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'm being sucked into some NYE shenanigans (guests from out-of-town), so might not get to post more today/tonight, but will definitely do so tomorrow. In case I don't get back on the boards; Have a happy and safe New Year, everybody!


Gotta try the dice roller on this one:
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (10) + 6 = 16
1d10 + 6 ⇒ (9) + 6 = 15
1d10 + 6 ⇒ (5) + 6 = 11
4d6 ⇒ (4, 5, 4, 2) = 15


DM Barcas wrote:

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.

Damn it! Another mess up, that's what I get for posting hungover from my blackberry. Anyway, that won't be a problem anymore (posting from Blackberry, not being hungover) as it was stolen last night. I'll reroll those rolls now.

1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (2) + 6 = 8
1d10 + 6 ⇒ (1) + 6 = 7

Wow, well that's much different. Works out being:
17
18
17
11
8
16

Re-arranged that's

Str 10 (10 +2 racial)
Dex 18
Con 16
Int 17
Wis 11
Chr 18 (+1 4th lvl)

Still works. Will be a bit behind on posting today and tomorrow with NYE and my Blackberry being stolen last night. But still 100% interested. Happy New Years all!


HAPPY NEW YEARS! (This is Corerue)

I have some of my Dragonrider done. Been working on and off on it between layovers, so long as I have a spot to plug in >.>; because my laptop battery sucks :P. I will hopefully get him finished up soon, its a mad scramble having to look through pdf's instead of my normal books lol.

So ya Min is a WIP for now~

Happy Holidays Everyone =)


Did I miss it are we using max hit points or max at first and rolling all others?

Still working this one up!


4d6 ⇒ (5, 4, 1, 5) = 15 14
4d6 ⇒ (6, 4, 6, 2) = 18 16
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (3, 6, 1, 5) = 15 14
4d6 ⇒ (4, 1, 1, 6) = 12 11
4d6 ⇒ (3, 3, 6, 6) = 18 15
4d6 ⇒ (6, 6, 1, 5) = 18 17

Which yields:

17, 17, 16, 15, 14, 14

Which I shall sort to:

STR 16, DEX 17, CON 15, INT 14, WIS 14, CHA 17+2+1[+2] (22)

I present Karthan Zhosk, MASTER OF FIRE.

Spoiler:
Draconic Bloodline Sorcerer (Brass), Half Orc.

Appearance: Karthan Zhosk is a tall half-orc with prominent tusks, and all of his hair shaved from his head, aside from a goatee, his eyebrows, and a long queue. His eyes have large pupils and irises, and nearly no whites. His skin is a deep shade of green-gold, almost like scorched brass, and he moves with lissome grace and solid power. Just standing near him projects a sense of palpable heat radiating from his skin. He is dressed in loose fitting trousers of deep maroon, a bloused shirt of crimson silk with large, capacious sleeves, and a vest with of cloth-of-gold. He never seems to wear heavier or lighter clothing, as if mere trivialities of climate cannot dampen his inner fire.

When dressed for adventuring, he bears a heavy crossbow with an elaborate cocking winch, a quiver of 30 bolts, a bandolier of wands, and a few vials of potions carried on his belt.

In personality, there is but one phrase that springs to mind. One word, even. And that word is confidence. And even that word is but a pale, weak reflection of how he presents himself. To be offended by Karthan Zhosk is merely to be faced with your own inadequacy.

Even when he is drinking tea at the cafe, he attracts attention.

Alt Race Features: Toothy (Replaces Orc Ferocity)
Favored Class Bonus: +1/2 to Fire Based Spells (+3 net at 6th)

Traits: Highlander (Stealth is Class Skill, +1 to Stealth, +2 in rocky terrain), Reactionary (+2 Initiative)

Feats: Deepsight (Darkvision 120'); Spell Focus [Evocation]; Elemental Spell [fire]

Spells:
0: Message, Acid Orb, Detect Magic, Prestidigitation; Ghost Sound; Read Magic; Mage Hand
1: Burning Hands (5d4+8, DC 18), Shield; Mage Armor (BL), Magic Missile (3 missiles, 1d4+1 each); Unseen Servant
2: Scorching Ray (1 ray, 4d6+7); Acid Arrow; Resist Energy (BL); Flaming Magic Missiles (3 missiles, 1d4+5 each, DC N/A) [Metamagically Enhanced Magic Missiles]
3: Fireball (6d6+9, DC 20); Flaming Acid Arrow (3 rounds duration, 2d4+5 fire damage per round, DC N/A)

Bloodline Abilities:
1st: Claws: two full BAB attacks at 1d4+STR Bonus
1st: +1 damage per die on spells matching breath weapon type of bloodline [fire]
3rd: +1 Natural Armor Bonus, Energy Resistance [fire] 5.

Skills (24 ranks, total:

Acrobatics: +3 (3 for DEX)
Appraise: +2 (2 for INT)
Bluff: +12 (3 ranks, 3 for class skill, 6 for CHA)
Climb: +2 (2 for STR)
Craft: +2 (2 for INT)
Diplomacy: +6 (6 for CHA)
Disguise: +6[+10] (6 for CHA, +10 for Item)
Escape Artist: +3 (3 for DEX)
Fly: +7 (1 rank, 3 class skill, 3 for DEX)
Heal: +2 (2 WIS)
Intimidate: +14 (3 ranks, 3 for class skill, 2 for Half Orc, 6 for CHA)
Knowledge (arcana): +6 (1 rank, 3 class skill, 2 INT)
Perception: +9 (4 rank, 3 class skill (Bloodline), 2 WIS)
Perform: +5 (5 CHA)
Ride: +3 (3 for DEX)
Stealth: +11 (4 ranks, 3 class skill, 1 for Trait, 3 for DEX)
Spellcraft: +7 (2 ranks, 3 for class skill, 2 for INT)
Sense Motive: +2 (2 for WIS)
Survival: +2 (2 for WIS)
Swim: +2 (2 for STR)
Track: +2 (2 for WIS)
Use Magic Device: +15 (6 rank, 3 class, 6 CHA)

Init: +5
AC: 10+3(DEX)+1(Natural Armor)+1(Ring Prot +1)=15 +4(Mage Armor) +4 (Shield)=23
HP: 8 (1st) + 5d6 + 10 ⇒ (3, 4, 5, 6, 2) + 10 = 30 = 38
Fort: +4, Ref: +5, Will +7

BAB: +3
Melee: +6/+6/+6 for 1d4+3 (claw, magic), 1d4+3 (claw, magic), 1d4+3 (bite)
Ranged: +6, 4d6+7 (Scorching Ray), +7 (1d10+1 - Heavy Crossbow), 2d8+1 (Crossbow with Gravity Bow)

Equipment:

+1 Heavy Crossbow (2,350 GP). Taken from the corpse of the raider Amun-Thul.
+2 Circlet of Charisma (4,000 GP). Retrieved from the Troll Horde of Gilthbaen.
Vest of Comfort and Style, (3,300 GP), (grants endure elements spell to wearer, allows wearer to use disguise self with a command) (two first level spells, one costs 1,000 GP as a constant item, the other costs 1,800 GP; the smaller cost is multiplied by 1.5 to combine them) Given as payment for escorting a caravan.
Amulet of Ventriloquism (1,800 GP), made custom; command gesture to activate rather than command word.
Ring of Protection +1 (2,000)
13,450 in 'permanent' items.

Wand of Gravity Bow (750 GP). Purchased.
Wand of Cure Light Wounds (partial, 37 charges) (555 GP) (10 charges used in prior adventures). Taken as a treasure share. Requires DC 20 UMD check to use.
Wand of Darkness (Partial, 18 charges) (1,620), purchased and partially used up.
Wand of Bull's Strength, (Partial, 22 charges) (2,070), purchased and partially used up.
4 potions of cure light wounds [1d8+1] (200 GP)
1 potion of barkskin +2 (300 GP)
1 potion of remove paralysis (300 GP)
3 scrolls of True Strike (75 GP)

5,870 in expendables.

680 GP in spices, wines, bolts for the crossbow, gold, jewelry, spending cash, and the like.


Pathfinder Rulebook Subscriber
Belsarious II wrote:

Did I miss it are we using max hit points or max at first and rolling all others?

Still working this one up!

You did not miss it, and I thank you for bringing it up! :-) I do max HP + CON bonus for first level, die roll + CON every level after that.


I'll roll mine, then.

5d8 ⇒ (8, 6, 4, 8, 3) = 29

Stats added to Agon's profile. I'll add background and personality tomorrow. Still tired from New Year's celebration.


Pathfinder Rulebook Subscriber

I'm combing through all the builds tonight, thank you very much to everyone who has shown interest so far, I really didn't expect this big of a response this quickly on NYE weekend, holy cow!

Here's a little more information on the state of The Explored Land. In-character stuff follows:

It is a grim time, friends:

Open war is upon the land. Armies of magically enhanced orcs, gnolls, hobgoblins, bugbears, and trolls along with certain evil elements from ALL races fighting under the banner of "The Black Dragonflight," and -- it is said -- bolstered and commanded by a (possibly-astral) elven sorceress from the grim and blasted steppes of Enhathlad, are moving freely down from the Frost Kingdom and out of the Great Trackless Woods. They are killing all who stand in their way, and appear to be attempting to take over certain portions of The Land, if not all of it.

Opposing them are all good folk, but the resistance is largely disorganized except for forces of paladine of the god Abadar from Lesotho in the south, and of the goddess Iomedae coming from Izmir in the west. Soldiers from Warbane, in its atoll in the far northwest, also lend their might to the cause, as do cavaliers of the Order of the Shield in Jaww Sallaq (pronounced jaw-WOO sul-LOCK), between the deserts of Lop and Rass-La. Aside from the cavaliers in the desert, most of the warriors are fighting in the battleplain south of the Frost Kingdom, that is the frontline of this war, though other Black Dragon forces are laying waste to portions of Hallas, and Goreme, and the elven woods of Tuatha. It has also been reported that certain large cities in the south are under seige, and that the Black Dragonflight has many encampments and bases in various mountain ranges, where the fearless information brokers and spies of House del Covas have reported undead monks are brewing ki-enhancing ales called Brute Ale and that child sacrifice and siphoned ley line energy are involved in the making of this concoction, all of which is overseen by Ale Demons from the Infernal Plane.

Horribly, word is now spreading that a new force, the "Red Dragonflight," consisting of armies of men and half-breeds from the cursed land of Iridian, where no one can rule, and where none may travel safely, is gathering strength and preparing to strike, waiting until both sides of the current conflict are weak from fighting. They fly a grim banner; a gilt-edged white field, bearing only two slashes of red paint in the form of stylized, slavering draconic jaws.


As an alternate build with those stat rolls, in case you need something different. My first choice is Karthan Zhosk, but I am willing to play either character.

Thorolf Bjarnasson, Arctic Hunter

Spoiler:

Barbarian 5 (Invulnerable Rager), Sorcerer (Draconic Bloodline, White) Human, Heart of the Wilderness Alternate Racial Trait.

Appearance: Pale white skin, bright blue eyes, and shaggy blonde hair. 6'5, 300 lbs. He wears a dark black chain shirt, has a giant axe strapped over his chest and a bow over his shoulder, plus quivers. One of which, at his hip, appears to hold wands...

STR 17+2+1[+2](22), DEX 17, CON 16, INT 14, WIS 14, CHA 15

Traits:

Armor Expert, Highlander [Stealth as class skill, +1 Stealth]

Feats:

Power Attack, Cleave; Improved Sunder; Point Blank Shot

Rage Powers:

Smasher (Barb2); Moment of Clarity (Barb 4)

Spells:

0: Message, Ray of Frost, Resistance, Detect Magic
1: True Strike, Feather Fall

Skills (34 ranks total):

Acrobatics: +8 (2 ranks, 3 for class skill, 3 for DEX)
Appraise: +2 (2 for INT)
Bluff: +8 (2 ranks, 3 for class skill, 3 for CHA)
Climb: +10 (1 rank, 3 for class skill, 6 for STR)
Craft: +2 (2 for INT)
Diplomacy: +3 (3 for CHA)
Disguise: +3 (3 for CHA)
Escape Artist: +3 (3 for DEX)
Fly: +3 (3 for DEX)
Heal: +2 (2 WIS)
Intimidate: +12 (3 ranks, 3 for class skill, 9 for CHA)
Knowledge (arcana): +6 (1 rank, 3 class skill, 2 INT)
Knowledge (nature): +6 (1 rank, 3 class skill, 2 INT)
Perception: +9 (4 rank, 3 class skill (Bloodline), 2 WIS)
Perform: +5 (5 CHA)
Ride: +7 (1 ranks, 3 for class skill, 3 for DEX)
Stealth: +13 (6 ranks, 3 class skill, 1 for Trait, 3 for DEX)
Spellcraft: +7 (2 ranks, 3 for class skill, 2 for INT)
Sense Motive: +2 (2 for WIS)
Survival: +13 (5 ranks, 3 for class skill, 3 for race, 2 for WIS)
Swim: +6 (6 for STR)
Track: +13 (See Survival)
Use Magic Device: +12 (6 rank, 3 class, 3 CHA)

Equipment:

Masterwork Adamantine Chain Shirt (5,250 GP) (GM Exception needed, 250 over the limit)
+1 Greateaxe (2,320 GP)
+1 Masterwork Composite Longbow, 22 STR (3,000 GP)
Belt of Giant Strength +2 (4,000 GP)

14,570 in permanent equipment

Wand of Gravity Bow (750 GP)
Wand of Shield (750 GP)
Wand of Cure Serious Wounds, 30 charges (CL 3rd; 2d8+3) (3,000 GP) (DC 20 UMD check to use)

930 in assorted mundane gear (arrows, food, etc.)

4,500 in wands.

AC: 10+4+3[+4]=17/21, DR 3. Endure Elements (Cold),

HP: 16+1d6 + 4d12 + 16 ⇒ (3) + (10, 5, 1, 10) + 16 = 45=61,71 when raging.
Fort: +8, Ref: +5, Will +6

Melee (+1 Great Axe): +11, 1d12+18 (Rage, Power Attack)
Ranged (+1 Composite Longbow, STR 22): +9/+10, 1d8+6/+7. 2d6+6/+7 (Gravity Bow)
Melee (Claws, Rage, Power Attack): +11/+11, 1d4+12/1d4+12
Ranged (Ray of Frost): +10 (r touch) 1d3+2 [cold]


Of course the one item I want is Elven Chainmail which is 5,150gp. Other then that I haven't ran into any other item of over 5k I want lol.

HD rolls~ 5d10 + 5 ⇒ (6, 2, 8, 7, 5) + 5 = 33

New years was a rough night indeed also too much flying around the states has me beat today :p, still working on Min though :)


Dice rolls for Mokh'tar: 1d6 + 4d12 + 12 + 12 ⇒ (2) + (8, 3, 10, 4) + 12 + 12 = 51


DM - If we take a crafting skill (i.e. Craft - Weapons) or a feat (i.e. Craft Arms and Armor), can we get items at the crafting cost instead of the purchase costs?


Hit point rolls
1d6 ⇒ 1 then plus 1 for favored class each roll

1d6 ⇒ 3
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 2

Looks like 19 Hp from the rolls plus 10 for the first level.....

29


Pathfinder Rulebook Subscriber

@Min / @Corerue: I'll let the Elven Chainmail slide, go ahead and pick that up.

@Kalderaan: Yup, as long as you meet whatever requirements there are to build the weapon/item. Price limit remains in place.


I'll try the epic rules for my projected Aasimar Paladin.

1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (2) + 6 = 8
1d10 + 6 ⇒ (7) + 6 = 13

*winces* three ones and a two? Still a 34 point build.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

@Camris You still have one 4d6 drop the lowest dice roll to do, remember roll 7 stats drop the lowest. Good Luck on your last one :D


4d6 ⇒ (4, 4, 1, 5) = 14 Becomes a 13. So I'll drop the 7.
That's a relief... A more respectable 41 point build.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Nice roll~

At least now you are 18, 16, 16, 13, 13, 8 ;) now that the roll of 7 is effectively dropped lol


Camris here...
Placeholder. Under construction...

Die rolls for HP: 10 + 5d10 + 18 + 6 ⇒ 10 + (5, 5, 3, 10, 4) + 18 + 6 = 61
The last two added were for con bonus and favored class.


downrightamazed wrote:

I'm combing through all the builds tonight, thank you very much to everyone who has shown interest so far, I really didn't expect this big of a response this quickly on NYE weekend, holy cow!

Here's a little more information on the state of The Explored Land. In-character stuff follows:** spoiler omitted **...

Cool.

I'm interested to see how it all goes. I assume one of the real world groups is at the frontlines.

This is getting more and more interesting!

-VagrantPoet

Health Rolls
5d8 ⇒ (8, 7, 5, 6, 7) = 33


Work in progress, posting as interested.

An inquisitor of Sarenrae coming out of the sun backed desters of the south following traces of a Lamastu cult leader, a nemesis, and investigating the rumors of war in the north.

HP 8 + 5d8 + 18 ⇒ 8 + (1, 4, 7, 6, 2) + 18 = 46
-Sigz


Hit Point rolls for Dolo, the gnome summoner: 5d8 ⇒ (3, 7, 7, 7, 3) = 27

I haven't assigned my stats as of yet but my base HP will be 27+8=35+CON modifier.

I would like to be an operative of the military, preferably a covert missions type of trouble-shooter. I can see Dolo gathering intelligence and hitting soft targets like supply wagons and the like to disrupt the war effort of the enemy.

With my flying eidolon and my stealthy spells and such, he can get around quite well.

We could certainly use a ranger in the party with scouting and tracking.

I can see a quick-hitting, highly mobile strike force forming with this team!


downrightamazed wrote:

@Min / @Corerue: I'll let the Elven Chainmail slide, go ahead and pick that up.

@Kalderaan: Yup, as long as you meet whatever requirements there are to build the weapon/item. Price limit remains in place.

By this I assume you mean the base price listed (despite what is paid) is the limit, yes?

So no getting an 8,000gp item like an Ioun Stone of CHA even though the crafting cost is 4,000 with Craft Wondrous Items.

Got it! Thanks!


Kalderaan here! I started an alias profile for my summoner in anticipation of this game. I will be updating it with my skills and purchases.

I'm not sold on the stats yet - I will be playing around with them some more.


I am waiting to find out who made the cut before putting up a profile. :)

*fingers crossed*


Yo! Thanks for the extra info, that helped a lot. Here's the final piece of info regarding Agon! I purposely didn't name either the monastery or the High Monk, as I figured you might already have a couple of places where those evil undead monks reside in mind. I hope this history fits (or can be made to fit) with your ideas for them. :)

Description

The monk Agon is a giant of a man, tall-limbed and clearly strong as an ox; an image completed by the clear-cut distinctive features of his face: a powerful jaw, an almost beak-like nose and bushy, black eyebrows that are usually pulled together in a perpetual frown. His clothes look somewhat exotic, a short green robe with a yellow rim worn over woolen, brown pants. His feet are covered not by shoes or boots but rather by straps of cloth, carefully bandaged up to protect his soles.

He wears no sort of armor, and seems to carry only one single weapon on his person. This weapon, however, is quite impressive on its own merit: a longbow far larger than most of its kind, apparently made to fit the giant monk perfectly, as its obviously heavy frame and the intricate carvings along its handle indicate the work of a master craftsman.

Personality

Agon is rather withdrawn, but has a strong desire to help others. He can be brusque and somewhat grumpy, but can be relied upon like the powerful rock he often appears to be. The loss of his brothers still weighs heavily upon him and while he knows that vengeance is a petty and cruel thing, he cannot help but feel a righteous angers towards those who infiltrated and ultimately destroyed his home monastery.

History:

Agon grew up in a monastery of monks who sought to express perfection through the martial discipline of archery. A very orderly, disciplined life, but a good one. While he often stood out due to his size and was easily picked upon due to his kind nature leading to a scrap or three, he was happy for the most part.

Over the years he grew up into one of their best young warrior monks, and was well in his way to becoming a master himself one day. Until, that is, a great tragedy struck. Amongst the travelers the monastery gave shelter to, and the students from other monasteries they occasionally took in to further their training, were those who had evil designs for the place and set about corrupting them so they could be used as a weapon.

Far too late they were discovered, and more than half of the members of the monastery had been secretly inducted, either seduced or ensorcelled by the dark power these intruders wielded. It was the High Monk who, accompanied by Agon himself, confronted their leader -- only to meet a grisly demise when their true horror revealed itself: undead agents of the Black Dragonflight, intent on using this monastery as a stronghold and powerful resource to strengthen their forces.

The High Monk sacrificed himself to allow Agon the moment he needed to take flight, throwing himself off of the walls of the monastery in order to at least have a remote chance of survival. And survive he did, swearing that one day these once sacred walls would be redeemed as he fled away into the night, to seek allies who would make good use of his strong arm to fight this evil.


Pathfinder Rulebook Subscriber
AdAstraGames wrote:

I am waiting to find out who made the cut before putting up a profile. :)

Actually, @Ad Astra, what alignment did you have in mind for Karthan, or did you post it and I missed it? You don't have to do any more build-work besides what you've got, but that particular bit of info will help me out.

Kalderaan wrote:


So no getting an 8,000gp item like an Ioun Stone of CHA even though the crafting cost is 4,000 with Craft Wondrous Items.

Ach, sorry, I wasn't sufficiently clear; that's 100% legit for you to get said Ioun Stone. If you have the necessary craft skill, skill ranks, the necessary feats, spells, etc. Whatever it takes, then the $5000 limit applies to the crafting cost, not the, er, "retail" cost.


downrightamazed wrote:
AdAstraGames wrote:

I am waiting to find out who made the cut before putting up a profile. :)

Actually, @Ad Astra, what alignment did you have in mind for Karthan, or did you post it and I missed it? You don't have to do any more build-work besides what you've got, but that particular bit of info will help me out.

Kalderaan wrote:


So no getting an 8,000gp item like an Ioun Stone of CHA even though the crafting cost is 4,000 with Craft Wondrous Items.

Ach, sorry, I wasn't sufficiently clear; that's 100% legit for you to get said Ioun Stone. If you have the necessary craft skill, skill ranks, the necessary feats, spells, etc. Whatever it takes, then the $5000 limit applies to the crafting cost, not the, er, "retail" cost.

Thanks for the information! I doubt I will go much higher in costs as 20K goes pretty quickly.

If you need any more information from me, please let me know as well.


Pathfinder Rulebook Subscriber

@Dolo/@Kalderaan: word up! Will do.

@DM Barcas: what kind of alignment did you have in mind for Mokh'tar? Even just having a ballpark idea is good enough, doesn't have to be final.


Does Agon's history work with what you had in mind for those evil monks, downrightamazed?


Pathfinder Rulebook Subscriber
Von Doom wrote:
Does Agon's history work with what you had in mind for those evil monks, downrightamazed?

Yup! A little tweaking will be required, but what you wrote fits in better than you know; you almost wrote a scenario that one of the IRL characters went through about 8 months ago, real time (2 months game time), in the center of The Land, south of the Frost Kingdom, in what was once the kingdom of Rassnynyankh, but which is now just an unclaimed chunk of land dotted with small, poor towns. He was in a large hold of the Monks of the Order of Q'adin, the Hold of Nondanas, where he learned some very important things about the brewing of Ki Ales...

So, yeah, that'll work! :-)


Finally finished him!

Spoiler:

Alignment shifted a bit.....


DM - Any issue with buying a wand that has less than 50 charges?


I'm almost finished with the Dragonrider, Alignment for Min is NG and Lind LG gives a little room for roleplaying and such if thats okay with you. I just have to put together my silver dragon, some more equipment and I will be complete.

The backstory is a bit wordy so I apologize ^^; Let me know if it fits your world or not. I left it semi-vague in town names, people and places mainly because I was trying to leave it open for you to mold however you wanted~


downrightamazed wrote:


@DM Barcas: what kind of alignment did you have in mind for Mokh'tar? Even just having a ballpark idea is good enough, doesn't have to be final.

Chaotic or Neutral Good. His birth was a big catalyst for the orc tribe to turn towards good, and he's been raised in the new tradition. He is still fairly uncivilized but has a strong moral compass for issues of right and wrong.


Ok, this is Khaladon, sorry 'bout the delay, had to change and adjust to a few things real quick this year.

HP Roll:5d8 ⇒ (6, 8, 4, 6, 1) = 25

And Here's Jorzan.

And, hope you don't mind, but based on your in game background, I am re-writing Jorzan's background to fit in much more with where your story is going. Will be ready in a few min...


Some changes in his Alignment, outlook in life and history. I added city/town names from your (Incredible! seriously) map, but they can be easily changed to best fit whatever works for you. Oh, and I'm considering making him a posioner, unless that doesn't work with your image of a Hero. I'm easily flexable on that. Hope ya like.
PS Oh, and if Jorzan's accepted I need your apprasial on a couple of his items.

Jorzan's UPDATED Background:

Appearence:
Jorzan is a smallish lad of slender build, yet he moves with an almost unearthly grace. Often it is difficult to get a clear view of him as he is most often cloaked and hooded and usually lingers in the shadows, sometimes seemingly disappearing from view even when looking at him. Yet those who do manage to see him notice a youth of exceptional beauty, and those who know him know he has a quiet force of personality and piercing intelligence to match his looks.

Personality:
Jorzan is a quiet young man, who tends to keep to himself. He does not make friends easily, yet young children draw his attention like a moth to a flame. This is a fiercely independent young man, and therefore he adheres to no laws, leaders or morals save his own. As a result he has formed no specific attachment to any specific organization, although he is familiar with and known to the thieves guilds of several cities. His insatiable curiosity has caused him to range widely in his young years and he is now just as comfortable in the open wild as he is in an urban jungle.

Jorzan can seem cold to those who do not know him, but in his heart he wishes the world to be a better place and tempers his actions accordingly. He hates slavery with a passoin and is fiercely protective of the young, as a result Jorzan will go to virtually any length to protect those innocent ones he deems unable to protect them selves. The fact that Jorzan practically raised himself has left him lacking in the stories and lessons that build common sense. He therefore has virtually no sense of self preservation, causing him to often take daring, even insane risks.

History:
Jorzan never knew his parents, or even really what a parent was. Born somewhere in the Plains of Bennalad, 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 he had been 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 his living conditions were little better than all the rest.

Jorzan was five when the group of Paladins from Lesotho 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 in Izmir yet this attempt at a normal life never took with the strange, beautiful, little boy with the haunted eyes, who always seemed to prefer the shadows to the light. 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 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. Freedom and independence are among the cornerstones of Jorzan's life. He is always free with his wealth to help these less fortunate than himself.

Eventually the wandering young soul made his way to Stormfare, with idle thoughts of perhaps attending the university there. When word of war broke out, Jorzan's first thoughts were to simply avoid it, and with his skills he mused this would not be difficult. Yet when stories begin being passed about of child sacrifices Jorzan flies into an inner fury and he knows without doubt that he cannot stand idly by anymore. Recently, he has been seeking how he can best aid with the war effort and more specifically how he might be able to aid the endangered young ones.


Dolo Luckbender wrote:
DM - Any issue with buying a wand that has less than 50 charges?

Exelent question.


Well, background is up. Still working on stats and gear though.

Born on the wild north-western coast of Van-Monnen, Kelne's childhood was a peaceful one, raised as he was in lands under the protection of the self-made Baron Ormir. Ormir had come to the lawless land some years before Kelne's birth at the head of a small army. After dealing with the bandits, monsters and other undesirables who infested the land, Ormir put down roots, raising a forbidding keepto guard the mountain passes and serve as his home.

A gracious ruler with a light hand, if somewhat eccentric, Ormir was respected and well-liked by the people, and growing up it was Kelne's ambition to become a member of his elite Wolfguard. Having trained assiduously and acquitted himself well against a sea raid, by the young man's seventeenth birthday, it seemed he was well on track to achieve his goal. Some months later, his world came crashing down.

The night Keshla Jusik tapped at his window and asked for his help getting away from town, Kelne assumed it was a relationship gone wrong. Although far from convinced that helping an old friend run away from everything she had ever known was the right course, it was certainly preferable to letting her go off on her own, so he agreed, hoping to draw the full story out of her over time and perhaps talk her around.

As the days went on however, it became apparent that not only was Keshla not going back, she was terrified of pursuit. Reluctant to confide in her companion, she insisted they press southward as fast as they could. On the fifth night, pursuit caught up with them in the form of Baron Ormir himself, who greeted the pair with gleaming fangs and a demand that Keshla be turned over. The resulting fight wasn't even worth the label, and Kelne could only lie dazed and watch as the vampire absconded with his prize.

The true extent of the betrayal became apparent only days later, when Kelne marched back into town, intent upon mustering a mob to storm the Baron's keep. As it turned out, everybody had known, including his own parents. They had always known, and judged the price of their continued security to be worth paying. The truth would have been revealed to him soon after his eighteenth birthday.

Seething at this betrayal, Kelne left his home without a further word to anybody. What else could he do? He was no match for Ormir, and every hand would be turned against him if he persisted in seeking justice. But he would not forget. He would hone his skills, gather resources and plan. And one day, he would return.

Since that time, Kelne has traveled extensively, sometimes in the company of others, at other times alone. His main goal has been to test himself against new and more dangerous foes, and to try and leave the world better off in his wake. Although he has worked as a mercenary, his deep-seated mistrust of authority means that such stints are seldom long.

Although revenge is the primary driver in his life, Kelne does not let it consume him. His revenge will be a long time in the making, and in the meantime, life is there to be lived. He presents himself as a cheerful, friendly person, and is capable of great loyalty once he decides a person is worthy of it. He has a decidedly independent turn of mind, believing that a person should be able to fend for themselves at need, though this philosophy does not extend to leaving others to deal with dangerous problems on their own.


This is Targ Deepstout (Terran's dwarf griffon rider). Will start working up a profile.


Sometimes I wonder why I don't play a fighter! I'm upto over 12+ pages of text on just one character xD! Heres his background and more! Up for DM's approval/change if he is selected.

@Downrightamazed: how do you do the spellcasting for the dragonriders? Or did you keep it the same as the class normally gets? Just wondering that is the only portion not finished yet~ The way they explain it is a little confusing as I am more or less casting lvl 1-4 wiz/sor spells. Didn't know if you changed that or not~ Thanks bud!

The background is fairly wordy and I was trying to give him a decent background to represent how he is level six and how he earned his gear. Forgive any/all grammar mistakes my wife says I type like a monkey (most of the time) xD! Hopefully its enjoyable, I tried to incorporate the Campaign world as best I could with what was provided it is still left open to interpretation.

Short Background:

Born a bastard into elven society, was generally ignored and shown cold disregard for his mixed heritage. He ran away from home and being unable to find a place to call home became a trapper and local guide living off the land. He eventually started making maps of the area and met his dragon during an expedition into unknown territory. He rescued her from black clad men and escaped back to his trappers cabin near the local town and cared for her wounds.

Over time she recovered and the bond that had formed on their first meeting blossomed and they gave each other new names to solidify there bond. Together they started to travel the land both on foot and in the air, protecting the innocent from the depredations of evil. They eventually started working for the local lord and continued to make maps of places he asked them too. The small barony was lost though when the war rolled into their small region, the lords armies were unable to combat the forces that attacked them.

Unable to stop the enemy army they were forced to retreat and help the refugees escape through the mountains, while simultaneously bringing ruin on the pursuing enemy soldiers. After escorting the refugees to a safer region they found themselves without a home again and began combating this new enemy force where ever they found them. They have spent a lot of their time helping with relief efforts or on patrol so they can bring word of enemy troop movements to their allies.

Long Background:

Too be honest Min used to be known by a different name but he left his past behind him long ago and accepted a new name from a very close friend~

Min was conceived when his mother was captured when her patrol was overwhelmed by brigands and, while in captivity, she was raped by her captors. She eventually escaped but soon she became heavy with the child of one of the terrible human men that had violated her. Instead of using herbal remedies to abort the child she decided to complete the new life that had started within her. She would teach this child to never become like those foul men who roamed and pillaged for their own gains.

Min's was born in the elven woods of Tuatha in the village of Pata. His childhood was rough and full of hardship's because many treated him differently for being a half breed, a bastard. Very few treated him with kindness or welcome, instead he was often showed cold disregard and mockery. As he grew older he became more secluded and withdrawn from others, even his mother had a harder and harder time convincing him to be apart of society. Min believed deep down that he could never be apart of their elven society because of his impurity and the cause of his conception. When he finally decided to leave he simply vanished into the wood with nothing but the clothing on his back and his favored bow and his mothers sword as his valuable's.

He used every trick he learned to foul any attempts to track him as he blazed across the land in search of somewhere where he could belong. Somewhere where he could be accepted fully, but alas as he moved further and further into stranger lands and unknown reaches. His dream of acceptance was for naught, as it seemed wherever he went he was still followed by prejudice and in many towns it didn't matter that he was a bastard his mannerism were strange to people and finding no common bond he became isolated again, a social outcast.

He finally decided that if no society would except him then he would just remain in the deep wood, only bothering with society for supplies and trade. For many years this worked fine for him, he lived a rugged life and nearly died many times from wandering monsters invaded his camp, from the hostile seasons in the region causing him to starve or nearly freeze to death. Through it all Min became hardier and a more rugged individual, he even assisted others who traveled through the area's he called home. He would often appear out of the woulds and direct travelers away from local dangers or trails that had become impassable.

Through that service some of the nearby towns started to treat him more kindly and eventually accepted his presence more willingly in their town. It took him awhile to adjust to this change of heart because in his time in the wilderness he had been forced to become hard and unyielding to survive and this sudden acceptance was foreign to him even though he had sought it for so long. But while trading in some of his extra furs the local trade master, who he had become good friends with, had good heartedly suggested that he take up map-making since he ranged so widely and traveled more often then everyone else.

Min took his suggestion and made an even better living as a cartography then he ever did as a trapper. His maps were always up to date and merchant caravans came to rely on his map's to avoid unknown dangers or lost time. With the extra money his new found profession had provided him he could afford better gear and map making equipment, he eventually bought a magical item that caused his muscles to swell and he was able to carry more on his travels.

During an attempt to map unfamiliar territory he stumbled upon a small group of black clad bounty hunters bringing down a fantastic looking creature with silver wings and scales. He stayed hidden watching as they tried to restrain it with ropes, it struggled against them valiantly battering them with its tail and its wings. But it was to no avail the men over powered the creature easily with their superior numbers and equipment, as they brought the winged creature down its eyes locked with Min's before a hood was forced over its head.

In that brief moment Min found lost himself to a feeling greater then anything he had felt before a sense of belonging but that moment also filled him with a fear and dread he had never felt in all his days. As the moment of dread passed he felt a white hot fury at what those foul men were going to do that beautiful creature and without thought he stood up from his hiding place, drew out his composite longbow and fired. Soon after he found himself running through the woodlands with more of those foul men in hot pursuit. He still doesn't remember how they avoid capture that day and joking says that being a cartographer and a woodsman had saved him from these strange soldiers.

He carried her back to his cabin and cared for her wounds and fed her what little he had on hand. She spoke little at first but overtime the strange bond between them strengthened and soon they both shared secrets they wouldn't have told anyone else. He learned that those same men had killed her family and had pursued her relentlessly for days until they caught her. With nowhere to return to Min offered for her to stay with at his home for as long as she wanted, feeling safer with this prospect she accepted and as the weeks passed they started to travel together throughout the local areas.

The local townsfolk who had only just started to accept him for how he was were both shocked and awed at the new arrival. Many were resistant until the night that Min and Lindórievórea solidified their bond. That night they named each other and made blood-oaths that would bind them to each other more then to anything else in the world.

Soon after that strange ritual they were seen flying over the land and combating brigands in the area. His cartography improved so much that his maps started to include detail's of local creatures and full of accountings on local hazards and terrain. The strange pair eventually attracted the local lords attention and he quickly put there talents to even greater use, by having them patrol and map his borders. They reported their findings to the lords Master-at-Arms and with their help the region became safer as a whole.

Being exposed to courtly life helped Min to adjust from being a social outcast to being a member of high society, although Lindórievórea caused many to look nervously about the courtyard during the noble gathering. No one, except Min, seemed ever get used to her greater size, even though she had a very friendly and open disposition. She also had a quirk of being able to recite local and regional laws without need of looking at a massive tome.

Through there work with the local lord they were graced with better equipment and more resources then many could ever hope for. The pair were gifted with a lifestyle that many lusted for, but they both still lived simply. Preferring to hunt for their meals and providing aid to villages and towns in need however they could help.

They did this for several years before the war reared its ugly head and the armies of the blackclad marched on their lords borders. Even with the help of a dragonrider at their disposal the lords forces were overwhelmed by the brutality of the invading forces. Forced to flee their homes or be slaughtered the people fled into the mountains just as the first winter snows started to fall in earnest. Min and Lindórievórea protected the refugees as best they could while bringing ruin down on those foolish enough to pursue them into the mountains.

Once the refugees were secure in a neighboring kingdom, they tried to rescue their lord only to find that he had fell in battle when his keep was taken by the enemy. Finding themselves without a home again they spent their time continuing to make maps of the areas they passed through and combating the same vile enemy's that destroyed their home a few years before. Until one day he heard that war had ranged as far as his homeland in the elven woods of Tuatha. With all the haste Lindórievórea and Min could muster they streaked across the skies in a reckless flight to Pata where the fighting was coming to a head. When the shining pair came screaming from the skies it took many by surprise when they strafed the Black Dragonflight forces supply lines and began harassing their smaller encampments.

They continued to relentlessly smash smaller encampments, slaughtering the enemy troopers by the dozen's and disrupting their supply lines until Pata's forces received reinforcements from the southern villages. When Lindórievórea and Min landed in Pata's main square they were welcomed as honored guests and Min finally saw his mother again. The home coming was a strange and wonderful event for the pair, as Min's mother was overjoyed to see her son alive and those who had mocked him so many years ago realized to their shame that despite everything they had said or done to him as a child he came back to save them. He spent some time in Pata battling back the Black Dragonflight forces, but word of the worsening war in the north caused his heart to bleed when he remembered his fallen home. He planned to continue the fight until Tuatha was mostly secure, then he would return to the frontlines and lend aid to the entrenched forces there.

Appearance:

Many say that Min changes every time he returns from a mission, at first it was a few strands of hair turned silver or grey, then his eyes and finally his skin until he became the pale skinned half elf he is today.

Standing five foot and eight inches Min is in peak physical condition, he is on the lean side of 145 lbs and sports a strong physique cultivated through hard training, near constant activity and through the magic of his muleback cords he wears. He is able to lift objects weighing nearly a quarter ton without breaking a sweat and helps in many relief efforts in the war torn regions.

He sports many scars beneath all his clothing, proving that Lindórievórea and himself do not shirk their duties while on the front lines. They have often been seen streaking down from the skies like a silver lightning bolt and striking at the enemies weak points or supply lines in an attempt to help hold the line.

The strangest thing about Min is how he seems to closely resemble the colors of his ally Lindórievórea. Perhaps the bond between them has over time changed his physical features but not his mind. Min doesn't notice that his once long natural blond hair has turned to a silvery grey, and that his once forest green eyes have become silver in color as well. His skin once tanned from all his days in the sun but now is a light ivory or very pale for the most part.

Personality:

Min is usually quiet and soft spoken, although his speech is very direct and often very blunt. He is never known to beat around the bush and will speak his mind without thought of the consequences of his words. He respects the law of the land out of respect for his comrade Lindórievórea and is often debating with her over the merits of order and having unbound freedom, although it seems he does that just to get a rise out of his companion. Once you get to know him it is easy to see that he is a kind and gentle soul who prefers to do whats right, without any thought of personal gain. Most of the items he owns were gained for his merits and assistance since the beginning of the war.

Lindórievórea is odd to the casual observer, although she is quiet and conservative like Min. She is easily roused by debates of law and order and tends to favor stricter laws to help enforce order. She also performs her own small rituals even for the most meaningless tasks, she ignores everyone but Min and tends to get flustered when he is watching. But much like her ally she is very kind and open, tending to the wounded or assisting as best she can with her considerable bulk. She also provides good counsel to those who seek her out and takes pride in relieving the worries of those around her.

She takes pride in the fact that her presence seems to bring hope to those that see her whether in camp or in the sky. The perhaps the future isn't as grim as many believe.


Man i'm loving all the characters posted here thus far, makes me want to get my campaign world back up and going again! xD Most enjoyable reads so far =D


Pathfinder Rulebook Subscriber
Min Bein'Meleth Rámalóce wrote:
Man i'm loving all the characters posted here thus far, makes me want to get my campaign world back up and going again! xD Most enjoyable reads so far =D

Yeah! So much great stuff. Only downside is it's not making it any easier for me to decide the party. Holy crap. :-) Getting close, though! Still waiting on some info from a couple folks before I finalize anything.

As for your question on spells, I don't have any house rules for dragonriders. I'll re-read the PDF tonight/tomorrow, though, and let you know. Reading all your background right now. Love it!

@Dolo: I have no problem with you buying a wand that isn't at full charge. I've actually had other PCs do that in-game, so there's even precedent! :-D


downrightamazed wrote:
AdAstraGames wrote:

I am waiting to find out who made the cut before putting up a profile. :)

Actually, @Ad Astra, what alignment did you have in mind for Karthan, or did you post it and I missed it? You don't have to do any more build-work besides what you've got, but that particular bit of info will help me out.

A presence as magnificent as Karthan Zhosk would no more notice the natterings of those who cower behind laws than an elephant would notice the chirping of crickets. Like the elephant, he bears the crickets no malice, and he will go out of his way to avoid hurting them unnecessarily, but those who get in the way of Karthan Zhosk have made their choice, and while it is their fate to fall before him, he respects their freedom to make such a choice.

He is therefore an advocate of the Greater Good, though he leaves the nattering about philosophies and how many lantern-archons can be pinned to a Shadowdancer's ass, and what it would do to the HiPS ability, to lesser men.

(If I could take negative ranks in Diplomacy for this character, to get more ranks on something else - even at a 2:1 basis, I'd do it in a heartbeat. (grin) )

I'm trying to decide if I want Toothy or Bestial Senses for Karthan. Toothy is kind of thematic (if you're a 6th level 1/2 BAB character, having 3 melee attacks would tend to induce overweening self confidence. Bestial Senses is probably more generally useful.

Karthan is dedicated to bringing enlightenment (or, at least, rapid oxidation, which provides light) to the darkened cesspits of the world. :)

I'll write up the more detailed background when I see other players who've made the cut (assuming I make it). I find that it's easier to do this in concert with other players.

Karthan has largely worked as a guard and an adventurer up into now. He can often STOP fights before they start with a well placed crossbow bolt and an Intimidate check; his Stealth and 120' Darkvision (and the ability to use Message to keep in touch with the people at home base) allow him to do recon work at night.

I am assuming that he has come to this town following a trade caravan or ship, and is simply looking for work at this point. No sworn blood oaths to liberate kingdoms or monastaries, no murdered parents, siblings, aunts, uncles or spouses. (Hey, someone has to be reasonably happy and well adjusted, if not precisely sane, in this group.)

One thing that might be amusing, based on your background, would be that the cross of dragon and orc that sired him wasn't in the distant past. It was his father, an orc mercenary, laying with his mother, a brass dragoness in human form.


Pathfinder Rulebook Subscriber
AdAstraGames wrote:
downrightamazed wrote:
AdAstraGames wrote:

I am waiting to find out who made the cut before putting up a profile. :)

Actually, @Ad Astra, what alignment did you have in mind for Karthan, or did you post it and I missed it? You don't have to do any more build-work besides what you've got, but that particular bit of info will help me out.

Karthan Zhosk is a proponent of Freedom in the service of the Greater Good. (Chaotic Good).

And bringing enlightenment (or, at least, rapid oxidation, which provides light) to the darkened cesspits of the world. :)

Ahahaa! Nice. Thanks!

Also, read your edited reply: thanks for the extra info, too.


We crossposted. (Or I edited and expanded, whilst you posted).

I am still tweaking the skill allocations a bit, but that's minor.

Any problems with the partial wands, or the two custom magic items?


Pathfinder Rulebook Subscriber

Will be posting more in the AM, but feel free to keep questions, etc. coming.

@Ad Astra: nope, no problem with either of those things.


"Seek not control, nor multiply laws,
For the cracks in the system are virtues, not flaws."

These are words that Karthan Zhosk lives by.


1 person marked this as a favorite.
AdAstraGames wrote:

"Seek not control, nor multiply laws,

For the cracks in the system are virtues, not flaws."

These are words that Karthan Zhosk lives by.

Sounds like a hooligan!

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