| Dragonofashandflame |
Alright, my submission is about to be ready, but I'll be a bit busy today. The crunch is not 100% ready, but this is the alias, a Ranger/Warpriest of Mielikki. The fluff is not 100% ready, and I'm working on it on a doc outside of the forums (since I hate when my text is eaten by Paizo), but mostly:
Teucer is the bearer of a weird longbow, inherited from his father. He travels to the Half Way Inn in hopes of getting some clues about the bow from the inhabitants of Evereska. This will be further elaborated.One question: in Faerun, half-elves cannot have progeny, right?
False, as far as i know.
| Dragonofashandflame |
Also, since this is a FR game, are you allowing a bonus regional feat and regional gear package??
Edit: What current info for Cormanthyr/Myth Drannor should we be using? Would the entries in the 3.0 FR book be alright, just time-shfited to your starting year?
no to the bonus feat and gear..
Ya.. the lore should be OK for Cormanthyr and Myth Drannor. We'er starting about 10-ish years before the Time of Troubles.| YoricksRequiem |
Ok, so i’m looking for about 4-6 level 1 PCs (one of which is spoken for, so 3-5) to be crazy enough to start this thing with me.
Forgive me if I missed this, the thread has blown up in a big way - in the interests of not submitting the same thing that already exists, do you know what the spoken-for player is going to be making?
| Keenbeak |
Dragonofashandflame wrote:That's because I'm still debating over starting equipment. :DKyros Greenhoof wrote:Looks like you missed my submission! This alias right here!So i do! Gasp! Also gasp! You are missing attacks in the entry!
Okay, now I have starting equipment sorted out, so I believe my submission is complete.
| Dragonofashandflame |
So if we do submitt multiple characters you want us to reroll or should
we just stick with what we have already rolled
You can use the same rolls.
The spoken for player is Samnell and his cleric/wizard of labelas.
I don't care about repeats, though. So submit what you want and we go from ther
| Dragonofashandflame |
That's fine. Are they available for normal selection?
I was considering Luck of Heroes (+1 luck bonus to AC and saves) as it is far more flavorful for my character.
Let's stick to PF feats, there are a million feats in 3e, and opening them up is a Pandora's box I'm not sure my
Mind can handle.
Lord Foul II
|
** backstory spoiler omitted **
[Lawful Good]
DESCRIPTION
Age 64
Looks: sandy brown/blond hair, blue eyes
Height/Weight 4ft 8in tall, 200 lbs. (Medium)
Campaign: RETAKING MYTH DRANNOR
DM: Dragonofashandflame
STRENGTH
16 (+3)
HIT POINTS
DEXTERITY
13 (+1)
CONSTITUTION
15 (+2)
INTELLIGENCE
15 (+2)
WISDOM
16 (+3)
CHARISMA
8 (-1)
HP 15
Initiative +1 = 1 [Dex]
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +2 = INT 2+0+0
Bluff -1 = CHA -1+0+0
Climb* +3 = STR 3+0+0
Craft +6 = INT 2+1+3
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy -1 = CHA -1+0+0
Disable Device*† +1 = DEX 1+0+0
Disguise -1 = CHA -1+0+0
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† -1 = CHA -1+0+0
Heal +7 = WIS 3+1+3
Intimidate -1 = CHA -1+0+0
K (Arcana)† +2 = INT 2+0+0
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +6 = INT 2+1+3
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +6 = INT 2+1+3
Linguistics† +2 = INT 2+0+0
Perception +7 = WIS 3+1+3
Perform -1 = CHA -1+0+0
Perform -1 = CHA -1+0+0
Profession† +7 = WIS 3+1+3
Profession† +3 = WIS 3+0+0
Ride +1 = DEX 1+0+0
Sense Motive +3 = WIS 3+0+0
Sleight of Hand*† +1 = DEX 1+0+0
Spellcraft† +6 = INT 2+1+3
Stealth* +1 = DEX 1+0+0
Survival +3 = WIS 3+0+0
Swim* +3 = STR 3+0+0
Use Magic Device† -1 = CHA -1+0+0
* Armor Check Penalty -4
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 20 (4 sq.) ]
AC [20] = 10 +6 [Chainmail] +1 [Light Steel Shield] +1 [Dex]+1[trait] +1 [natural armor]
Touch AC [12] Flat-Footed [19]
BASE ATTACK BONUS
+1
Basic Melee Attack +4
Basic Ranged Attack +2
Weapon
Attack Bonus
Critical
mwkWarhammer +7 x3 1d8+3
FORTITUDE SAVE
+4 = 2 [base] +2 [Con]
REFLEX SAVE
+1 = 0 [base] +1 [Dex]
WILL SAVE
+5 = 2 [base] +3 [Wis]
CMB
+3 = 0 [BAB] +3 [Str] +0 [size]
CMD
+14 = 10 +0 [BAB] +3 [Str] +1 [Dex] +0 [size]
FEATS
Deific obedience (+1 to hit with warhammers so long as I preform the required obedience each morning, at later levels additional abilities apply)
Toughness (+1 hp per level, minimum 3)
TRAITS
Spark of creation (+1 on craft checks, crafting takes 5% less time and money)
Defender of the society (+1 trait bonus to AC when in medium or heavy armor, requires fighter)
CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.
LANGUAGES
Common
Dwarven
2 Bonus Languages (Int)
Cleric Spells Per Day
Level 1 1 + 1 [Wis] + 1 [Domain]
SPECIAL ABILITIES
Dwarf
Slow and Steady: Base speed of 20' is never modified by armor or encumbrance
Darkvision 60 feet
Defensive Training: +4 dodge bonus to AC vs. giants
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred: +1 to hit vs. orcs and goblinoids
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Source PCS:ISR
Stability: +4 CMB vs. bull rush or trip attempts while standing on solid ground
Stonecunning: +2 Perception (stone). Free check within 10 feet of hidden doors or traps in stone.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon
Cleric
Aura
Domains []
Orisons
Channel Energy 1d6
Fighter (Eldritch Guardian)
Eldritch guardians are trained to detect and give warning about magic threats to the people and places they protect.
Class Skills: The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.
Familiar (Ex)
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.
(familiar chosen Iuon wyrd. they're little floating rock dudes that I thought was appropriate for a dwarf craftsmen)
This ability replaces the bonus feat gained at 1st level.
warpriest version coming soon
Edit: given existing cleric in guaranteed slot, I'm probably going to go for the warpriest version, because with someone else able to take care of high level condition removal spells, I can be a better kickass fighter and crafter
Lord Foul II
|
Lord Foul II wrote:** backstory spoiler omitted **** draft 1spoiler omitted **
Thrain Duroktan
He's currently in town to further hone his craft both in filling orders for people and in searching for lost lore of the magic the ruins used to hold, and seeking expirence that Moradin dogma claims provides wisdom.
[Lawful Good]
DESCRIPTION
Age 64
Looks: sandy brown/blond hair, blue eyes
Height/Weight 4ft 8in tall, 200 lbs. (Medium)
Campaign: RETAKING MYTH DRANNOR
DM: Dragonofashandflame
STRENGTH
16 (+3)
HIT POINTS
DEXTERITY
13 (+1)
CONSTITUTION
15 (+2)
INTELLIGENCE
15 (+2)
WISDOM
16 (+3)
CHARISMA
8 (-1)
HP 15
Initiative +1 = 1 [Dex]
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +2 = INT 2+0+0
Bluff -1 = CHA -1+0+0
Climb* +3 = STR 3+0+0
Craft +6 = INT 2+1+3
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy -1 = CHA -1+0+0
Disable Device*† +1 = DEX 1+0+0
Disguise -1 = CHA -1+0+0
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† -1 = CHA -1+0+0
Heal +7 = WIS 3+1+3
Intimidate -1 = CHA -1+0+0
K (Arcana)† +2 = INT 2+0+0
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +6 = INT 2+1+3
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +6 = INT 2+1+3
Linguistics† +2 = INT 2+0+0
Perception +7 = WIS 3+1+3
Perform -1 = CHA -1+0+0
Perform -1 = CHA -1+0+0
Profession† +7 = WIS 3+1+3
Profession† +3 = WIS 3+0+0
Ride +1 = DEX 1+0+0
Sense Motive +3 = WIS 3+0+0
Sleight of Hand*† +1 = DEX 1+0+0
Spellcraft† +6 = INT 2+1+3
Stealth* +1 = DEX 1+0+0
Survival +3 = WIS 3+0+0
Swim* +3 = STR 3+0+0
Use Magic Device† -1 = CHA -1+0+0
* Armor Check Penalty -4
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 20 (4 sq.) ]
AC [20] = 10 +6 [Chainmail] +1 [Light Steel Shield] +1 [Dex]+1[trait] +1 [natural armor]
Touch AC [12] Flat-Footed [19]
BASE ATTACK BONUS
+1
Basic Melee Attack +4
Basic Ranged Attack +2
Weapon
Attack Bonus
Critical
mwkWarhammer +8 x3 1d8+3
FORTITUDE SAVE
+4 = 2 [base] +2 [Con]
REFLEX SAVE
+1 = 0 [base] +1 [Dex]
WILL SAVE
+5 = 2 [base] +3 [Wis]
CMB
+4 = 1 [BAB] +3 [Str] +0 [size]
CMD
+15 = 10 +1 [BAB] +3 [Str] +1 [Dex] +0 [size]
FEATS
Deific obedience (+1 to hit with warhammers so long as I preform the required obedience each morning, at later levels additional abilities apply)
Toughness (+1 hp per level, minimum 3)
Weapon focus (warhammer)
TRAITS
Spark of creation (+1 on craft checks, crafting takes 5% less time and money)
Defender of the society (+1 trait bonus to AC when in medium or heavy armor, requires fighter)
Fate's favored (+1 to any luck bonuses I have)
Drawback
Power hungry (penalty to will saves if power is offered. Explanation: one of the driving motivations for the character is to learn all he can to be the greatest smith possible. )
CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.
LANGUAGES
Common
Dwarven
2 Bonus Languages (Int)
Cleric Spells Per Day
Level 0 3 + 1 [wis]
Level 1 1+ 1 [Wis]
SPECIAL ABILITIES
Dwarf
Slow and Steady: Base speed of 20' is never modified by armor or encumbrance
Darkvision 60 feet
Defensive Training: +4 dodge bonus to AC vs. giants
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred: +1 to hit vs. orcs and goblinoids
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Source PCS:ISR
Stability: +4 CMB vs. bull rush or trip attempts while standing on solid ground
Stonecunning: +2 Perception (stone). Free check within 10 feet of hidden doors or traps in stone.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon
Cleric
Aura
Blessings
Orisons
blessings (3+1/2 level +wis uses per day, artifice/war)
Focus Weapon
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Sacred weapon (1d6)
Smith’s Spells
A forgepriest adds the following spells to his spell list: 1st—jury rig, shield; 2nd—heat metal, shatter; 3rd—keen edge, quench, versatile weapon; 4th—wreath of blades; 5th—fabricate, major creation; 6th—mage’s sword.
Fighter (Eldritch Guardian)
Eldritch guardians are trained to detect and give warning about magic threats to the people and places they protect.
Class Skills: The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.
Familiar (Ex)
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.
(familiar chosen: Iuon wyrd. they're little floating rock dudes that I thought was appropriate for a dwarf craftsmen, later I'll get improved familiar and replace him with an earth elemental or homuclous)
This ability replaces the bonus feat gained at 1st level.
Yeah this is looking much more interesting than cleric
| bbangerter |
All the dots for interest.
And some rolls:
4d6 - 2 ⇒ (3, 2, 4, 3) - 2 = 10
4d6 - 2 ⇒ (2, 5, 3, 2) - 2 = 10
4d6 - 1 ⇒ (4, 2, 1, 1) - 1 = 7
4d6 - 2 ⇒ (5, 6, 2, 5) - 2 = 16
4d6 - 1 ⇒ (5, 1, 3, 2) - 1 = 10
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 3 ⇒ (5, 3, 4, 5) - 3 = 14
4d6 - 2 ⇒ (3, 3, 4, 2) - 2 = 10
4d6 - 1 ⇒ (2, 3, 1, 5) - 1 = 10
4d6 - 1 ⇒ (3, 1, 3, 1) - 1 = 7
4d6 - 2 ⇒ (4, 2, 6, 2) - 2 = 12
4d6 - 2 ⇒ (2, 4, 6, 6) - 2 = 16
4d6 - 1 ⇒ (3, 4, 3, 1) - 1 = 10
4d6 - 1 ⇒ (2, 4, 1, 3) - 1 = 9
4d6 - 1 ⇒ (1, 5, 3, 2) - 1 = 10
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10
4d6 - 1 ⇒ (4, 2, 1, 1) - 1 = 7
4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
4d6 - 2 ⇒ (2, 5, 5, 5) - 2 = 15
4d6 - 1 ⇒ (2, 1, 6, 1) - 1 = 9
4d6 - 1 ⇒ (2, 1, 6, 6) - 1 = 14
4d6 - 2 ⇒ (2, 4, 6, 2) - 2 = 12
4d6 - 1 ⇒ (6, 4, 3, 1) - 1 = 13
4d6 - 1 ⇒ (2, 6, 1, 3) - 1 = 11
4d6 - 3 ⇒ (6, 4, 3, 6) - 3 = 16
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 1 ⇒ (5, 1, 5, 5) - 1 = 15
4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
| Zanbabe |
Expanding / correcting the background for my character, and the only thing I can find on how long Naiads live is here. (Says they live 700+ years.) ... It's not official anything though. Can I use that as an approximate age estimation for my character's lifespan (Paizo has very little detail), or do you have a different view on Naiad lifespans?
(Not asking to use third party content... just trying to figure out how close to the fall of Myth Drannor she would have been, and whether she might have talked to anyone who had actually been there.)
| Alias ad Tempus |
Question for the GM:
The Archetypes work together except at Level 4, when both call for a change to the Monk's Slow Fall Ability. Would it be acceptable to chose one of the two options, and therefore keep both Archetypes? Otherwise, obviously, I will chose one or the other...
| Dragonofashandflame |
Expanding / correcting the background for my character, and the only thing I can find on how long Naiads live is here. (Says they live 700+ years.) ... It's not official anything though. Can I use that as an approximate age estimation for my character's lifespan (Paizo has very little detail), or do you have a different view on Naiad lifespans?
(Not asking to use third party content... just trying to figure out how close to the fall of Myth Drannor she would have been, and whether she might have talked to anyone who had actually been there.)
Ooh good question hmmm let's use the pathfinder elf ages for naiads and gathlain
| mdt |
Storyteller Shadow wrote:I think he's a degenerate freak, to be honest. Can't see how anybody tolerates him. Really should be ashamed.Why that Samnell sounds like a swell fellow. ;-)
I almost submitted a Wizard/Cleric but an Elven Bladesinger/Arcane Archer combo was just too damn good to pass up!
He probably bribes them with beer and pizza on game night.
Lord Foul II
|
Lord Foul II wrote:Cool idea, need a god and domains for the cleric side :) but I'll put him in as basically doneLord Foul II wrote:** backstory spoiler omitted **** spoiler omitted **...
I'll be going with the warpriest version two posts down.
Deity is Moradin, blessings are War and Artificethanks for the note about liking my concept
I hope that when you select him, he'll live up to and surpass your expectations.
| Dragonofashandflame |
Ok, so doing this piecemeal is getting me nowhere....
[sooiler=Ser Armithia]
1) how did he get to the Halway Inn?
2) you have Taldane as a language in the Dossier. Also, Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
[/spoiler]
Background?
looks to be OK
Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
I can't seem to find the languages?
looks to be OK
looks to be OK
how does she get to the Halfway Inn?
Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
don't forget the background!
Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
Lord Foul II
|
Ok, i think i have all the submissions to date in the doc.
my deity is absent from the doc nvm this has been fixed
Ok, so doing this piecemeal is getting me nowhere....
[sooiler=Ser Armithia]
1) how did he get to the Halway Inn?
2) you have Taldane as a language in the Dossier. Also, Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
[/spoiler]** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
What would be the next most common? knowing the two most common, Terran, dwarven and celestial will be good for me
| Dragonofashandflame |
Dragonofashandflame wrote:Ok, i think i have all the submissions to date in the doc.my deity is absent from the doc nvm this has been fixed
Dragonofashandflame wrote:What would be the next most common? knowing the two most common, Terran, dwarven and celestial will be good for meOk, so doing this piecemeal is getting me nowhere....
[sooiler=Ser Armithia]
1) how did he get to the Halway Inn?
2) you have Taldane as a language in the Dossier. Also, Common doesn't exist in my FR (because i'm weird that way). The most frequently spoken language in the region would be Chondathan.
[/spoiler]** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Chondathan is the most common language in the region. Elven would probably go a long way
| Nivian |
Finished revised background finally. Pasting here so you don't have to go digging:
When Nivian was young, a young elven boy used to visit the edge of her lake. He was gentle and had a beautiful voice. He would sing of Cormanthyr and the heroes of Myth Drannor, the City of Song. She revealed himself to him after a time, by joining in one of his songs that she had learned while listening, having a natural talent in that area.
He kept coming to sing with her, and over time singing together, they learned of one another's cultures, and she learned of his dreams, and the new songs that he was learning. He taught her everything he knew as he learned to be a cleric, and she taught him more of nature and the wildness and songs of water.
Eventually, the time came when the boy stopped coming. He was growing into a man and had more responsibilities and interests and couldn't travel to come and see her as often, and then stopped altogether. She wasn't sure, but she guessed that he had met someone he loved and that his friendship with a naiad was seen as a negative by the object of his affection.
Nivian kept singing of Cormanthyr and Myth Drannor, and over time has kind of idealized it--in her mind it is the utopia where everyone gets along and unenlightened races don't start wars and ruin things... and it is a place where Naiads and Elves, and other races, could have lasting friendships that didn't have to end.
She never considered searching for Myth Drannor itself, but after the boy didn't return for many months, she left her lake to be cared for by her sisters and started traveling, bonding with the rivers and the water along the way, and looking for a place where she could learn new songs and enjoy the stories of other races without knowing that it would all just end with a distracted disinterest. (She was hurt by the loss of her friend, but instead of admitting that to herself, she tried to blame her sadness not on the object of her affection (who she didn't really realize that she loved so much), but on external influences... so she set off to seek to fill that empty place in her heart with new songs and experiences.)
She became an explorer, and her curiosity about people and things-- the whole community of the world and how it all fits together, but especially how elves interact with other races--has led her to the edge of Evereska where she started singing one day at the Halfway Inn and was quickly hired after the proprietor discovered how the combination of her music and unearthly beauty drew crowds.
She agreed because she loves to sing, and she misses her friend and hopes to find someone else who shares her idealism as he did. She does her best to spread the ideas of peace, community, and oneness with nature through her songs, stories, and poems. Adventure too, of course. Heroes and great deeds, but also compassion and doing what's right and good, even in the face of wicked rulers, judges, or laws. She sings often of Cormanthyr and Myth Drannor and the idea of races united in seeking good and building something together.