The Return of Myth Drannor: Gestalt, Faerunian Homebrew(ish) (Inactive)

Game Master Thackery Baxter J Thorington


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A group of unknown heroes undertake an epic quest to restore Myth Drannor!


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Is the bestiary entry different than the race entry on the pfsrd?


WabbitHuntr wrote:

[dice=]4d6

[dice=]4d6
[dice=]4d6
[dice=]4d6
[dice=]4d6
[dice=]4d6
=nope

[dice=]4d6 16
[dice=]4d6 10
[dice=]4d6 9
[dice=]4d6 12
[dice=]4d6 17
[dice=]4d6 14
=29pt buy ...I'll take it

Soo many options, maybe a classic fighter/mage concept working towards the Swiftblade prestige class.

Is multiclassing allowed on both sides of the gesalt?
for example
side one: monk2/ Kensai8
side two: arcanist 6/ swiftblade 4

Go to Swiftblade..

You can have two prestige classes (one for each side), sure


May as well roll some stats I suppose;

Stat: 4d6 ⇒ (6, 4, 1, 2) = 13 12
Stat: 4d6 ⇒ (6, 3, 5, 5) = 19 16
Stat: 4d6 ⇒ (4, 4, 3, 2) = 13 11
Stat: 4d6 ⇒ (4, 2, 4, 2) = 12 10
Stat: 4d6 ⇒ (2, 6, 3, 5) = 16 14
Stat: 4d6 ⇒ (6, 6, 5, 2) = 19 17

Well that's a 31 point buy...I think I can make that work :p


Dodekatheon wrote:
Is the bestiary entry different than the race entry on the pfsrd?

For some reason the PC entry says "large" but forgets to mention that they can't use large weapons. The monster entry states this. Near as I can tell, that's the only difference


Dragonofashandflame wrote:
Dragonofashandflame wrote:
GrinningJest3r wrote:
Draonofashandflame said wrote:
was the City of Love laid low by dark, corrupting forces of hatred and envy. An Army of Darkness, summoned by the elves’ ancient foes
Do we get to know who this enemy is, even in general terms (demons, daemons, devils, proteans, orcs, etc?

Actually, you're not even supposed to know you're going to be restoring myth drannor. It's sort of a "you meat at the halfway inn one night and Bam! Adventure happens"

But, you can expect to face drow, orcs, demons, daemons, undead, fey, lycanthropes, and dragons, along with anything else my fevered mind can throw at you.

And everyone knows that it was fiends what destroyed Myth Drannor

I ran the Fall of Myth Drannor Boxed Set, awesome, two of my PCs were killed directly by the Trio Nefarious, as the Wizard died he killed one of the Trio using the spell Mycontil's Last Resort, still one of the best battles I have ever run in a game! :-)


I think they also get a hoof attack...which I cannot find anywhere.

Grand Lodge

SO if we are meeting at an inn surrenditisiously are we there by the whims of the gods or possible organizations like The Harpers?


Lord Foul II wrote:
Anyone want to collaborate backstories?

Maybe! What are you thinking? I'm looking at a Gathlain Ranger/Mesmerist, wanting to restore the forest to what it was.

Shadow Lodge

Dwarf fighter/cleric or warpriest (depending on party comp) wanting to be the greatest smith that ever was


Dodekatheon wrote:
I think they also get a hoof attack...which I cannot find anywhere.

Beastuary: 1d6


Dodekatheon wrote:
I think they also get a hoof attack...which I cannot find anywhere.

I think the PC-race version deliberately skips that.


Critzible wrote:

SO if we are meeting at an inn surrenditisiously are we there by the whims of the gods or possible organizations like The Harpers?

Both? :)

You can have either in your background. Whichever is there, I'll abuse and use (sweet dreams are made of these...).


Almonihah wrote:
Dodekatheon wrote:
I think they also get a hoof attack...which I cannot find anywhere.
I think the PC-race version deliberately skips that.

That would ignore an entire power of their Charger archetype, so I think they get it.


@Yorick, I'd be up for some ties there. I'm envisioning my Cavalier/Cleric as someone trying to protect the peoples of the wilds.


4d6 ⇒ (2, 3, 1, 1) = 7 = 6
4d6 ⇒ (4, 3, 3, 6) = 16 = 13
4d6 ⇒ (2, 6, 1, 6) = 15 = 14
4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (5, 2, 5, 2) = 14 = 12
4d6 ⇒ (2, 6, 5, 6) = 19 = 17

That 6 is going to hurt.

Playing with a Fighter/Bard gestalt idea.


Always down for character ties.

If anyone is interested in having a tie in with a wood elf Treesinger Druid/Warpriest of Silvanus, let me know?


Looks like I'd be stuck with the first roll, based on what all the other folks in the same boat are doing. I'll take the point buy, that being the case.

I'm thinking of a half-elf whose ancestors fled in The Retreat and who's past is lost to tale. All that remains is a battered family blade bearing a crescent moon and setting sun on opposing sides of its pommel [Ties to Labelas Enoreth and Corellon Larethian). Mechanically, I'm thinking he's an Urban Bloodrager/Bladebound Hexcrafter Magus. Obviously the family sword eventually reveals itself to be intelligent and fun times ensue. The Hexcrafter portion is minimal and is primarily being taken to tie in the overarching theme of luck/fate. I have some ideas for the curse aspect tying back in to the realm's fate and the intelligent sword's background. The Bloodrager bloodline is obviously Destined, given the above.


Teiidae wrote:

Always down for character ties.

If anyone is interested in having a tie in with a wood elf Treesinger Druid/Warpriest of Silvanus, let me know?

I'm planning on having my character be raised by Elves, so that could work out.


(he is not finished but)

Anton Silverseed, Roguish Halfling with designs to be one of the greatest Halfling heroes to ever grace the surface of Fearun. Aside from his personal glory and aspirations of being one amongst the Halfling gods, he seeks to better himself and his people. Further more the man though roguish is one that is not above helping his fellow brothers in arms.

Prospects of glory and riches satiate his lust for adventure but it is tempered by the thought of giving back to his people, and showing the other races of Toril Halflings are more than the forgotten servants, but actual heroes who can make a greater difference.

(this is Critzible by the way)

Scarab Sages

I've had an idea for a gathlain order of the green yojimbo samurai/nature fang druid that grows her own ironwood katana and armor from a tree floating around for a while. I'm not particularly familiar with the Forgotten Realms setting, is there an appropriate place for the samurai class to come from? Also, would there be any problem making a permanent ironwood item (paying the same cost as a normal item and functionally the same, just made of wood instead of steel)?

If not, or if there are a ton of other druids floating about, I'll see about something else instead.

On to the dice!

4d6 ⇒ (3, 4, 2, 4) = 13 11
4d6 ⇒ (3, 4, 5, 3) = 15 12
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (3, 6, 5, 1) = 15 14
4d6 ⇒ (1, 2, 4, 6) = 13 12
4d6 ⇒ (4, 3, 6, 1) = 14 13

Point buy: 9

4d6 ⇒ (3, 3, 2, 5) = 13 11
4d6 ⇒ (3, 3, 3, 1) = 10 9
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (4, 3, 6, 1) = 14 13
4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6 ⇒ (5, 2, 2, 5) = 14 12

Point buy: 9

4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (6, 5, 4, 6) = 21 17
4d6 ⇒ (2, 2, 5, 1) = 10 9
4d6 ⇒ (1, 4, 2, 2) = 9 8
4d6 ⇒ (6, 3, 6, 6) = 21 18
4d6 ⇒ (4, 4, 4, 1) = 13 12

Point buy: 36

And we have a winner!


DBH here. With my Slayer/Wizard Bayne Nailo.

Bayne Nailo:

BAYNE NAILO

Male Elf (Dusk Elf) Slayer/Wizard 1. NG Medium humanoid (elf)

Init +4; Senses Darkvision (60 ft.), Perception +12,

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10)+1

Fort +3, Ref +5, Will +2

OFFENSE
Ranged composite longbow str +0 +4 (1d8/x3), within 30 ft. +5 (1d8+1)
Ranged composite longbow str +0 [gravity bow] +4 (2d6/x3), within 30 ft. +5 (2d6+1)
Melee dagger (cold iron) +3 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +4 (1d4+3/19-20), within 30 ft. +5 (1d4+3)
Melee longsword +3 (1d8+2/19-20)

Special Attacks: Hand of the Apprentice

STATISTICS
Str 14, Dex 16, Con 12, Int 17, Wis 11, Cha 12, Base Atk +1; CMB +3; CMD 16

Feats Point-Blank Shot

Skills:
*Acrobatics +7,
Appraise +3,
Artistry +3,
Bluff +1,
Climb +2,
*Craft (Traps) +7,
Diplomacy +1,
Disguise +1,
Escape Artist +3,
Fly +3,
Intimidate +1,
*Knowledge (Arcana) +7,
*Knowledge (History) +7
*Knowledge (Local) +7,
*Perception +12,
*Profession (Trapper) +4,
Ride +3,
*Sense Motive +4,
*Spellcraft +7
*Stealth +7,
*Survival +4,
Survival (Follow or identify tracks) +5,
Swim +2,

Languages Chondathan, Aragrakh, Elven, Orc, Sylvan

SQ Arcane Focus, Darkvision, Dreamspeaker, Dusk Elf, Keen Senses, Silent Hunter, Studied Target, Track +1, Weapon and Armor Proficiency,

Prepared Spells Prepared Spell List. Wizard (CL 1st):
1st - gravity bow (DC ) , protection from evil (DC 14)
0th - detect magic , disrupt undead , message

Possessions Outfit (explorer's); thieves' tools ; arrows (20) (x2); longsword; Composite Longbow STR (+0) ; Backpack, [ Waterproof Bag (x2); Elven Trail Rations (x10); Gear Maintenance Kit; Mess Kit; Shaving Kit; Spellbook (Wizard's/Blank); Survival Kit (Masterwork); Silk Rope, (50 ft.); Blanket (Winter); Bedroll; Arrow (Grappling) (x2); Arrows (20/Alchemical Silver); Arrows (20/Cold Iron) (x3); ]; Waterproof Bag [ Soap (per lb.); Stationary (x2); Ink (1 oz. Vial) (x2); Inkpen (x2); ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ]; Belt Pouch [ String (50 ft.); Whetstone; ]; Canteen ;

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Dreamspeaker (Ex) A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability.

Dusk Elf Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat

Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 6 times per day.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Studied Target (Ex) A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1.. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Universal School You have chosen not to specialize in a single school of spells.

Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

MAALVI

Male Familiar Raven Animal 1
TN Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +2; Senses Low-Light Vision, Perception +6,

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size, )

hp 3 (1d8)-1. Fort +1, Ref +4, Will +4

OFFENSE
Fly 40 ft. (Average)

Melee bite +4 (1d3-4)

STATISTICS
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7. Base Atk +0; CMB +0; CMD 6

Feats Weapon Finesse

Skills Acrobatics +2, Acrobatics (Jump) -6, Appraise -2, Artistry -2, Bluff -2, Climb +8, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +6, Heal +2, Intimidate -2, Knowledge (Arcana) -1, Knowledge (History) -1, Perception +6, Perform (Untrained) -2, Ride +2, Sense Motive +2, Spellcraft -1, Stealth +10, Survival +2, Swim +2,

Languages Chondathan, Empathic Link,

SQ Alertness, Improved Evasion, Low-Light Vision, Share Spells, Speak One Language,
Possessions

SPECIAL ABILITIES
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Speak One Language (Su) The familiar can speak one language of its master's choice as a supernatural ability.

Concept is a Border guard type character, capable of being the spellcaster and surviving in hostile territory while remaining as unseen as possible.

Any questions or changes please let me know. I'm still doing his background.


Ah, yes. The rolls. Let's try my luck.

Rolls:

Set 1
4d6 - 1 ⇒ (1, 5, 4, 4) - 1 = 13
4d6 - 3 ⇒ (4, 3, 3, 4) - 3 = 11
4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12
4d6 - 2 ⇒ (3, 4, 2, 5) - 2 = 12
4d6 - 2 ⇒ (4, 4, 2, 2) - 2 = 10
4d6 - 4 ⇒ (5, 6, 4, 4) - 4 = 15
Point buy: 15

Set 2
4d6 - 2 ⇒ (3, 6, 2, 4) - 2 = 13
4d6 - 1 ⇒ (1, 3, 3, 1) - 1 = 7
4d6 - 1 ⇒ (1, 1, 2, 5) - 1 = 8
4d6 - 1 ⇒ (2, 1, 1, 3) - 1 = 6
4d6 - 2 ⇒ (3, 3, 2, 5) - 2 = 11
4d6 - 1 ⇒ (3, 4, 2, 1) - 1 = 9
Point buy: really low

Set 3
4d6 - 2 ⇒ (2, 2, 2, 3) - 2 = 7
4d6 - 1 ⇒ (4, 3, 1, 4) - 1 = 11
4d6 - 1 ⇒ (1, 6, 2, 4) - 1 = 12
4d6 - 2 ⇒ (2, 4, 2, 5) - 2 = 11
4d6 - 1 ⇒ (4, 4, 6, 3) - 1 = 16
4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14
Point buy: 15

Set 4
4d6 - 1 ⇒ (1, 4, 6, 5) - 1 = 15
4d6 - 1 ⇒ (1, 3, 1, 4) - 1 = 8
4d6 - 1 ⇒ (5, 5, 1, 5) - 1 = 15
4d6 - 1 ⇒ (6, 3, 2, 1) - 1 = 11
4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
4d6 - 1 ⇒ (5, 6, 1, 3) - 1 = 14
Point buy: 16

Set 5
4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15
4d6 - 2 ⇒ (6, 5, 2, 5) - 2 = 16
4d6 - 3 ⇒ (3, 4, 5, 6) - 3 = 15
4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10
4d6 - 2 ⇒ (2, 3, 4, 6) - 2 = 13
4d6 - 1 ⇒ (1, 6, 5, 1) - 1 = 12
Point buy: 29

Set 5 it is. 16, 15, 15, 13, 12, 10


Raisse wrote:

I've had an idea for a gathlain order of the green yojimbo samurai/nature fang druid that grows her own ironwood katana and armor from a tree floating around for a while. I'm not particularly familiar with the Forgotten Realms setting, is there an appropriate place for the samurai class to come from? Also, would there be any problem making a permanent ironwood item (paying the same cost as a normal item and functionally the same, just made of wood instead of steel)?

If not, or if there are a ton of other druids floating about, I'll see about something else instead.

On to the dice!

4d6 11
4d6 12
4d6 7
4d6 14
4d6 12
4d6 13

Point buy: 9

4d6 11
4d6 9
4d6 13
4d6 13
4d6 11
4d6 12

Point buy: 9

4d6 15
4d6 17
4d6 9
4d6 8
4d6 18
4d6 12

Point buy: 36

And we have a winner!

The Samurai-themed stuff is off in kara Tur on the other side of the world. But, you could try to reflavor the stuff to fit with the Fey. She could be a Fairy Knight that just happens to be similar to but legally distinct from samurai


Good evening all. This is GrinningJest3r's alias - Elf Magus/Slayer. Dragonofashandflame, please let me know if you have any questions or recommendations regarding his potential fit for the story.

Herrnarrell's story:

Herrnarrell was born in the City of Spendors, itself: Waterdeep. He is a fourth generation Moon Elf born within the city and is the eldest of two children born to Nhamashal - a journeyman blacksmith who, even after sixty years of work, is content to continue working for his father, Reluraun, rather than striking out as a Master in his own regard - and Gwynnestri - an arcanist of some small aptitude who offers her patience to the Watchful Order of Magists and Protectors as a care-giver to children while the other members are acting as Spell Guards or Fire Guards. Herrnarrell's younger sister has long since left to seek out fortune and fame in the wider world. It has been nearly a dozen years since Herrnarrell has seen Saélihn.

Due to his mother's affiliation with the Watchful Order, and his grandfather's work as a weaponsmith, Herrnarrell was fortunate to have tutors in many areas, including prepared spellcasting and swordsmanship. His most influential mentor, however, was a sellsword, of all things. Under this man's tutelage, Herrnarrell learned to fight decisively and intelligently - the only way to win a confrontation is to use every advantage available, and no advantage is better than knowing your opponent. He also showed Herrnarrell how to combine spellcasting with his combat abilities, opening up an entirely new branch of study. Well, compared to what he was used to - and it seemed obvious in retrospect that two good abilities could be combined into something great. Perhaps most importantly, the sellsword offered his experience in dealing with people from all walks of life and all religious and personal outlooks - Herrnarrell learned to have confidence in himself, especially when dealing with others. Unfortunately, this self-confidence can also turn into pride, especially when aspersions are cast upon his dignity or honor - such insults are not borne lightly and Herrnarrell has difficulty in maintaining his personal peace until such insults have been either rectified or apologized for.

Despite all of the opportunities available to Herrnarrell, his true passion was that of study. He offered his services to the Order's library, cataloguing and maintaining the large assortment of scrolls, tomes, and other books containing everything from small cantrips, to spells which rend the very fabric of space and time, and even books detailing nothing more than realms of fantasy conjured by nothing more than the author's own imagination. Herrnarrell found that immersing himself in tomes and novels allowed him to maintain a center, a ground on his emotions. In addition, in the tranquility found within the silence of the library, the various flavors of tea have become a not-so-guilty pleasure of his. He will go slightly out of his way to try or share a new blend with his friends and other connoisseurs.

So why then did Herrnarrell leave Waterdeep? What brought him to The Halfway Inn of Evereska? A coincidence so unbelievable that many might think it Divine Providence. First, a small note within a history tome entitled "Myth Drannor - The Council of Twelve" which alluded to a potential offshoot of the Starym family ending with a single name followed by a question mark: "Reluraun?" Secondly, mere days after the revelation of his potential hidden ancestry, a message, supposedly from Saélihn and brought by messenger from Evereska, was delivered to Nhamashal two fortnights prior requesting Herrnarrell's help with some fortune-promised endeavour.

Herrnarrell has been in Evereska for only a short amount of time, but has tentatively purchased an anvil and hammer of his own and set up a small shop as a part-time apprentice with a local weaponsmith while he waits for "Saélihn" to show herself and fill him in on the adventure.

Herrnarrell's crunch:

Herrnarrell Leafblade
Male elf magus (kensai, spellblade) 1/slayer (stygian slayer) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 49)
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +5, Will +1; +2 vs. enchantments
Defensive Abilities canny defense +1; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee elven leafblade +5 (1d4+1/18-20)
Special Attacks arcane pool (+1, 6 points), spell combat, studied target +1 (1st, move action)
Magus (Kensai, Spellblade) Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), magic weapon
. . 0 (at will)—daze (DC 15), flare (DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 20, Wis 8, Cha 9
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse, Weapon Focus (elven leafblade)
Traits dirty fighter, ease of faith, warrior of old
Skills Acrobatics +4 (+0 to jump), Craft (weapons) +9, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Fly +4, Knowledge (history) +6, Linguistics +6, Perception +5, Profession (herbalist) +3, Profession (librarian) +3, Ride +4, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9 (+11 to identify magic item properties), Stealth +4, Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Chondathan, Damaran, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ chosen weapon, elven magic, pride, track +1
Other Gear leather armor, elven leafblade, backpack, bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blacksmith anvil[APG], dice[UE], elven trail rations[UE] (5), flint and steel, hip flask[UE], ink, inkpen, magus starting spellbook, masterwork weaponsmithing tools, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, tea (per cup)[UE] (5), teapot[UE], tiger cloves, tome of epics[ACG], torch (10), trail rations (5), traveler's dictionary[UE], waterskin, weapon cord[APG], whetstone, wrist sheath[UE], 16 gp, 15 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven leafblade) Kensai abilities only function when wielding a weapon of this type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.


I have a character that is literally built for this exact campaign.

Do I have to roll, or may I just choose a 25 point buy?


So.. I did some thinking. I'll let Avariels through. So, if you want to play avariels (winged elves) you can. But! tehyr'e nearly extinct, so that'll take some explaining in the background, and probably a bunch of RP issues


Monkeygod wrote:

I have a character that is literally built for this exact campaign.

Do I have to roll, or may I just choose a 25 point buy?

if you want to skip to 25 point buy, go for it


since there have been 2.5 submissions, and i didn't want to lose them, I figured I'd put them up in a doc at the top of the page.

so, here it is


Velden's Character Sheet Do not use the stats in the profile, they're old. New character is in the link.

Background:

Velden was born in Silverymoon, many years ago. Once he was old enough to keep a secret, his mother explained why he could see in the dark and the other children couldn't. She'd scared him into keeping it a secret decades ago as a small child, but finally she could explain.

While his mother, Sicarda, was the apparent perfect example of a Gold Elf, with blonde hair, bronze skin, and golden eyes that were luminous. She gave Velden the sigil of her family, an ancient ring that proved his line was once of noble birth, and had descended from the very ruling family of Myth Drannor, before it's fall.

This should have meant his mother and he were nobility within Silverymoon, and yet his mother lived a simple life, working as a healer, a secret priestess of Ellistraee. It was then his mother explained that their ancestor had been captured by drow and raped while fleeing the fall. She'd escaped, but her children's blood was forever touched and tainted by the drow blood, leading to her entire line having the odd ability to see in the dark. This tainted blood, were it found out, in the early days, would have meant death.

Now days, it would not get them killed, but the centuries of lying about their history would be almost as bad as the taint, and so the secret was kept, from parent to child. Velden accepted this, although he didn't like it, and kept his mother's secret.

As he grew, he found peace in the meditation of the aescetics that had a compound just outside the city. His burgeoning magic abilities were kept in check by his martial training, and by the time he was old enough to do so, he was properly trained and calm enough to take up a respectable trade, like his mother.

Unlike her, he did not take up healing (even though his blood called to that). Instead he joined the town watch, guarding the citizens.

However, about 3 months ago, he awoke from a deep slumber, the ring that hung from a chain on his neck, was cold as ice, burning his skin. The ring stayed cold and he had to put it in a leather pouch to continue wearing it. Unable to determine why the ring stayed cold, he finally gathered up his belongings, and took up travelling, for the ring seemed to warm as he moved south east, that was the direction he took, following the ring's beckoning, not knowing why he was beckoned, but feeling it in his bones and blood that he must follow the ring.

For those wanting to merge backstories, it might be better to wait until the GM has picked players, so we don't get too caught up in the idea of being in the game with each other and then only one get picked.

Just my $0.02 worth.

EDIT : LOL, missed the cut off to get on the sheet. :)

Scarab Sages

Dragonofashandflame wrote:
The Samurai-themed stuff is off in kara Tur on the other side of the world. But, you could try to reflavor the stuff to fit with the Fey. She could be a Fairy Knight that just happens to be similar to but legally distinct from samurai

Honestly, the samurai theme stuff is the least important to the build. I just love the combination of order of the green + druid, a swordsman who grows her own blade, and I've been wanting to play with the samurai mechanics (resolve, yojimbo archetype) for a long time now. I'm cool with stripping samurai of its eastern flavor in favor of bolting on a fey knight theme to the mechanics.


Here's the very beginnings of my character.

Akor is from the time of Myth Draenor. He fought during the battle involving the Nefarious Trio, and was the subject of a Trap the Soul spell. Broke free during the drow occupation, he managed to escape.

Edit: Are you allowing us alternate racial traits?


This was the picture I originally used for Veldan but it seems it might be a bit punkish for Faerun.

This is pretty Faerun in flavor, but it's also a bit Japanese kawai.

This one is a dead ringer for the avatar pic but has him wearing armor.


Aelakoress Shriraryn wrote:

Here's the very beginnings of my character.

Akor is from the time of Myth Draenor. He fought during the battle involving the Nefarious Trio, and was the subject of a Trap the Soul spell. Broke free during the drow occupation, he managed to escape.

Edit: Are you allowing us alternate racial traits?

Yes, i'm allowing alternate traits,.

your idea sounds interesting.


Velden Lansell wrote:

This was the picture I originally used for Veldan but it seems it might be a bit punkish for Faerun.

This is pretty Faerun in flavor, but it's also a bit Japanese kawai.

This one is a dead ringer for the avatar pic but has him wearing armor.

i like japanese kawaii... because... well i don't know you well enough to tell you that.


I think you just told us everything we need to know...>.>


This here is Girion Swifthoof. I've yet to add anything but the crunch. I'll work on him over the next few days. For combat, he is meant to do one thing...charge, and charge well. He will be a competent spellcaster as well as offering high mobility. I'm going with the motif of a noble knight furthering the cause of his goddess while blunting the machinations of the Black Fingers of Beshaba.


Dodekatheon wrote:
This here is Girion Swifthoof. I've yet to add anything but the crunch. I'll work on him over the next few days. For combat, he is meant to do one thing...charge, and charge well. He will be a competent spellcaster as well as offering high mobility. I'm going with the motif of a noble knight furthering the cause of his goddess while blunting the machinations of the Black Fingers of Beshaba.

neat!


Question for Dragonofashandflame:

I was debating an elven paladin character but looking at the elven gods, they're all CG and I was wondering how that would work with the LG requirement of paladins, if at all.

I'm also leaning heavily towards a griffin animal companion through the Monstrous Mount feat(s) which wouldn't be available until later levels. I was wondering if I could use the stats from a small cat or something similar to basically have the griffin at a younger age and have it grow and mature over the course of the adventure and leveling up.

Silver Crusade

Amazing array of rolls leading to me taking a 25pt buy.


Uh... Aasimar/Tiefling not allowed? Just to be sure, I can totally go with Human...


Lord Foul II wrote:
Dwarf fighter/cleric or warpriest (depending on party comp) wanting to be the greatest smith that ever was
Dodekatheon wrote:
@Yorick, I'd be up for some ties there. I'm envisioning my Cavalier/Cleric as someone trying to protect the peoples of the wilds.

Cool, let me get the barebones of mine together and I'll ping you both.


@Dragon

Do you need anything cleared up for his backstory?


I'll second the "let's wait until we see who's chosen to coordinate backstories" thought, though with how many nature themed/centaur characters there are running around here, there will be plenty of possibilities for knowing each other. :D


Dragonofashandflame wrote:
So.. I did some thinking. I'll let Avariels through. So, if you want to play avariels (winged elves) you can. But! tehyr'e nearly extinct, so that'll take some explaining in the background, and probably a bunch of RP issues

Oh man, I missed this. I'm seriously reconsidering my character now. I played an Avariel once before and loved the hell out of it.


I have two ideas but... One of them is for an Half-orc. Now I half-orc is Core but, would he fit Dragonofashandflame?


I really like this idea of this! I don't know much about Myth Drannor, but I'll be reading up a lot. I have an idea but I want to make sure it all fits in first.

Rolls.

4d6 - 3 ⇒ (4, 3, 6, 5) - 3 = 15
4d6 - 4 ⇒ (4, 4, 6, 4) - 4 = 14
4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14
4d6 - 2 ⇒ (6, 2, 4, 2) - 2 = 12
4d6 - 2 ⇒ (2, 2, 6, 4) - 2 = 12
4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16

I think I'll stick with that, can really make anything with this.

Not sure if I missed it but are you using background skills?

I love Automatic Bonus Progress, it really lets people spend money on some of the cooler magic items you don't normally see as people save up for head bands and belts.

I also really like the Virtual Gearing its a very interesting idea, and you get less bogged down in the book keeping of gear and gold!


Jereru wrote:
Uh... Aasimar/Tiefling not allowed? Just to be sure, I can totally go with Human...

Nope not allowed.


Albion, The Eye wrote:
I have two ideas but... One of them is for an Half-orc. Now I half-orc is Core but, would he fit Dragonofashandflame?

Thats up to the background :) if he was half orcs and was all "yay orc" then no. otherwise, probably. He'd face half-orc issues with ignorant peasants and racist elves, though. But that could be fun to RP


Ictoo wrote:

I really like this idea of this! I don't know much about Myth Drannor, but I'll be reading up a lot. I have an idea but I want to make sure it all fits in first.

Rolls.

4d6-3
4d6-4
4d6-3
4d6-2
4d6-2
4d6-3

I think I'll stick with that, can really make anything with this.

Not sure if I missed it but are you using background skills?

I love Automatic Bonus Progress, it really lets people spend money on some of the cooler magic items you don't normally see as people save up for head bands and belts.

I also really like the Virtual Gearing its a very interesting idea, and you get less bogged down in the book keeping of gear and gold!

Background skills: yes

Everything else: thank you


Nickadeamous wrote:
** spoiler omitted **

@nickadaemus: I vaguely remember that the eleven gods had Paladins in 2e. This was before things like inquisitors and cavaliers (well the return of the cavalier) and things that were paladin-adjacent were on the scene. I will do a bit of digging through the day and see if this is a trueness. But, with the paladin adjacent classes and their abilities, it seems could approximate that the right combo of classes without the alignment restriction on deity. Lemme think on this a bit more.

As for the griffin: lemme think on this, too

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