The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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Pathfinder Rulebook Subscriber

I have a homebrew world called The Explored Land ( map here ) in which I'm currently running two separate parallel in-person campaigns involving 8 players in two different groups (one party of 5, one of 3), and I'd like to start a third one here on the boards. All three campaigns will affect each other; things you do in-game will have a direct effect on my IRL players, and vice-versa. So if you, say, cause a volcanic eruption, the resulting ash storm may impede one of the other parties' progress. If they kill a major NPC that you were supposed to seek out, then you're out of luck and will have to find an alternate contact. That sort of thing.

About the world; I use Pathfinder rules, and I use the Golarion pantheon of gods. This is a high-magic, epic world so expect lots of magic items and artifacts. There are no firearms. I lifted a couple things wholesale from the Adventure Path, so you may find yourself interfacing with NPCs or entering cities (e.g., Katapesh is on the map) from that setting, but I try to keep it to a minimum. This is intended to be as close to 100% homebrew as possible.

I'm very open about what race/class you use, so SGG stuff, Dorkistan stuff, APG, etc. are all fair game. Looking for a max of five players.

The Campaign:
The campaign will begin in the university town of Stormfare, in the northwest of the map, just south of the forgeland of Van-Duriss, and end in the arctic, in the far reaches of the Barbarian Kingdom of Allemagh. Well-rounded characters will find many opportunities to use all facets of their build as you'll be passing through deep woods, frozen tundra, plains, ruins, villages,cities, and facing all manner of beastie. There may even be a dungeon or two. ;-)

Characters:
For this campaign, all characters will start at 6th level.

Starting wealth is 20,000gp. All items must come out of this balance. You may spend no more than 5,000 gold on any one item. If something is on the cusp, but it's super cool, check with me and we'll see about making it happen.

Attribute rolls: In short, I want my PCs to be epic, and my rules for attributes reflect that.

For each attribute, roll 4d6, dropping the lowest die. If you rolled less than a 7, re-roll, i.e., 7 is my minimum allowed attribute score.

In addition, roll 7 attribute scores and drop the lowest. Assign attribute scores as you will.

Alternately, you may employ "epic rules" and roll 1d3+15 for any attribute
you choose, BUT for every attribute you roll this way, you must roll
one other attribute as 1d10+6. So let's say you're rolling a
sorcerer(ess). You would probably want to roll 1d3+15 for your
charisma, and then take 1d10+6 for maybe strength or dex, leaving your
other attributes as standard rolls. You get the idea.

Hero Points: Everyone starts with 2 hero points, and I use the full APG rules, so +8 on any d20 roll if spent before the roll, +4 if spent after, and they can be used to pull all kinds of stunts, depending on the situation, and at GM's discretion. I'm a big fan of PCs attempting to pull off ridiculous and epic stunts, just make sure you have the skills/attributes to back it up. :-)

Interested?
I'm a pretty [hyper]active GM, so I'm gonna need people who can commit to fairly regular posting, like a couple a day. If this sounds like something you might be intersted in, please leave a description of your proposed character build here (no need to do a full build yet). I'm gonna leave this open for character proposals until Friday, January 7th, at which point I'll look over whatever character proposals I've got and pick the party. Every character proposal will be considered.


Right on the cusp....

I am thinking a witch 5/ ranger 1
building into EK...

4d6 ⇒ (3, 2, 5, 3) = 13
4d6 ⇒ (6, 6, 4, 3) = 19
4d6 ⇒ (1, 5, 1, 4) = 11
4d6 ⇒ (4, 3, 1, 3) = 11
4d6 ⇒ (6, 5, 6, 4) = 21
4d6 ⇒ (2, 2, 5, 1) = 10

I am assuming I can arrange these scores as desired!

DM

Spoiler:

Depending on you world and desires could exchange ranger for paladin!

Woops forgot one.
4d6 ⇒ (1, 2, 2, 6) = 11


I would like to play a Summoner character with a quadruped eidolon. Here are my stat rolls:

1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (3) + 6 = 9
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (6) + 6 = 12
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (9) + 6 = 15
4d6 ⇒ (1, 4, 3, 6) = 14

This gives an array of 18, 18, 17, 15, 14, 12 (dropping the lowest of the 7, which was a 9).

Are you looking for full builds, builds + backgrounds, just backgrounds, or what to determine who gets selected?


Pathfinder Rulebook Subscriber
KenderKin wrote:

Right on the cusp....

I am thinking a witch 5/ ranger 1

Ooh, I like the sound of that.

KenderKin wrote:


I am assuming I can arrange these scores as desired!

Yup!

Kalderaan wrote:


Are you looking for full builds, builds + backgrounds, just backgrounds, or what to determine who gets selected?

Mostly I'm looking for really cool concepts, so really mainly some backstory and overall disposition. Stats are welcome since they're easy enough to do inline, but aren't necessary.

Really I guess folks can do as much or little as they want, but the above is mainly what I'm looking for. I don't want anyone to sink a ton of time into a full, cool build only to not get picked, nawmean? So I just want people to do as much as they're comfortable doing.


Hmm. I'm definitely interested -- thing is, before deciding on a concept, I'd love to have some more information about this Explored Land. What's the climate -- ecological AND political -- and such.

As for fairly hyperactive -- yay! Because one post a day is ... well, not really enough for me. I tend to stare at the RSS feed impatiently at times when I'm bored. *cough*

Though, let's see what the regular roll would be. Maybe the stats will inspire me and if they're overall good I might actually consider a Monk. I might go for the other method once I have more information and opt for, say, a Sorcerer, though. I hope that's alright.

4d6 ⇒ (2, 2, 5, 5) = 14 drop lowest, 12
4d6 ⇒ (3, 5, 3, 4) = 15 drop lowest, 12
4d6 ⇒ (4, 1, 5, 6) = 16 drop lowest, 15
4d6 ⇒ (3, 5, 2, 5) = 15 drop lowest, 13
4d6 ⇒ (1, 6, 4, 6) = 17 drop lowest, 16
4d6 ⇒ (6, 4, 2, 2) = 14 drop lowest, 12
4d6 ⇒ (4, 3, 4, 1) = 12 drop lowest, 11


Man, now you got me curious about what sort of results the other method gets. Let's try it!

1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (10) + 6 = 16
4d6 ⇒ (1, 6, 5, 2) = 14 drop lowest 13
4d6 ⇒ (3, 5, 4, 5) = 17 drop lowest 14

So that's 17, 17, 16, 14, 13, 7. Not a huge fan of having a stat that low, buuut ... I kind of like those results nevertheless. *cough*

The only character type I like with any stat below 7 would be casters with low STR scores. Just makes sense to me. Maybe a Sorceress, or ... a Witch? With those results I could actually have a Wizard with good Charisma. Hmm. Choices, choices. Or possibly a Bard? A Druid?


I'd be interested. Would you allow for the Magus? If not I'll either do a Bard or Rogue type of character.

1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (4) + 6 = 10
1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (2) + (6) + (1) = 14 drop lowest: 13

18,17,16, 13,11,10

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

What all classes and books are allowed? Any of the Genius guides? Just wanted to know~

Concept 1: Dragonrider

Concept 2: Fighter w/ two-handed archetype or Cavalier i'm cool for either.

1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (2) + 6 = 8
1d10 + 6 ⇒ (4) + 6 = 10
4d6 - 1 ⇒ (6, 1, 2, 5) - 1 = 13

Drop Lowest = 8

18,18, 16, 13, 11, 10

These aren't bad at all!


I would like to play an exiled dwarvcen ranger, at home in the darkness but forced to live among humans and the other races. was thinking of using the skirmisher archetype.

i rolled 15,16,11,17,12,11 at home if you need an online roll i can do that too.

4d6 ⇒ (4, 5, 5, 6) = 2016
4d6 ⇒ (2, 6, 3, 4) = 1513
4d6 ⇒ (6, 5, 2, 3) = 1614
4d6 ⇒ (2, 2, 1, 3) = 8dropped
4d6 ⇒ (4, 6, 6, 4) = 2016
4d6 ⇒ (5, 3, 4, 5) = 1714
4d6 ⇒ (4, 6, 2, 1) = 1312

hmm tough call i think i might use the second set of rolls.


Von Doom wrote:

Man, now you got me curious about what sort of results the other method gets. Let's try it!

1d3+15
1d3+15
1d10+6
1d10+6
4d6 drop lowest 13
4d6 drop lowest 14

So that's 17, 17, 16, 14, 13, 7. Not a huge fan of having a stat that low, buuut ... I kind of like those results nevertheless. *cough*

The only character type I like with any stat below 7 would be casters with low STR scores. Just makes sense to me. Maybe a Sorceress, or ... a Witch? With those results I could actually have a Wizard with good Charisma. Hmm. Choices, choices. Or possibly a Bard? A Druid?

I didn't realize that method is also supposed to have a 7th roll. Well then!

4d6 ⇒ (6, 1, 2, 3) = 12 drop lowest 11

So I'm looking at 17, 17, 16, 14, 13, 11 if that's correct.

Test:

Just trying what another layout might give.
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (6) + 6 = 12
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (5) + 6 = 11
4d6 ⇒ (4, 5, 1, 1) = 11 drop lowest 10

So it'd be 18, 17, 16, 12, 11, 10.

Hmm. I like the original one better, but that was pretty interesting.


With those stats, I think I'll try for a Wizard. And not just any wizard! The grand and powerful ... whatshisname. Yeah, I suck at names.

An arrogant (but witty) wizard who may be juuuust ever so slightly based on Edwin from the Baldur's Gate series. Are we allowed to be non-good? Maybe, dare I say it, evil? If yes to the latter, I'd be perfectly willing to have an evil character who plays well with goody-two-shoes (for his own purposes, of course).


Pathfinder Rulebook Subscriber

Replies for all!

@Von Doom:Ahahahaa! I'm the same way; keep refreshing threads thinking "man, somebody post, already!" :-D

I'll do a longer write-up on The Explored Land over the weekend, I'm on the road helping a friend pack up and move (To Scotland(!) no less) today and tomorrow but will be free after that.

In the meantime, like I said, the map is here: http://www.thedarkclan.com/seer/, though it's really big, so be warned. Feel free to download it if you like.

In a nutshell, The Explored Land has everything; jungle, desert, arctic, tundra, lush farmland, deep old-growth woods, all of it. It's a land who's environment has been ravaged and shaped into unnatural forms and regions by wild magic, it is crisscrossed with ley lines, old wild fey, malevolent (some say intelligent) storms called Ruinstorms whose rain can flay people alive, and many hidden places of ancient power, leaving it a strange, dangerous, wondrous place. This campaign will take place in urban areas, rural areas, deep old woods, lush plains, tundra, maybe desert, and eventually end up in the arctic.

Endure Elements will be your friend. :-)

Politically, there is no central government, only autonomous city-states and vaguely defined "regions" here and there. The Draconic Protectorates -- areas looked over by dragons, and not always benevolent ones -- are the most well-defended and tend to house great universities, libraries, etc. Stormfare, Warbane, Iridian, Mamban, Dambulla and Maho are all examples of well-known Protectorates that the average citizen would know about.

@Benoit Leblanc: I would definitely allow the Magus.

@Corerue: Pretty much anything goes, yeah, and I would LOVE to have a dragonrider PC! I already use them and Time Thiefs as NPCs, so it'd be great to have somebody play one!

@Terran: I like the sound of that as well. I always dig dwarves on the fringes.


Heh, awesome. So, since you didn't scream 'NOOOOO! YOU CAN'T BE EVIL! EVIL IS BAAAAD!' I presume alignment wise we're good to go in any direction as long as we're not too horribly offensive to other alignment's sensibilities?

Also, man, I envy your friend. Scotland is awesome. I'd love to move there -- Austria isn't quite as charming, and the stereotypical Austrian English accent is horrible to listen to (looking at you, Ahnuld). Scottish, on the other hand ...


I'm very interested! And more than willing to post regularly!

Also I love the map, the world looks massive, and has a Howard like Hyborian Age alt-earth look to it!

Stat Rolls:
4d6 ⇒ (6, 1, 5, 5) = 17 Drop 1, 16
4d6 ⇒ (6, 5, 4, 5) = 20 Drop 4, 16
4d6 ⇒ (4, 5, 3, 3) = 15 Drop 3, 12
4d6 ⇒ (4, 6, 5, 1) = 16 Drop 1, 15
4d6 ⇒ (2, 6, 4, 6) = 18 Drop 2, 16
4d6 ⇒ (3, 2, 2, 1) = 8 Drop 1, 7!

That's pretty neat, with one glaring weakness.

I'd like to propose an Oracle, with a very wandering backstory. Joren Thask began life as a farmer's son, but always desired to go to the city and learn from books and stories. He left home leaving the farms inheritance to his sister and whoever she should marry and travelled to Stormfare. There he but his strong body and natural charm to get many odd labor jobs and eventually payed his way through academia.

It was only weeks after finishing his education that a message came from home that his family had been slain by bandits who had sought to kidnap his sister.

Filled with rage and sorrow he drank himself into a stupor, but was woken the next morning by a voice, not speaking but suggesting wordlessly that he enact bloody revenge. filled with the spirit of battle, Joren learned to bear arms and travelled to his hometown, after many battles and adventures sometimes alone sometimes with others, he tracked down the bandits, who had long forgotten their transgression and slew them all in a rage, even a young lad barely out of his fourteenth winter.

Now unable to be either a scholar or farmer, and haunted by the ghosts of his family and the siren's call of battle Joren seeks some meaning for his life.

Joren Thask, 6th Level Oracle

Build to follow, but he'll have the haunted curse and Battle mystery.


The idea I have for a character, is for a Half-Orge Monk, specifically with the Monk of the Four Winds archetype.

Udo was left on the doorstep of the Temple of the Eternal Wind {or whatever is appropraite to your homebrew}. The Grandmaster deemed that Udo's arrival was no coincidence, thus he would be raised and trained as a member of the order.

A good deal of his upbringing was spent ingraining to him the tenets of the Tenfold Path (a play on the Buddhist Eightfold Path, Martial Morality - http://ymaa.com/articles/martial-arts/morality ).

He took to the tenets slowly, primarily due to the ill-temper and impulsiveness that came with his Ogre ancestry. It was deeply frustrating for him, yet he knew that it had to be important or the Grandmaster wouldn't have put so much time, effort, and emphasis having it taught to him. Gradually, he finally was able to grasp them, extraordinary self-discipline and patience replacing his ill-temper and impulsiveness.

In addition to his intellectual and spiritual education, he was given an extremely rigorous and difficult physical education in the unarmed arts of the Temple. This was one area in which Udo took to readily. Though he was gifted with great Strength, the unarmed arts taught him to focus and use it in ways that he would never have thought possible otherwise. Even moreso when the eldest, and seemingly frailest members of the order, were capable of performing extraordinary displays of strength he hoped to one day duplicate.

Forunately for him, the monks of the Eternal Wind, while grounding his upbringing in the practices of the temple, provided him with a broader education than was traditional. He spent time learning at the university in Stormfare. He learned as much from the books and scrolls as he did from interacting with the people too. This broader education was done by the decree of the Grandmaster, who recognized that Udo would not be suited to the austere life of a residing monk.

The day eventually came when the Grandmaster deemed that it was time for Udo to go out from the monastery and seek his own path and not to return until he knew where it lead.

I could do more, but that sort of gives you his early life.
Personality wise: Humble, good-natured, friendly, loyal, honest to a fault, always finds a way to see the best when things are at the worst.

Alignment would be Lawful Good. I'm unsure of a deity just yet, might not have one.

4d6 ⇒ (4, 5, 2, 4) = 15
4d6 ⇒ (2, 5, 5, 5) = 17
4d6 ⇒ (2, 6, 4, 2) = 14
4d6 ⇒ (4, 6, 2, 4) = 16
4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (4, 3, 5, 1) = 13
4d6 ⇒ (2, 3, 5, 2) = 12


Based on the above, that would mean the stats are:
4,5,4 = 13
5,5,5 = 15
6,4,2 = 12
4,6,4 = 14
3,1,4 = 8 (Dropped stat)
4,3,5 = 12
2,3,4 = 10

I'm like Von Doom, let's see what the other method generates

1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (7) + 6 = 13
1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (4) + 6 = 10

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

@Downrightamazed: I didn't expect you to say yes xD! I will get to work on a build ASAP. I'm going to be doing some flying for the next couple days but I will try and get it done. Do you have any homebrew rules or anything I need to know about concerning the Dragonrider or your world in general?


@downrightamazed & von doom: I had exactly the same reaction when I read about a "Hyper Active DM". Not only am I constantly checking the RSS feeds, I do it from my Blackberry! So I'm PbP hooked up wherever I go (trust me it's a necessity for a RPG starved gamer now living in Mexico who hasn't played an IRL game in 4 years!)

Concepts & backstories come easy to me, only problem is I don't have access to all the books (Mexico again). But let's see what Destiny decides to bring my way

1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (2) + 15 = 17
1d6 + 10 ⇒ (1) + 10 = 11
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (1) + 10 = 11
4d6 ⇒ (3, 3, 4, 6) = 16


Interest dot. I'll come up with a concept tonight.


Thinking of an Archon/Paladin or selfish bastard Cavalier.


Well if your down with dragon riders i was thinking of taking the the feat from cotct thats grants a ranger a griffon animal companion.


Build details:

Oracle of Battle 6th level
Human male
Str 16
Dex 12
Con 15
Int 16
Wis 7
Cha 18 (16 + 2 racial)

Revelations: Battlefield Clarity, Skill at Arms
Curse: Haunted

Favored Class: hp 1st-3rd,5th
bonus spell known 4th,6th

Will have knowledge history max ranks, from his scholar days.

Spells Known:
0- bleed, create water, detect magic, ghost sound, light, mage hand, mending, purify food and drink, stabilize
1- bless, cure light wounds, divine favor, endure elements, enlarge person, sanctuary, shield of faith
2- align weapon, bull's strength, cure moderate wounds, fog cloud, lesser restoration, levitate, minor image
3- cure serious wounds, magic vestement, protection from energy

Equipment:
+1 full-plate (2650)
+1 halberd (2310)
Cloak of Resistance +2 (4000)
Incense of Meditation (4,900)
Boots of the winterlands (2500)
Rope of climbing (3000)
640 gp

I hope that satisfies your bare-bones build requirement!


Okay, here we go.

5d6 ⇒ (5, 3, 4, 5, 1) = 18 Hitpoints roll.

Wizard:

Stats:

UNNAMED HERO CR 5
Male Human Wizard 6
LE Medium Humanoid (Human)
Init +7; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+3 Dex, +2 natural)
hp 54 (6d6+24)
Fort +7, Ref +7, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft., Shift (15') (9/day)
Melee Dagger +3 (1d4/19-20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Wizard Spells Prepared (CL 6, 3 melee touch, 6 ranged touch):
3 (3/day) Summon Monster III, Summon Monster III, Haste (DC 19), Fly
2 (5/day) Glitterdust (DC 19), Web (DC 19), Web (DC 19), Invisibility, Mirror Image (DC 18), Mirror Image (DC 18)
1 (5/day) Color Spray (DC 17), Color Spray (DC 17), Protection from Evil, Mage Armor, Grease (DC 18), Shield
0 (at will) Dancing Lights, Prestidigitation (DC 16), Detect Magic, Read Magic

Spellbook (main):
1st: Color Spray, Endure Elements, Enlarge Person, Feather Fall, Grease, Identify, Mage Armor, Mount, Alter Self, Protection from Chaos/Evil/Good, Reduce Person, Shield, Silent Image, Unseen Servant
2nd: Alter Self, Blur, Glitterdust, Invisibility, Mirror Image, Pyrotechnics, Resist Energy, Rope Trick, Web
3rd: Fly, Haste, Magic Circle Against Evil, Sleet Storm, Slow, Stinking Cloud, Summon Monster III, Tongues
--------------------
STATISTICS
--------------------
Str 11, Dex 17, Con 16, Int 20/22, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus: Conjuration, Toughness +6, Wizard Weapon Proficiencies
Traits Fast-Talker, Focused Mind
Skills Appraise +10, Bluff +12, Diplomacy +8, Fly +7, Knowledge: Arcana +15, Knowledge: Dungeoneering +10, Knowledge: Engineering +10, Knowledge: Geography +10, Knowledge: History +10, Knowledge: Local +10, Knowledge: Nature +10, Knowledge: Nobility +12, Knowledge: Religion +10, Knowledge: The Planes +15, Linguistics +15, Spellcraft +15
Languages Abyssal, Celestial, Chelaxian, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Osiriani (Ancient), Thassilonian, Varisian
SQ Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp), Enchantment, Necromancy, Summoner's Charm (+3r) (Su), Teleportation
Combat Gear Dagger; Other Gear Amulet of Natural Armor +2, Backpack (5 @ 1 lbs), Bag of Holding I (15 @ 15.7 lbs), Boots of the Winterlands, Candle (5), Chalk, 1 piece (5), Cloak of Resistance, +2, Headband of Vast Intelligence, +2: Knowledge: Arcana, Ink (1 oz. vial, black), Inkpen, Noble's outfit, Parchment (sheet) (4), Pouch, belt (8 @ 1.5 lbs),

Scroll [all used and scribed in spellbook]: Alter Self, Blur, Feather Fall, Glitterdust, Magic Circle against Evil, Mount, Protection From Chaos, Protection From Evil, Protection From Good, Pyrotechics, Reduce Person, Resist Energy, Silent Image, Slow, Stinking Cloud, Tongues, Unseen Servant

Signet ring, Soap (per lb) (2), Spell component pouch, Spellbook, String (50') (3), Travelling Spellbook (blank), Travelling Spellbook (blank), Travelling Spellbook (blank), Vial, ink or potion (2), Wand of Charm Person, Wand of Cure Light Wounds, Wand of Enlarge Person, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (15') (9/day) (Sp) Short-range teleport
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration


Dinner called...

Well, with rolls like That I could build anything! But I think who is calling me is....

Jorzan never knew his parents, or even really what a parent was. Born in the laboratories of a mad, twisted mage, for the first few years of his life Jorzan was treated as nothing more than an experiment, an object, constantly poked, prodded and examined. What the mad mage's ultimate motivations were shall never be known, but it seemed clear that he had been trying to breed a superior being. Using slaves as breeding stock and experimenting on them with dark magics, newborns that showed promise were spared while those that did not were treated...to a less kind fate. Jorzan was among those who showed the greatest promise, yet he was treated little better than all the rest.

Jorzan was five when the group of Paladins who finally tracked down the evil wizard raided his laboratories and slew the arcane experimenter in an epic battle. All the slaves were freed and the children sent to orphanages yet this attempt at a normal life never took with the strange, beautiful, little boy with the haunted eyes, for it seemed that some of the wizard's darkness had already entered his soul. Over the next few years young Jorzan was a constant source or worry, frustration and not a little fear for his care givers. That the child was brilliant and talented in almost every way was clear, yet also evident was the fact that he was not like other children. Often Jorzan would seem to almost disappear into thin air, being there one moment and gone the next when those in charge of him had only had their backs turned for the briefest of moments. Finally one day, Jorzan went missing and was never to be found in the orphanage gain.

Preferring the freedom of the streets and being on his on, Jorzan now in his early teens, struck out to find his own future. His talents and skills served him well and he easily survived in the hidden alleyways and dangerous streets he called his home and his connection with the darkness only continued to increase.

Now a young man, Jorzan continues to use his dark talents and gifts to make his way in the world. Though a loner by nature, occasionally Jorzan has joined with others when there was benefit to him to do so, yet up until now these groupings were never lasting ones for him. He cares little about anyone or anything other than himself and is mainly fueled by his own curiosity about the world at large. He does though a soft spot in his heart for the very young, especially those who live in difficult conditions, and he is always free with his wealth to help them. Though having availed himself of the ladies of the night many times, he has never been in love nor even had anything approaching a real relationship, although of late he has found himself wondering what that may be like, to fall in love, to have children of his own. These are idle thoughts though and do not take up much of his time, for there is a wide world of adventure out there and this is one young man who seeks to find his fill of it.

Jorzan walks a fine line between Light and Darkness, sometimes he can show surprising kindness, yet others he is as cold as the night and will show no mercy at all. Being a young man still, in many ways he is like the shadowy stuff he is learning to use, not fully formed, so it seems that his ultimate cast shall depend on the shapes of the molds that destiny has in store for him. One thing is certain though, his shall always be a life less ordinary.

Rogue 1/Shadow Dancer 5
Human Male
Chaotic Neutral

Str 12
Dex 20 (18 +2 racial)
Con 16
Int 17
Wis 14
Chr 17

Stats etc. are pretty much all done, can post them if you want. All that's really needed is to pick equipment.

PS, Are traits and/or flaws going to be allowed?


You need to be at least level 5 to qualify for Shadowdancer.

Pathfinder SRD:

Requirements

To qualify to become a shadowdancer, a character must fulfill all the following criteria.

Skills: Stealth 5 ranks, Perform (dance) 2 ranks.

Feats: Combat Reflexes, Dodge, Mobility.

On second read, I think you may just have switched the levels of Rogue 5/Shadowdancer 1 by accident.


Von Doom here. I'll be using this Avatar. Still need to decide on a name.


How about a Half-Ogre (from Tome of Secrets) Barbarian?

*If not i can play another Race*

Half-Ogre:

+4 Strength, +2 Constitution, -2 Intelligence,
-2 Wisdom: Half-ogres are immensly strong
and hardy, but somewhat slow-witted and
brash.
Medium: Half-ogres are Medium creatures
and have no bonuses or penalties due to their
size.
Normal Speed: Half-ogres have a base speed
of 30 feet.
Darkvision: Half-ogres can see in the dark out
to 60 feet.
Imposing Figure: Half-ogres are intimidating
without trying. They get a +2 racial bonus to
Intimidate checks.
Ogre Blood: Half-ogres count as both humans
and ogres for any effect related to race.
Languages: Common, Giant. Half-ogres with
high Intelligence scores can choose any of the
following: dwarven, goblin, orc, or giant.

Gormok was kicked out of his Ogre Tribe for being "Weak and Puny" by Ogre Standards, and being too "Smart". What the other Ogre's didn;t understand is gormok is only Half-Ogre. His Mother, who after a Raid on a neightboring town, forced a Human male to do things he never wanted to do (she was Very Drunk, and he was "pretty"). a few months later she gave Birth to Gormok. He seemed Ok at first, but never grew as big as his friends, or as strong. But was very, very much Smarter.

The Chief didn't like this, Gormok used big words, with mroe that four letters. the Chief felt Gormok did this on purpose, to taunt him. So he was exiled from his tribe. Gormok Left to explore the World on his own, finding places to adventure, explore, hoping some day, to find a place he would fit in.

Epic rolls:

str
1d3 + 15 ⇒ (3) + 15 = 18
dex
1d3 + 15 ⇒ (1) + 15 = 16
Con
1d3 + 15 ⇒ (3) + 15 = 18
int
1d10 + 6 ⇒ (7) + 6 = 13
wis
1d10 + 6 ⇒ (8) + 6 = 14
cha
1d10 + 6 ⇒ (9) + 6 = 15

**edit, damn, with those scores, maybe I'll try Rage Prophet.
oracle of battle 1, Barb 5, next lvl, Rage Prophet.

Along with Being too "Smart" Gormok was also Haunted. When ever he would set something down, it would move to a different spot. No matter how many times he tried to pull a itme from his pouch, he always got the wrong one. The Chief though this was bad juu-juu, Gormak could count past 3, and was haunted!

**also, I work at a Call center form 10-630 est m-f, I'm always on the boards, and always chekc the games! lol


Von Doom wrote:

You need to be at least level 5 to qualify for Shadowdancer.

** spoiler omitted **

On second read, I think you may just have switched the levels of Rogue 5/Shadowdancer 1 by accident.

Yes, no you were right the first time. I had been thinking in 3.5 and mixing up Ranks with skill mod (ie just need 5 more or more points into Stealth etc. Would have been Nice though! ; )

Been quite a while since I made a Pathfinder PC, the ones I'm using on here have been going for a year or two. Hmmm, well works the second way though I guess, as you suggested, Rogue 5/Shadowdancer 1. Only real difference is in the back story he doesn't have his little shadow pal yet )

Thanks for the catch Von Doom


How do you feel about the newly released Psionics Unleashed by Dreamscarred Press? I just got my hands on a copy a few days ago. If so, I could make a Elan psion who is just a little unusual.

If not, I have a fun idea for a Dragon Disciple.


here we go for HP..

Max hp first.. 12+5(con0 +1 favored class) 18hp

Oracle lvl
1d8 + 5 ⇒ (6) + 5 = 11

4d12 + 20 ⇒ (2, 10, 5, 10) + 20 = 47+4 favored class=80hp total


Quite interested. I'm looking at revamping this account into a 6th level fighter with appropriate background. I'll wait on more info before getting started on that. In the meantime, stats.

4d6 ⇒ (2, 2, 1, 2) = 7 -1 = 6
4d6 ⇒ (6, 5, 6, 6) = 23 -5 = 18
4d6 ⇒ (4, 6, 4, 4) = 18 -4 = 14
4d6 ⇒ (3, 5, 2, 6) = 16 -2 = 14
4d6 ⇒ (2, 5, 2, 4) = 13 -2 = 11
4d6 ⇒ (1, 3, 1, 2) = 7 -1 = 6
4d6 ⇒ (5, 4, 4, 2) = 15 -2 = 13

Since there's a couple of sixes in there (below the minimum 7), I'll just reroll those.

4d6 ⇒ (5, 4, 5, 1) = 15 -1 =14
4d6 ⇒ (4, 2, 2, 6) = 14 -2 =12

And drop the low score of 11.


Pathfinder Rulebook Subscriber

Holy mackerel, so much great stuff! Keep it coming, I'm reading, I'm just stuck interfacing via phone until tomorrow so posting in high detail is like this Sisyphean ordeal right now. XD Couple quick things:

@Corerue, I posted a quick description little further up, but the short answer is: there would be no restrictions. I'd prefer a heroic dragonrider on a metallic dragon, but will wait to see more about your concept.

@Terran: Griffon sounds rad to me!

@ DM Barcas; I'm down with psions though I'll need to read up on that class.

Like I said, I'll post in more detail tomorrow.


Here is my witch 5 / ranger 1

Silver Crusade

So what character alignments are we looking at?

Ts the world mostly neutral or tilted more to evil like Galorian?


Pathfinder Rulebook Subscriber
LostSoul wrote:

So what character alignments are we looking at?

Ts the world mostly neutral or tilted more to evil like Galorian?

The world is more neutral. You can be any alignment, but I am definitely looking for some heroes. In this party. Compassion will be huge for the adventure seed.


Still working this one up!

Hope you like it!


Pathfinder Rulebook Subscriber

@gormok and @vagrant-poet: I like your ideas! Also, I believe you both only rolled six attribute scores. In my house rules you roll seven and drop the lowest. :-)

@Belsarious: I like it so far! Look forward to reading some backstory, or is it in one of your spoilers and I just missed it?

Also, for everyone: the usual two traits can be applied.


Decided to do a half-orc fighter/alchemist instead (Benoit LeBlanc)

Doing HP Roll and then I'll upload the statblock the the profile description with backstory

5d8 ⇒ (7, 3, 7, 4, 3) = 24

Downrightamzed, what are your rules on buying spells/formulas to add to a spellbook


DM Barcas' Rolls
1. 4d6 - 2 ⇒ (6, 3, 2, 5) - 2 = 14 DEX
2. 4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14 CON
3. 4d6 - 1 ⇒ (5, 6, 2, 1) - 1 = 13 STR
4. 4d6 - 1 ⇒ (5, 2, 1, 1) - 1 = 8 INT
5. 4d6 - 2 ⇒ (3, 6, 5, 2) - 2 = 14 CHA
6. 4d6 - 1 ⇒ (1, 3, 1, 3) - 1 = 7 DROP
7. 4d6 - 3 ⇒ (3, 3, 3, 4) - 3 = 10 WIS

What unfortunate rolls. 14, 14, 14, 13, 10, 8 is equal to a 16 point buy. Forget the Psion with rolls like that.

I submit Mokh'tar, a half-orc Dragon Shaman. (Barbarian 3, Sorcerer 2, Dragon Disciple 1). Unlike most half-orcs, his childhood in his orcish tribe was one of status and acceptance. They saw his unusual birth as an omen of good fortune as well as a warning from the gods to change their ways. A strong believer in justice and the power to change the world for the better, Mokh'tar left his tribe to explore the world. He vowed to return when he had mastered the way of the shaman and could lead the tribe as intended by the gods.

Dragon Disciple:

MOKH'TAR, DRAGON SHAMAN
Male Half-Orc Barbarian 3, Sorcerer 2, Dragon Disciple 1
NG Medium Humanoid (Orc)
Init +2; Senses Perception +0 (Darkvision, 60 ft.)
--------------------
DEFENSE
--------------------

AC 15, touch 12, flat-footed 13 (+3 natural, +2 Dexterity)
DR 1/-
hp 53
Fort +8, Ref +5, Will +7
--------------------
OFFENSE
--------------------

Spd 40 ft.
Melee "Dragonaxe" +10 (1d12+8)
Special Attack Intimidating Glare
--------------------
SPELLCASTING
--------------------

CL 4
0 Level Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost
1st Level (5/day) Enlarge Person, Mage Armor, Obscuring Mist
--------------------
STATISTICS
--------------------

Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +8; CMD 20 (18 flat-footed)
Feats Power Attack, Intimidating Prowess, Blind-Fight
Traits Sacred Touch, Magical Knack
Skills Intimidate +16, Knowledge (Arcana) +5, Spellcraft +3
Languages Common, Orc, Draconic
Gear +2 Adamantine Greataxe, Amulet of Natural Armor +1, Belt of Giant Strength +2, Cloak of Resistance +1
Gold 1980 gp
--------------------
SPECIAL ABILITIES
--------------------

Blood of Dragons Mokh'tar's orcish mother told him that his father was a dragon who came to her one night in the form of a powerful human. His magical power comes from this draconic blood, as does his ability to briefly manifest draconic characteristics.
Sacred Tattoo Emerging from his mother's womb already covered in unusual birthmarks, Mokh'tar was viewed as a good omen by his tribe. He gains a +1 luck bonus to all saves.
Rage By calling on the primal anger of his dragon progenitor, Mokh'tar is capable of achieving great power. For 13 rounds per day, he can gain a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus to Will saves. He receives a penalty of -2 to his AC while raging.
Invulnerability Thanks to years spent traveling and his physiology, Mokh'tar is quite tough and resilient. He has DR 1/-, Cold Resistance 6, and is immune to the effects of the cold environment.


@downrightamazed: I knew it! I read it and knew it, and yet obviously habit turned my brain off!

4d6 ⇒ (6, 5, 6, 5) = 22 Drop the lowest gives 17!

I actually kind of like my cripplingly poor impulse control, so I'd like to maybe keep the seven and take away the twelve or fifteen instead. With my already fantastic scores I should have no problem being heroic!

I almost always suffer horribly when rolling for attributes, this is a fantastic novelty for me!


Same here, I usually roll pretty horribly.

And I'll write up a background/personality for my Wizard either today or tomorrow -- what with New Year and all I might not get to it today.


Feeling sad about my 16 point buy.

Counting up the others,
Gornak's got 59,
vagrant-poet has 52,
Kelne's at 37,
Kalderaan sneaks in with 61,
Von Doom is respectable with 45,
Benoit's got 44,
Corerue has 48,
Terran is at 36,
Daniel Gunther got 19 (finally, I'm not alone!),
Khaladon appears to win at 60, but he rolled 1d6+10 instead of 1d10+6.

This also serves as a handy demonstration for who is interested. That puts us with 11 players who have expressed enough interest to roll some dice.


And here he is totally statted up and renamed to given him a little more uniqueness! Looking forward to more world details, I'm going to take a regional language of some sort as my last. So I'll choose it when I know more about the northlands around the Dragon Protectorate of Stormfane!

Profile in Full


Stats and background are here

Silver Crusade

DM Barcas wrote:
Whines.

Dude not all characters are created Equally! Suck it up.

On another note: Have fun everyone!


Von Doom here. I've actually decided to do away with the Wizard and go with something a little more straightforward -- and considering we're starting at level 6, I'm going for the Zen Archer Monk. This skips the part of the class where you're lucky to survive at all. Heh. Plus he's a ranged combatant (though he can go into melee and still use his bow, yay zen archer) so another Melee Monk would probably still fit in if we're both picked, .

Agon, Human Zen Archer Monk:

AGON CR 5
Male Human Monk (Zen Archer) 6
LG Medium Humanoid (Human)
Init +8; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 21, touch 19, flat-footed 18. . (+2 armor, +2 Dex, +1 dodge)
hp 62 (6d8+18)
Fort +9, Ref +8, Will +11
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Unarmed Strike +9 (1d8+5/20/x2)
Ranged +1 Darkwood Longbow, Composite (Str +5) +11 (1d8+8/20/x3)
Longbow Flurry of Blows +11/+11/+6 (d18+8/20/x3)
Deadly Aim +9 (1d8+12/20/x3)
Deadly Aim Flurry +9/+9/+4 (1d8+12/20/x3)

Special Attacks Flurry of Blows +4/+4/-1, Ki Strike, Magic, Zen Archery
--------------------
STATISTICS
--------------------
Str 18/20, Dex 14, Con 16, Int 13, Wis 19/21, Cha 11
Base Atk +4; CMB +9; CMD 28
Feats Deadly Aim -2/+4, Dodge, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (6/day), Point Blank Master: Longbow, Composite, Point Blank Shot, Precise Shot, Scorpion Style (DC 18), Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Militia Veteran (any town or village): Survival, Reactionary
Skills Acrobatics +11, Climb +9, Escape Artist +6, Fly +6, Intimidate +9, Perception +14, Ride +6, Sense Motive +14, Stealth +11, Survival +10, Swim +9
Languages Common, Local Language
SQ AC Bonus +6, Fast Movement (+20'), High Jump (+6) (Ex), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Pool (Su), Slow Fall 30' (Ex), Unarmed Strike (1d8)
Combat Gear +1 Darkwood Longbow, Composite (Str +5), Arrows (80); Other Gear Bedroll, Belt of Giant Strength, +2, Bracers of Armor, +2, Caltrops (5), Cloak of Resistance, +1, Efficient Quiver (80 @ 12 lbs), Handy Haversack (24 @ 60.56 lbs), Headband of Inspired Wisdom, +2, Mirror, small steel, Rations, trail (per day) (5), Rope, hempen (50 ft.), Tanglefoot bag (4), Torch (5), Waterskin (2)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+6) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Perfect Strike (2d20) (6/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scorpion Style (DC 18) Standard action: Unarmed strike also reduces target's land speed by 5'
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


downrightamazed wrote:

@gormok and @vagrant-poet: I like your ideas! Also, I believe you both only rolled six attribute scores. In my house rules you roll seven and drop the lowest. :-)

@Belsarious: I like it so far! Look forward to reading some backstory, or is it in one of your spoilers and I just missed it?

Also, for everyone: the usual two traits can be applied.

*edited* I get it now ><

4d6 ⇒ (6, 5, 1, 2) = 14


You do 4d6 drop lowest for the 7th.


Kalderaan wrote:

I would like to play a Summoner character with a quadruped eidolon. Here are my stat rolls:

1d3+15
1d10+6
1d3+15
1d10+6
1d3+15
1d10+6
4d6

This gives an array of 18, 18, 17, 15, 14, 12 (dropping the lowest of the 7, which was a 9).

Are you looking for full builds, builds + backgrounds, just backgrounds, or what to determine who gets selected?

I was thinking - since we have a dragon-rider and a griffon-rider, I will likely make my eidolon a flyer as well and take the Mount evolution so that I can ride him in battle as well.

Imagine - the entire party on magical, mystical, fantastical beasts!

Now THAT would be EPIC!

I then will be a gnome, most likely so that I can ride my medium sized flying eidolon.

Background - Dolo is under retainer for a goodly dragon from a distant city. He is an ardent scholar and gifted student of ancient languages - both mundane and arcane. His patron has tasked him with seeking out interesting and notable artifacts, books, and tomes to bring back to include in his vast library. In fact, it was his dragon patron that taught him the ritual to summon a powerful draconic ally to aid him in his quest!


downrightamazed wrote:

@gormok and @vagrant-poet: I like your ideas! Also, I believe you both only rolled six attribute scores. In my house rules you roll seven and drop the lowest. :-)

@Belsarious: I like it so far! Look forward to reading some backstory, or is it in one of your spoilers and I just missed it?

Also, for everyone: the usual two traits can be applied.

Ok a brief backstory is up, some more items, still need to do skills, equipment, and hitpoints.

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