magical sight x2 750g
Potion of endure elements communal x2 750g
Potion of Haste x1 -750g
Potion of non detection x2 750g
Potion of remove curse x2 2250g
Potion of remove disease x2-2250g
Potion of Tongues x2 750g
Potion of ant hual x3 150g
Potion of magic fangx 2 50g
Potion of stoneskin x2 1250g
Potion of thorn skin x2 750
(Still a Work in progress )
Total cost as of right now: 25k
10 mutagens made. (8 strength/dex, 1 strength/con, 1 con/strength )

Skills: 4+int/level (10/level)
Perception- 15
Craft alchemy- 10
Know. Arcana-5
Know. nature-8
Know. Religion-8
Know. Geography -8
Know. planes -8
know. Engineering -5
Know. Local-8
Know. Dungeoneering-8
Know. History-8
Spellcraft- 10
Sleight of hand-10
Stealth- 10
Survival-7
Linguistics-15
Acrobatics-13
Fly-10
Swim-5
Sense motive-14
Ride -5
Diplomacy-10

Extracts:
1st Level 7/day
Long arm
Ant haul
Heightened awareness
Keen senses
Cure light wounds
Enlarge person
Magic fang
Detect secret doors
Endure elements

2nd level 7/day
alchemic allocation
Barkskin
Blur
Enshroud thought

3rd level 7/day
amplify elixir
Haste
Orchids drop
Cure serious wounds
Greater magic fang
Magical sight
Fly
Remove curse
Remove disease
Water breathing Fly
Thorn skin

4th level 5/day
Greater invisibility
Universal formula
Monstrous physique II
Caustic blood
Stoneskin

5th level 4/day
Delayed consumption
Spell resistance
Monstrous physique III
Planar adaptation
Regeneration

Scrolls read (scribe cost 950g) (total: 5000g)
Delay disease -150g
Remove Curse- 375g
Nondetection-150g
Blur-150g
Lesser restoration -25g
Fly- 375g
Tongues- 150
Nondetection- 150g
Resist energy - 150g
water breathing- 375g
Detect thoughts- 150g
Magical sight- 375g
Tongues- 375g
Greater magical fang- 375g
Caustic blood -700g
Stoneskin- 700g
Planar adaptation-700g

background+personality:

Backstory
Variel was born to an ork tribe, his purpose was decided by his father, to one day lead the tribe if he proved worthy, and so had him apprenticed to the tribes shaman at the age of 5. The shaman treated Variel, who at the time was named Ausk, brutally, his training composed of extreme physical labour comprised of moving rocks, climbing, or any menial tasks that needed to be done. After the physical training was complete, the mental training began. Or, at least of sorts. Whenever he attempted to argue, or did something less than perfect, the shaman would beat him mercilessly. Variel began to study the "alchemy" of the tribe, which consisted of little more than low potions and water, but Variel was smart, he would come to experiment on his own, in what little time he had, and one day created his first mixture, it was a mixture that boosted his strength to levels surpassing almost any in the tribe. He kept it hidden and secret, not wanting the shaman he hated to have it. Variel, or Ausk, was special. He was a half blood, but he was half an elf, and in him flowed blood of the goodly folk, and his spirit had never broken. When, to prove his worth he had to butcher human children his tribe had captured, he knew he could not. He could not bring himself to do it, even if the mother had not begged or pleaded. The shaman began to beat him when he did not move, but Variel still stood stoiclly, un harmed from the abuse. Suddenly the shaman went to kill the children himself, and Variel moved. An instinct he never knew he had took control, he drank his mixture, one he had worked on, and improved, and in an instant ripped the shaman in twain. After several moments of silence, the other orks attacked Variel, and he beat them down as they came, but as more flooded around him, he began to fail, when from the mountain cliff rained down a hail of arrows, breaking the tide and allowing Variel to regain his momentum. As the arrows poured on the orks finally recovered, and began to widely shoot back, so wild were their volleys that they didn't notice the return fire had stopped until 3 elven warriors charged from the brush into them. With the appearance of the elves, most of the attention turned from Variel, and he was able to get the 5 children to safety, however, he had been unable to protect their mothers. He waded back into the battle, his alchemiclly enhanced fangs and claws tearing into the orks before he finally stood against the orks cheif, he watched his father do battle with one who seemed to be the elf leader, and he watched his father gain the upper hand, and he watched as the killing blow was aimed. The blow never landed, claw and fang ravaged the ork chieftain before his axe fell, and as he fell the remaining orks fled into the mountains and hills. Variel, tired, and bleeding, blacked out over The dead body of his father, and when an elf blade was aimed for his back it was stopped by the one he had saved.
He woke later on his back to find he was in an elven long house . By the wall a cauldron bubbled, with a stone shelf holding an array of mixtures, item, and potions. Then an elf walked in and greeted Variel in his common tongue. Next to him stood a elf woman, who glared at Variel
For a long time before running off. The other elf explained. He said she was his sister, or half sister, that she had been born of his mother. He also explained why variel was here. He had agreed to take variel in, after all, he was his half -son. And so the elf taught Variel the ways of alchemy. He spoke of how it had been Variels mother that had taught him, and that it must have ran in the family. Soon, after a couple years, Variel had garnered the acceptance, and even love, of the small tribe of elves and had even surpassed his step-father in the art of alchemy. It was then he decided to leave, to see the world and learn it's mysteries. He vowed one day to return after he had learned all he could of alchemy, and after he had made a difference in the world for the better. His half-sister wept for his leaving, she had grown to love his kindness and his determination, his stalwartness She cared not for the ork blood. After forcing him to promise to come visit once a year, she let him go, if, unwillingly.
Variel would then go to travel much of the land, working as a mercenary often, and even taking a brief stay with the Pathfinders guild to learn about alchemy from the master alchemists in it. Wherever he went, he tried to ignore the racism he received, always showing kindness, and helping when he could. He won over many people in his travels, and even earned a spot of respect in the Pathfinders should he ever want to return, but still many showed disgust, or anger towards him and many places shut their doors entirely, caring not of the stories told of the wandering chemists feats.
Purging an undead infested Crypt, and slaying the necromancer who resided there. Halting the spread of, and eventually creating a cure to a deadly disease that had almost claimed an entire city. Combating a red dragon in conjunction with heros from the Pathfinders guild, and leaping upon the beasts back to claw out it's eyes, and eventually land the final blow. To his displays of compassion by helping children when he can, feeding them, clothing them, teaching them. For awhile, he had a following. Children that lived on the streets, or that didn't know where their next meal would come from began to follow this kind green Man, until eventually there was made an orphanage for these children, Variel himself wrote books for them to read, and study. He sold potions he had made for the money to fund it. For two years he worked on this project, receiving unlooked for aid from those he met in his travels, and eventually, he was offered to have all the orphanage's expenses paid for by the Pathfinders guild. They said it was the least they could do for someone who had played such a pivotel role in slaying the ancient red dragon. He left the orphanage the week after, leaving behind several sprouting chemists, and years of happy memories. Once again, a quest called to him. Once again he was to be placed among the greatest heros of the lands in order to face a great evil. A lich of great power has shown himself, his undead armies ravaged the land, even now they marched towards their next target. Variel had offered to join a strike team centered on assualting the liches keep and cutting off the head. It was dangerous, most likely several thousands of undead stood in their way, being lead by graveknights, evil clerics or worse. Success was far from likely, it was a last ditch effort to avoid a costly war, to protect countless upon countless of lives and variel hadn't hesitated. Indeed, the mere thought of it chilled him, but he was excited, excited to battle again, and to once again hear the clairion call of purpose. To make a difference.
Now, after that, he leaves once again from his home town, on his way to the elf queen. A week long celebration had been thrown for him on his return and this time his sister had decided to accompany him as she was now considered an adult.
Appearance: the elf blood in Variel shows itself in his vibrant green eyes, his shoulder length, beautiful, black hair and his leaner, more human like build.
While his ork blood showed in the color of his skin, the tusks jutting ever so slightly from his bottom lip, his ears and several other small things. Years of his alchemy has began to change him still more towards his Elvish side, and he has concocted mixtures that indeed can change his appearance almost fully to that of an elf, or even a human. But often he decides against this. To show that his heritage does not decide his fate, to show that all others like him can do great things of good, that he develed character and humility from his heiritage and because he really doesn't care much about it anymore.
Personality: in the end, rather happy go lucky, variel is fairly non-serious most of the time. Even his studies often show him humming or tapping his foot. He loves life for what it is, and loves his alchemy even more. He won't hesitate to help someone else, especially if he gets to show off doing it. He is often reckless, and has been known to blow himself up in his lab. Lately his half-sister Mia and her friend have started to follow him around, both aiding his studies, yet distracting him from them. he loves to show off his mixtures but will often brush off praise. He truly wishes to be accepted for who he is, ork blood and all. Determined, driven, passionate and friendly.
Age: 25
Height: 6'5"
Weight: 245Lbs

Mia Elric (cohort):

Mia Elric
Elf magus (blade bound/Kensai) 12
Traits: magical lineage, fencer
Favored class bonus: 1/6th new Arcana
Stats:
Str:10
Dex:20 (24)
Con:12 (16)
Int:18 (24)
Wis:12
Cha:08
Vitals:
HP: 115
AC: 33 T: 25 FF: 20 (+5 armor +7dex, +7 Int, +2 natural armor)
Saves:
Fort: +14
Ref: +15
Will: +14 (+2vs charm/compulsion)
Initiative: +14
Arcane pool: 13
Blade arcane pool: 4

Offense:
Alderi dueling sword(19-20x2) +20/+15
Damage: 1d8+12/20

Feats:
1- weapon focus alderi dueling sword, weapon finesse
3- slashing grace alderi dueling sword, alertness (conditional)
5- intensify spell, pihrana strike
7- weapon specialization alderi dueling sword
9- Craft Wondrous items
11- empower spell, Craft ring

Gear: 27000 + 42k from Variel +crafting
Ring of sustenance 1250
Pearl of power I x3 1500g
Headband of intelligence +4 8000g
Belt of physical might +4 20000g
Bag of holding I 1250
Cloak of resistance +4 8000g
Amulet of natural armor +2 4000g
bracers of armor +5 12000g
Ring of protection +2 4000g
Lesser rod of maximize 14000g
+3 black blade

Magus Arcana:
Arcane Accuracy
Spell shield
Flamboyant Arcana
Maximized magic

Skill: 4+Int (11/level)

Know. Arcana-10
Know. nature-10
Know. Religion-5
Know. Geography -5
Know. planes -10
know. Engineering -5
Know. Local-5
Know. Dungeoneering-5
Know. History-5
Spellcraft- 10
Acrobatics- 5
Stealth- 10
Perception- 10
Linguistics-4
Sleight of hand-5
Ride-5
Swim-10
Climb-10
Diplomacy-5
Disable device-3
Craft rings- 7
Craft Wondrous items-10

Spells
1st 7/day
Shocking grasp-3
Mage armor-
Ray of enfeeblement-1
Long arm-1
Disguise self
Shield
Vanish -1
Mount
Feather fall-1

2nd 6/day
Cats grace
Bears endurance
Glitterdust-1
Frigid touch-1
Ravens flight-1
Bladed bash-1
Owls wisdom
Intelligence
Blur-1

3rd 4/day
Fireball-1
Daylight
Vampiric touch-1
Gloomblind bolts-1
Fly
River whip
Monstrous physique-1

4th 4/day
Greater invisibility-2
Aggressive thundercloud
Force strike-1
Enlarge person mass-1
Monstrous physique II
Stone skin

Special abilities
black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Kensai:
Weapon and Armor Proficiency
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense (Ex)
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.
Fighter Training (Ex)
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
This ability replaces knowledge pool.
Iaijutsu (Ex)
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
This ability replaces the medium armor ability.
Critical Perfection (Ex)
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.
This ability replaces the magus arcana normally gained at 9th level.
Superior Reflexes (Ex)
At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
This ability replaces improved spell recall.

And my 3rd level follower, and love interest for Variel ;) and whom I have no intention to play or use, for GM use/approval/etc.

Alaria:

Half-elf (human/elf) dual minded
3rd level Oracle.
Ability scores (used a 20pt buy)
Str: 08
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 18

Mystery- solar
Revalations:
1- astral caravan
3- Luminous form

Curse: Tongues (celestial)

Story behind Variel + Alaria.
Alaria is 4 years younger than Variel, but remembers when the young man was brought into the village, at first even after having heard how he had saved the children, and even Tariel, she feared him, his appearance showing his orc blood. But, during the years that he stayed with the elves, they slowly forged a friendship, Variel's determination and kindness slowly winning her over, (along with many others)
Eventually, as they aged into thier late teens she developed a fondness for him she couldn't explain, and she was the most struck at his announcement that he was leaving. Infact, it was partly for Alaria's behalf that Mia had so adamantly opposed Variel's leaving. (At this time Variel was 19, Alaria 15). She cried a whole day because she couldn't go with him. Fortunately, over the years she grew up, but she never let go of the fondness she had for Variel. She grew into an open, friendly woman, spunky, kind, and energetic. She had decided to make the most of each day she had, and slowly a wanderlust built up in her. Now, when Variel returned once again after defeating the Lich, she confronted him and forced him to let her go. (With a little help from Mia) gone was the timid, girl, replaced by one that has decided to chase her dreams with everything she has.


Gobo Horde here.
Ok I am really thinking of creating a Psion Nomad for this :)
Midiotoziggeroto is a favorite character of mine, an Elan that constantly teleports here, there, everywhere and is more fun for the fact that he moves then any real combat powerhouse his nomadic nature can give him.
And I will be jacking him up to power level 11...
Having said that, I will try and adjust his power level based on what else I can see everyone else is at. If it is really high munchkiny, then I will see about increasing his DCs as much as I can, or other tricks. If it is significantly lower then I will make him more fun orientated and less Straight up powerful (Psions can get VERY powerful higher up).
I hope its more of the later :)

Quick Questions.
Will you allow us to combine items?
If we have item creation feats, can we start with precrafted stuff?
It seems you are allowing cohorts Not that I would use one :p
I assume that Wish/Miracle/Reality Revision is off the table, just because?
What races are generally allowed? (and for me specifically, is the Elan?)
Can we have our uber item be intelligent? Cursed?

I also still have to read up on all the extra rule systems we are using :p so that might answer a few.

2 common answers for the above.
Combined items are allowed by spending 1.5-2x the cost of the lower item.
you can only precraft 1/3 to 1/2 of your total wealth.
Just to pick your brain :)

Edit: Extra question. Travel will be Midiotos' thing in general. How are you about long distance travel or extra-planar travel?


Dotting...thinking Brawler (Shield Champion).

Sovereign Court

@Mid:

Combine items, yeah.

Yeah but be aware, we are using dynamic magic item creation rule. So results might vary.

Yeah cohorts and the likes are fine.

Heh the spells are fine but well, considering you would only level once or twice, access to these spells would be fairly limited. If you mean, if you can just buy them...in general no, scrolls or whatever equivalent of these spells could be found as loot and the likes but not just laying around in a magic shop.

I don't have a problem with most races, as I said above, except races like drow noble, way above the norm.

Would rather not have intelligent item to buy or craft unless its part of your class feature (Black Blade Magus for example).

Travel will be a possibility, but like usual, since it's a module, the locations for the action are fairly limited. It's possible to visit somewhere else but probably won't advance the plot much.


Putting together a gnome arcane trickster who has a bit of a Robin Hood streak. She's more than willing to pinch a purse, but then use the money to buy a few apples for the children of the streets.

Her role in combat is going to be a controller/blaster (vanish with an intensified shocking grasp and sneak attack damage? yes please!) with melee combat as a secondary option when spells aren't necessary or not an option.
Out of combat, she's the stealthiest stealther that ever did stealth and cannot believe the amount of noise the big-folks (aka most other races) make. She can also take on the rogue skills and perhaps the face role, but I'm looking at maybe doing a sage sorcerer for her entry class levels which would give her Int rather than Cha as a main stat (not ideal for gnomes but eh, I'm not too worried about the min/maxing of it all).

I'm just putting everything together now, but I wanted to put myself forward early. I heard that the early birds catch the worm or something. I'll get something more formal up asap so you can look over it.


I have a pretty good idea for the fluff I'm going for with this one, but I have trouble thinking of good names. They'll come along, I'm sure. Anyway, I do have quite a bit of the sheets, so that's good.

The as of yet nameless Knight-commander, and his equally nameless Lieutenant.

I've decided to roll for hp, so here it is:

14d10 + 10 ⇒ (10, 10, 7, 4, 8, 7, 1, 9, 5, 6, 10, 4, 1, 7) + 10 = 99
12d8 + 8 ⇒ (8, 7, 5, 1, 2, 8, 4, 5, 4, 5, 5, 5) + 8 = 67

Silver Crusade

Blaster Caster reporting, I need to finish my backstory

Silver Crusade

As far as roles go, Variel is a front liner when morphed, his specialty is novaing via buffs, and being ready for situations via potions and other means. (Usually plenty of time ahead of time with abilties that last 300mins+) being a general nuisance and often being a melee secondary controller

Out of combat he is the go to knowledge guy, potion crafter (ehem. For a small fee) alchemical items creator, etc.

His friend and half sister will function as a melee combatant focused around novaing and buffing. I made her based on an actual character, so she is probably far from being optimized as a lower level support character.


Alright, I think I've got the groundwork for a solid character going. Her background could use some editing (it feels a touch plain to me, clearly needs some extra confetti) but it should get my character's ideals, motivations, and goals across.

Not very often do you get a chance to throw an arcane trickster into a game at a point where they excel. Usually you're stuck slogging through the low-level muck and then the bard goes and gets you all TPKed before you get a chance to shine. This is refreshing!

Anyways, she's got the blasting role down to a science with tons of invisibility options to get sneak attacks off with majority of her damaging spells. I think I've managed to balance all that pew pew out and retain some versatility with her in combat, too. And as a skill-monkey class that stacks Int she manages to do the rogue thing with style (from 30 ft!)

Feel free to call me out on any errors. I have a bad habit of making my characters at 3am(I'm at my most creative when I'm half asleep) which usually leads to a couple typos or oversights on my part. I'll give it another once over tomorrow!

Oh, I should also mention that I'm new to PBP but I'm really hoping to dip my toes in the water here. I'm not new to the Pathfinder system at all and I've done free-form forum RP in the past so I'm not unfamiliar with the expectations. I even did my due diligence and perused the PBP guide threads and have taken to reading some of the active campaigns to pick up some of the finer details of how it all works around here. I'm absolutely thrilled to see the character development that happens in PBP campaigns, even the dungeon crawl ones!


Dreaming Warforged's Application: A human skald 15.

He's more of a trickster and skill-monkey, as well as a multiplier of a group's potential through his shared raged power (not for all players, but you can opt in and out from round to round, which is nice).

The rage power I've chosen, which become shared, are the Spirit Totem line, Internal Fortitude and Fearless Rage (nice to remove conditions), and Come and Get Me. Greater Skald's Vigor brings some healing to the group if they choose to rage. A lot of these powers are somewhat group dependent and could be adjusted if the group and the GM would like. Same goes for spells.

I've not done equipment, as it usually takes me a lot of time and is a very painful process. Let me know if you'd prefer I do the equipment before selection. Also, le me know if you have any other comment or concern.


So... I am rather interested in joining this, but I have a few questions to ask before I lock down what my character is going to be. First, is the Path of War Expanded Playtest material allowed at all? Second, can I have a quick summary as to what exactly Dynamic Magic Item Creation and Variant Multiclassing is? I don’t exactly have Unchained you see, and I don’t really have the money to buy it.

Sovereign Court

Yeah sure for the playtest and like usual all pathfinder materials are on d20pfsrd.com.

dynamic magic item creation
VMC


Rook is definitely an odd-looking character, even considering the oddity of adventurers. He appears to be a mithral tower - a rook chess piece, about three and a half feet high. It's set in the center of a white square, which floats in the air. The front of the piece has a shield embossed with the hammer symbol of Torag. The sharp-eyed will see that it is cunning armor, with the shield boss being an actual shield and the other arm also pulled up and hidden. It seems like it would be uncomfortable to rest in that position, but Rook stays that way for many hours at a time. The armor doesn't seem to have a way to be removed, nor a way to eat.

History:
So you are interested in my story? Well so far, I am in the third book of my memoirs. I have yet to publish them, though I do have copies with a friend if I do not return from one of these missions to seek out a threat. I can summarize them if you'd like.

The first volume is titled Of Kindling and Killing It covers the first two phases of my existence as a sentient being. I was kindled instead of born for I am not a living being. Arthanus was my creator, and my first teacher. He created me as an experiment, one of the wyrwood race that the Convocation had built. At the time, my name was Crystal. I was a bit of an experiment as at my heart was a crystal. The person Arthanus bought it from said it was sentient at one point, like a familiar to those with odd mental magic. When it's master was killed, it became inert. Arthanus had hoped that I would get the memories of the crystal. I did not, but I did develop a talent for psionics.

Arthanus encouraged my magical development and my education. I learned voraciously in my youth. There were four other wyrwoods in the house, so the chores were done quickly and there was plenty of time to read and to play chess. Both my master and brethren were excellent players, and we wyrwoods didn't need sleep.

It wasn't long after that that things became dark. The Convocation fell into jealousy and infighting. It soon became a war fought mostly by the proxies of our kind. I learned to focus my powers to kill. I wasn't pleased by this, but I needed to protect my master. Looking back on this I am horrified by what I did to my own kind and to others involved in this brutish war. At the time, it was simply what our life was.

The second volume, Of Rebellion and Retreat, picks up during the war. My brother Sycamore was as sick of the fighting as I was. He had gathered many of our kind into a secret group. They came from many houses, those who would be enemies. Sycamore took me aside and logically explained that this killing was wrong. It would not end until there was one mage left. Our kind were expendable soldiers. He was the only one of my original brethren left and the new wyrwoods were designed simply for killing. They didn't get to learn chess or read the classics. It was for them that I agreed to the rebellion.

We turned on Arthanus, as wyrwoods in the other houses turned on their masters. Not only could I not cry, I did not know what grief or shame was. We were successful, but I could not join in the cheers. I fled from my kind into the woods.

Survival was largely easy, as I did not need to eat or drink. Sleep was not required beyond meditation for spells and mundane animals had no need to bother me. I learned to hide from people and from the more exotic threats as I grappled with emotions I was not prepared to understand.

The third volume, Of Seeking and Serving, begins when I spied a village. They were having a festival and a large man was playing chess against six people, moving from table to table. He won about half of the games and seemed in good spirits about this. It had been many years since I had played and I missed this. I watched and the large man returned to a strange building. One side seemed to be a big hall, the other side seemed to be a smithy. That night I crept into the crawlspaces beneath the building.

Granth the Smith was both a smith and a preacher of Torag's word. I heard his sermons about the need to come together to portect each other, about the joy and honor of hard work. It was about how to forge oneself like Torag forged the world. I was moved by these words, but held back from the feeling that I was unworthy.

Yet I felt bad for not helping, so I silently began to clean up for Granth at night. He noticed and set out food and a note of thanks. I left a note that I did not need the food, and I made a move on the chessboard. We played for weeks that way, one move at a time. He won after a challenging game and asked to meet me.

The next day I came out and presented myself to him. He was amazed at my nature, but he felt my spiritual need. He did not open the smithy as I talked and poured out my story and my shame. He cried the tears I couldn't as he listened to my pain. He then talked about redemption. He asked my to work with him, both on metal and on my soul. The next day he introduced me as his son and I went to work.

The forge purified me as I accepted my past and vowed to move on. I spent years learning and improving. As I worked, I excercised my mind and my powers as well. For one must improve all aspects of yourself.

When the orcs came, I was leading the defense with my powers, teleporting from one place to another. I surprised even myself as I hurled the anvil at them. Afterwards, things had changed. People saw what I could do, including me. I knew I could serve the world as more than a blacksmith's assistant. Granth brought out a mithral meteorite that he had found in the woods. Together we forged it into armor of my design. I had a new name and a new purpose.

Since then I have fought demons and dragons and the dead. I do it not for the joy of battle, but to know that others will be protected from my actions. I choose to serve.

Stats:

Rook
Wyrwood psion 15
LG Small construct
Hero Points 3
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
--------------------
Defense
--------------------
AC 36, touch 20, flat-footed 31 (+11 armor, +4 deflection, +3 Dex, +2 dodge, +5 shield, +1 size)
hp 118 (15d6+40)
Fort +10, Ref +13, Will +14
Immune construct traits
--------------------
Offense
--------------------
Speed 0, fly 40 ft. (average)
Ranged anvil of torag (tk force) +16 (10d6+1 plus 2d6 vs. evil)
Psion Powers Known (power points 262, ML 15th; concentration +26)
. . 8th—matter manipulation, greater psychoport (DC 27)
. . 7th—divert teleport (DC 26)
. . 6th—banish (DC 25), disintegration (DC 25), nimar's retrieve (DC 25)
. . 5th—baleful teleport (DC 24), pierce the veils, planar travel, upheaval (DC 24)
. . 4th—correspond, energy adaptation, fold space (DC 23), telekinetic maneuver, trace psychoport, wall of ectoplasm, wrench
. . 3rd—dispel psionics, hostile empathic transfer (DC 22), eradicate invisibility (DC 22), telekinetic force (DC 22), touchsight
. . 2nd—dimension swap, inflict pain (DC 21), reconstruction (DC 21), swarm of crystals
. . 1st—detect teleportation, dissipating touch, entangling debris (DC 20), inevitable strike, mind thrust (DC 20)
. . 0 (at will)—detect psionics, far hand, missive, psionic repair
--------------------
Statistics
--------------------
Str 10, Dex 16, Con —, Int 28, Wis 10, Cha 8
Base Atk +7.5; CMB +6; CMD 25
Feats Additional Traits, Combat Manifestation, Dodge, Expanded Knowledge, Expanded Knowledge, Extra Power Known, Fast Step, Greater Power Penetration, Power Penetration, Psion Weapon Proficiencies, Psionic Body, Psionic Dodge, Toughness
Traits armor expert, bandit (river kingdoms), defensive strategist, focused mind
Skills Acrobatics +1 (-3 to jump), Artistry (literature) +13, Autohypnosis +13, Bluff +14, Craft (armor) +22, Diplomacy +14, Fly +16, Knowledge (arcana) +27, Knowledge (dungeoneering) +23, Knowledge (engineering) +20, Knowledge (history) +16, Knowledge (nature) +17, Knowledge (nobility) +13, Knowledge (planes) +23, Knowledge (psionics) +27, Knowledge (religion) +23, Lore (Chess) +20, Perception +15, Sense Motive +15, Spellcraft +27, Stealth +14, Survival +4, Swim +2
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Orc
SQ accelerated activity, discipline (psychoportation [nomad]), hero points, inconstant position, nomad's step, talents
Combat Gear dorje; Other Gear +2 vital guard mithral full plate*, +3 mithral heavy steel shield*, anvil of torag (tk force), boots of the nomad, bag of holding i, carpet of flying i, cloak of resistance +5, handy haversack, headband of vast intelligence +6, heavyload belt, ring of protection +4, sovereign glue (x2 - I dose used), third eye (sense), torc of power preservation, universal solvent x3 chess set (worth 100 gp), Journals x2, masterwork artisan's tools, 1,872 gp, 5 sp
Notes

  • I am not proficient with the armor and shield. Penalties have been applied.
  • All durable gear has been hardened 5 points using matter manipulation. +15 hp/inch

--------------------
Special Abilities
--------------------
Accelerated Activity (1/day) (Su) At 14th level, once per day as a swift action, you may gain 1 extra round of actions usable in the same round.
Armor Expert -1 Armor check penalty.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your study of dwarven history has trained you in defensive strategy. You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Expanded Knowledge (Psion, Empathic Transfer, Hostile) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Reconstruction) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Extra Power Known (Psion) You know an additional psionic power.
Flight (40 feet, Average) You can fly!
Focused Mind +2 to Concentration checks
Heavyload belt Triple carrying capacity
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Inconstant Position (4/day) (Su) As an immediate action, cause a 50% miss chance 4/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nomad's Step (Su) As a standard action, you may teleport 100 feet while maintaining psionic focus.
Power Penetration, Greater +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Psionic Body Bonus HP +16
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Third Eye (Sense) Sense: The wearer of this kind of third eye can manifest clairvoyant sense at will.
Torc of Power Preservation The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).

GM asks:

I made some minor adjustments for the sake of image. I'm willing to play with them if they are not kosher.
I renamed the bodice of resistance to the vest of resistance. It simply made more sense. A cloak would look odd.
I reskinned the carpet of flying as a Tile of flying to look like a chess square. I'd also like it to be controlled by thought or motion instead of commands.
I used sovereign glue to glue my armor skirt to the tile of flying. I have no ground move, but I can't easily be knocked off.


If I catch you moving diagonally on the grid I'm calling you out.

Sovereign Court

@rook: No problem.
@tarkxt: Lol.


Ah, but does that mean I can move any number of squares so long as I follow the line?


Yes, but you can't go past other characters or obstacles in your way.


If you succeed on a bull rush attempt, the target dies, however.

Huh. Selecting spells for the ser Boreon the cohort turned out to be the most difficult part of character creation. I huess that's just how it is with spell-casters.

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