The Seven Swordsman (Inactive)

Game Master Tark the Ork


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1d6 + 1 ⇒ (1) + 1 = 2


This is Oceanshieldwolf's avatar… [Not ready for submission yet - still need to get equipment... as well as finish Tahei's backstory]

@ TarkXT

* Can we use Piecemeal/Eastern Armor rules from Ultimate Combat?

* Any chance you have a Combat Maneuver guide ready? I'm using a Naginata with Weapon Focus (and Dazzling Display) but no feat investment in Combat Maneuvers especially...


TarkXT wrote:

@Dementia Walker. Neat. Could use more detail.

I was planning on putting up more but my daughter got cranky and then it was my bed time. I will add more to the character today.

Edit, I pull my character idea, the more I look into it the more it seems like a good way to die quickly. Many slightly injured people can kill me just as effectively as many undamaged people.


level: 1d6 + 1 ⇒ (6) + 1 = 7
Wow. I actually got a 6. Here i was expecting a 1 XD
First thought is an ijiatsu samuri
Second thought is a cleave based char
Third thought is a mounted archer

All martial ideas XD


level: 1d6 + 1 ⇒ (5) + 1 = 6

[edit:]
Seeing as we're playing in Tian, I have no excuse not to build my Tengu Cleric of Tsukiyo [with the Good (Archon Subdomain) and Darkness (possibly with the Moon Subdomain) domains]
He will most likely be wielding a katana and be wearing Mithral Mountain pattern armor (sure it weighs a bit more then a breastplate, but I think it's more fitting ^_^)

Stats, so I don't forget :
STR: 13+1 (at lvl 4) DEX: 10+2 CON: 12-2 INT: 14 WIS: 14+2 CHA: 14

He would mix it up in melee, if necessary buffing an ally with touch of good, casting a spell buffing the party, or debilitating an enemy with touch of darkness or when really dire the blindness domain spell.

Will work on the rest of the details later.

Short background : He is a traveling Cleric of Tsukiyo who tries to teach the peasants not to be afraid of the dark and helping them where needed. When asked to aid the village he cannot refuse.
[/edit]


1d6 + 1 ⇒ (5) + 1 = 6

Let me see what I can come up with.

Grand Lodge

Ok, I'm thinking a Barbarian 2/Fighter 5. He'll be a samurai with a fierce Kiai shout.

Grand Lodge

1d10 ⇒ 9
1d10 ⇒ 3
1d10 ⇒ 10
1d10 ⇒ 1
1d10 ⇒ 3
1d12 ⇒ 12

Crazy dice roller.


level: 1d6 + 1 ⇒ (4) + 1 = 5


On second thought, I retract, as much as I love the 7 Samurai i dont think this one is for me.


Rolling for giggles..

1d6 + 1 ⇒ (6) + 1 = 7

I'll come up with something..


Here's Tsumoro. Have sword. Will travel.
Look him over and tell me what you think.

Tumoro
Human (Tian-Min) Barbarian 2/Fighter 5
NG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 69 (2d12+5d10+19)
Fort +9, Ref +2, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 adamantine earth breaker +15/+10 (2d6+11/×3) and
. . +1 cold iron katana +13/+8 (1d8+6/18-20)
Ranged +1 composite longbow +9/+4 (1d8+6/×3)
Special Attacks rage (8 rounds/day), rage powers (no escape), weapon trainings (hammers +1)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 10
Base Atk +7; CMB +12; CMD 23
Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (katana), Great Cleave, Power Attack, Vital Strike, Weapon Focus (earth breaker), Weapon Specialization (earth breaker)
Skills Appraise +2, Climb +8, Craft (carpentry) +3, Diplomacy +2, Handle Animal +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +5, Perception +6, Ride +5, Stealth +2, Survival +6, Swim +8
Languages Common, Minkaian, Tien
SQ armor training 1, fast movement, tireless rage
Combat Gear potion of cure moderate wounds (4); Other Gear +2 mithral lamellar (steel) armor, +1 adamantine earth breaker, +1 cold iron katana, +1 composite longbow, 2,710 gp
--------------------
TRACKED RESOURCES
--------------------
No Escape (1/rage) (Ex) - 0/1
Potion of cure moderate wounds (4) - 0/1
Rage (8 rounds/day) (Ex) - 0/8
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Potion of cure moderate wounds (4) Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

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Gonna make a Crossblooded Blaster Sorcerer.. Any objection to Craft feats or Leadership?

Also are you allowing traits?

The Exchange

Gonna forego this one, but I'll be following it!


Thinking I'll just have to follow along as well!

Last night (excited by the concept and seeing most of my games in a lull) i thought I could fit it in. In the light of day, I worry I wouldn't have the time to do it justice.

Have fun y'all!


1d6 + 1 ⇒ (6) + 1 = 7

Well let see what can I play with this.


Dotting. 1d6 + 1 ⇒ (5) + 1 = 6


Werepox's Submission.. Female Tien Face Melter..

Ill do background/fluff if you require one.. Didn't read where it was so..


Starting from the last post I made.

@Ravingdork: Noted.

@Timfrie: More detail! MOAR!

@Connell: Would like a bit more detail about the character. What would make him want to defend poor farmers?

@Ptolmaeus: Ima say no this time around.

@Tahei yes to eastern armor (of course!) no to piece meal and maybe never mayb.

@Theorythmus MOAR!

@Tsumoro: Wheres the back story?

@Werepox: No leadership, craft feats are fine but you don't get to use them before the game starts.

@Selena Wild: Yes. Yes I do.


Lee Kwon
Male Human (Tian-Shu) Ninja 2
LN Medium humanoid (human)

The Crunch is in profile

background:
Working as a young crewmember, then captain of his own vessel (a small sailing skiff but still, his own), he picked up languages easily and blended in wherever he went. His curiosity, coupled with skepticism, often put him in precarious situations to confirm his opinions. The dishonor was not in skulking or a healthy distrust but dishonesty and betrayal. He came to the attention of one seeking an apprentice. A master who knew what skills and tenacity to look for and how these manifested in society. Disciplined training refined his internal code.
Whereas the he rarely saw his province’s officials much less samurai, he knew their rep preceded them. He admired them from afar until his apprenticeship revealed these were the visible long arm of the law for the public benefit. He is to be the convenient accident or silent tap while you are sleeping.

How he comes to the village:

He is tasked to investigate persistent rumors of unrest, resolve if he could, recommend corrective actions if he couldn’t; and not draw attention to himself. Filled with anticipation, this was his first solo mission without support. No team, no safe houses, no disappearing act. His plan? To hide in plain sight as a wandering tinker; relying on his skills to craft and/or fix simple items. He wears simple peasant clothes, his donkey pulls a cart with the tools of his trade and numerous broken items salvaged from the previous village trash piles to be fixed & sold later.

Presentation:
He comes across as an earnest young fellow, trying to make his way in life and see the world. Lee is respectful of his elders, a sympathetic ear for all and willing to help in most endeavors. He explains his disappearances, and can often be seen heading out with pole in hand, trying out local fishing holes.


Also, two traits is fine.


Cool, Ill adjust over the weekend.. Is there gonna be any leveling?


Hey, Chillblame here. Here is my offering, Liang the Darter, a ninja with nowhere to go.

Liang the Darter, Human, female, Ninja 6, LE (neutral tendencies)
STR 13 INT 12
DEX 20 WIS 10
CON 10 CHA 12
init +7

Offense:

BAB +4
CMB +5
Shuriken +11 1d2+1 r20'
Shuriken (wpt bank shot, deadly aim, flurry of stars) +8/+8/+8 1d2+6
Katana +7 1d8+2
Dagger +7 1d4+1 r30'
(Point blank shot, deadly range, deadly aim, Ki pool)

defense:

CMD 20
AC 21 FF 21 T 16
Fort +3 Ref +11 Will +3

Feats:

Dodge
point blank shot
Deadly aim
WF shuriken

Ninja Tricks:

flury of stars
vanishing trick
deadly range

Traits:

reactionary:+2 initiative
Acrobat: +1acrobatics, -2 on accelerated climb instead of -5

Abilities and qualities:

Sneak attack +3d6
Poison use
Ki pool (4)
No trace +2
Uncanny dodge
Light steps

Skills:

+15 Acrobatics 6+3+5+1
+8 Bluff 4+3+1
+5 Climb 1+3+1
+10 Craft (weaponsmith) 6+3+1
+10 Craft Alchemy 6+3+1
+5 Diplomacy 1+3+1
+11Disable device 3+3+5
+10 Intimidate 6+3+1
+7 Know local 3+3+1
+7 Know nobility 3+3+1
+9 Perception 6+3
+6 Sense motive 3+3
+11 Sleight of hand 3+3+5
+14 Stealth 6+3+5
+5 Swim 1+3+1

Equipment:

Belt of Dexterity +2 4000
Katana +1, human bane 4000
MW dagger 100.7
Mthril chainshirt +1 2100
cloak of resistance +1 1000
boots of the cat 1000
Elixir of hiding*2 500
hat of disguise 1800
MW Shuriken*50 103.5
dose of blue whinnis*4 160
dose of greenblood*5 166.7
dose of blackadder*5 200
MW backpack 50
Traveler's anytool 250
MW thieves tools 100
alchemy crafting kit 25
artisan tool, weaponsmith 55
bedroll and blanket .6
hooded lantern 7
oil*2 .2
mess kit .2
50' of rope 1
grappling hook 1
whetstone 0.02
flint and steel 1
wrist sheaf*2 2
beltpouch 1
traveler's outfit 0
peasants outfit .1
scholars outfit 5
coutiers outfit 30
ninja outfit 5
anti toxin*2 33.3
black fire clay 6.7
candlerod*5 1.7
tindertwig*5 1.7
Acid*2 6.7
thunder stone*2 6.7
trail rations*5 2.5
waterskin 1
50gp gems*4
7pp, 2gp, 8cp

Notes 1pp is stored in each boot. The gems are secreted in her pack. Remaining coin is with the gems, except 2 gp and 7 cp in her beltpouch.
One wrist sheaf has her dagger, the other has 5 shuriken.

Background:

Liang was always precoucious. In her youth, in training, she showed great promise as a ninja, dutiful, discret and effective. She completed her tasks and was paid, and she and her clan prospered. But then came a day when it all came undone. Liang had being on a mission, when she heard that a local lord was angered at her. Why? Because she had killed a favorite mistress. This confuse liang as she had not killed this person (she always kept careful track of this), and that she was being blamed personally. Not her clan, not the hirer, whoever that was, but her.

Worried she investigated and discovered she was being hunted by her own clan, as an outlaw. A battle ensued, which she barely escaped, having killed two of her clan mates. Her face known, she was chased from city to city. At first she tried to find out who had framed her. But then she discovered that her own clan had betrayed her, to avoid destruction. If they had asked she would have volunteered, but they just acted, as if she and her honor were dust on the wind.

So she retreated. Depressed and disheartened she came to a cave she had fitted out as a safe place, unknown to others. She peddled alchemetical items to the local village. Lonely, cast out from all she had known, she contemplated ending it in suicide. Why didn't she? Because that was what her clan expected. Why should she do anything for honorless currs. But she sat by herself, in her cave, stareing at the gems her last mission had netted. Turning them over and over in her fingers.

Then a suprising offer. To defend a small village. From a band of bandits. And the reward. A pittance beside the rewards she had earned in years of service. Once it would have been insulting, a reason to kill. But now? A place to live among others in peace. A meal. That was worth fighting for she now saw. And if she died, well maybe karma would balance.

She accepted.

motivation:

Liang has lost everything in the world except her life, her gear. Her honor is damaged by the assertions made against her, and she has lost family and home.
And through it she seeks enlightenment. She is LE as she is ruthless in her need to succeed at her mission, whatever it is, and her loyalty to her employer. Yet she is starting to see that ruthless ambition is empty, that her younger goals have gain her little. Maybe she seeks a new path.


levelroll: 1d6 + 1 ⇒ (3) + 1 = 4

decent enough roll, was hoping for a 5 or 6, but hey, its better than a 1 :P
first idea, samurai, second idea, paladin, 3rd idea, plain old knight in armor :P.

I think I will be making a samurai 1 Iajustsu(ronin)3/ two-handed fighter 1

the end build would look like samurai 13/Fighter 7, but I doubt we will get more than 1, maybe 2, level ups.

sample background- He left his former lord when the Ideals he valued, honor, integrity, justice, kindness, etc, were cast aside by his ex lord when the oppurtunity to gain power presented itself. Disgusted with his no ex-lord's lack of character and personal strength he left. Since then he has pledged his sword to the people, protecting who he can where he can. As he wonders he seeks to master the blade of the wind the kaze no ha, or also known as, the Rakurai.

stats so I remember
str-18, dex-12, con-14, Int-10, wis-14, cha-8


Here is what will be my submission. He isn't done yet, but should be before the weekend is done.


1d6 + 1 ⇒ (4) + 1 = 5

i have several ideas for this, i am figuring that given the theme the party will be somewhat melee-heavy but i will try not to step on the toes of others.

actually, what do you think of a Hungry Ghost Monk? I have kinda wanted to play one of those but rarely have I seen a campaign with an complimentary theme.

Scarab Sages

Dotting. Hoping for a low roll.

1d6 + 1 ⇒ (3) + 1 = 4


I'm surprised that there are so few caster concepts.

And I'm not done with Tsumoro. I just wanted to get him posted.


Just got started on him, but working on a Tengu Sensei / Monk of the Four Winds that alternates between unarmed and sword combat.

Character Concept:
A follower of Hei Feng, this traveling swordsman wields a heavy nine-ring broadsword, his free hand sparking with thunderous energy. His kind is despised for their will to survive against the odds and will never attain rank in human society, but to Shogure, that is not what matters.

His feathers are the dark brown of a hawk and his eyes stare outward at the world around him. His feathers hang down from his arms to form makeshift wings. He is young, but his eyes show great focus and experience.


@TarkXT, you wil get MOAR. Same I do for all recruitment topics in which I make a character, full character sheet and whatever flows out of my mind as a background for the character :)

I just wanted to see what I would roll and I wanted to pitch my idea before someone did the exact same ;)

Will probably have it done somewhere around sunday evening, depending on how this weekend goes. :)


Tsumoro wrote:
I'm surprised that there are so few caster concepts.

:) I'm surprised there are any. "Seven Swordsmen" doesn't scream casters to me. Then again, I'm probably way more slavishly invested in Kurosawa's original than TarkXT's fantasy Tian, and my character is based around his family's Naginata, so I don't even have a sword. Yet.

Grand Lodge

Level: 1d6 + 1 ⇒ (3) + 1 = 4


Tahei Asawa wrote:
Tsumoro wrote:
I'm surprised that there are so few caster concepts.
:) I'm surprised there are any. "Seven Swordsmen" doesn't scream casters to me. Then again, I'm probably way more slavishly invested in Kurosawa's original than TarkXT's fantasy Tian, and my character is based around his family's Naginata, so I don't even have a sword. Yet.

ID' be surprised if we found any either.

HEck, if I allowed gunslingers I don't doubt we'd have people wanting to reenact The Magnificent Seven.


There might not be many casters but i promise yall will miss her Acid balls taking out huge scores of enemies..

Example.. 10d6 + 20 ⇒ (1, 4, 3, 1, 6, 2, 6, 4, 3, 6) + 20 = 56


Withdraw.
So many games to play, not enough time to catch'em all. And I need to catch up on homework and prep for exams. RL can sometimes crimp your style.

Keeping the Ninja though. I can work with him. Think he is a good concept. Strong code of honor, still inexperienced, willing to go that extra mile. Not evil, just business.


Here's Tsumoro's backstory.

Tsumoro's mother told him that his father was a samurai. This caused Tsumoro to believe himself above the other peasants and lead him he used his size and strength to bully them. He was the terror of the village. In time, a group of ronin passed through the village and he left with them to learn the way of the samurai. As it turned out, they were bandits. Tsumoro did learn, though, and quickly became a ranking member of the group.
They eventually returned to his village where they found a group of samurai waiting for them. During the ensuing battle Tsumoro witnessed his mother’s murder and he realized his own evil. Tsumoro immediately turned on his group and helped kill them all. In the end, he knelt down over his dead mother and waited for the killing blow. It never came. Instead one of the samurai, seeing the true repentance in his eyes, offered to train him in the true way of the samurai.
Tsumoro has grown much since then. He has survived many fights and has had many adventures. He now travels the land hoping that helping others will help him forgive himself.


TarkXT wrote:


@Connell: Would like a bit more detail about the character. What would make him want to defend poor farmers?

Quick post from the road ... Short answer is, he's never done much of anything without the reason being "because those are my orders". Stepping out on his own gives him a chance to try doing something for a good reason, maybe even for the right reason. Being the young kid in a soldiers world he also knows a little about getting picked on bc you're smaller or weaker, and he's not a fan.

Of course, being so new to making his own choices, he's managed to pick a pretty "lost cause" considering how stacked the odds are against the village.

Will get some more detail into the character writeup later tonite.


1d6 + 1 ⇒ (4) + 1 = 5

I have an Oradin that I'd love to give this a go with. He's Chelish but has been basically exiled to wander the land righting wrongs. I'll have to add one more oracle level and then it will be paladin the rest of the way but I'm only gonna adjust the crunch if selected.


I love the setup, and while I haven't seen The Seven Samurai (which I'd have to reckon you're basing this thing on), I've seen some of Kurosawa's stuff and liked it well enough. It's finals time and I don't know if I'll have time to get something up, but just in case I'm gonna dot this and roll for levels.

1d6 + 1 ⇒ (4) + 1 = 5


So I've settled on an APL of 5. It's a good middle ground that allows the higher levels to shine but remain heavily challeneged while not being unreasonably difficult for the lower level guys.

However I can drop one particular NPC swordsman (I'm keeping the old paladin who helps get the group into the village and otherwise serves as a competen person to lend a hand) and accept 6. So that gives me a fine range of levels to take while retaining the overall APL.

There will be leveling but I suspect not more than one or two. IF any one levels it will more likely be the low level guys.

The game has roughly three stages.

1. Prep and Introduction: BAsically where you prepare the village for the inevitable attack. There's a time limit here of course and the better you do here the better your chances of surviving the second part.

2. The attack. The village is put under siege by the bandits. This will not be easy you essentially start with little more than a mix of class levels and commoners and have to transform that into a force capable of fending off a well organized and disciplined force.

3. If you manage to defeat the bandits you will likely decide to finish them off and keep the villagers safe on a more permanent basis. You will have to chase the bandits down to their own fortress and finish them and their leader off their. This is a deviation from the kurosawa classic as the bandit leader was killed during the siege.

The other thing is, death is going to happen, it may happen to some, it may happen to nearly all, but it will happen.


TarkXT wrote:
Tahei Asawa wrote:
Tsumoro wrote:
I'm surprised that there are so few caster concepts.
:) I'm surprised there are any. "Seven Swordsmen" doesn't scream casters to me. Then again, I'm probably way more slavishly invested in Kurosawa's original thyan TarkXT's fantasy Tian, and my character is based around his family's Naginata, so I don't even have a sword. Yet.

ID' be surprised if we found any either.

HEck, if I allowed gunslingers I don't doubt we'd have people wanting to reenact The Magnificent Seven.

Ha! Use the stuff from numeria that's coming up and you could do battle beyond the stsrs, another seven samurai ripof...interpretation. lazers and robots!

:D


Level: 1d6 + 1 ⇒ (3) + 1 = 4

None too shabby. Do you allow the Words of Power system?


Connell here, alias ready for my submission.

spoilered for space.......

Motivation:
The irony of it all, it was Bromen that first suggested Liu consider leaving the company after almost two decades, ironic because Bromen had been with the company even longer than that. The dwarf was over a century old, and to hear him tell it there was a prophesy that says he was destined to save the world. That prophesy had sent him across the world from him mountain home to this small mercenary company in Tian, where he served for years training up and waiting for some kind of sign.

So even though Bromen was serving and waiting for his destiny to find him, he was the one who asked Liu if the young man had ever wanted more, had ever wanted to go seek out his own destiny. It was a strange question to the boy: Liu had barely known anything else outside the company, and he did not hold any fondness for the little of his childhood that he could remember.

But the cranky old dwarf had planted a seed, and within a fortnight Liu was standing before his commanding officer resigning from the company. The break was amicable, his commander quick to tell him where the company was headed next. "Just in case it doesn't work out" he had said. Liu was confident that he would not go back, too excited about the prospect of going where he pleased, at the time he decided.

Old habits die hard of course, so the suddenly free man still found himself waking up at dawn and completing the same morning routines and rituals. Within a week the freedom was turning into a lack of structure that was starting to tease at the fringes of his consciousness. But that was when he heard about the village. Suddenly there was a cause to consider fighting for. Not a cause that paid well, not a cause that made no sense outside of orders being given, but a seemingly righteous cause to defend an innocent people against an oppressive foe.

He set out immediately to see if he could help. To see if this was a cause worth fighting for and if he could test all the skills he had learned during his time as a soldier. And while he did not admit it to himself, the possibility of finding another commanding officer to follow had a certain appeal to it as well.

And since you mentioned traits and crafting

Being a bowyer/fletcher:
So I've decided to think positive and plan for how Liu might contribute to the prep phase of things when selected. My idea is that (based on the submissions so far) he is going to find himself in the company of warriors but might be the only soldier, and that means he can instantly contribute by training up a few able-bodied villagers to 'man the wall' with bows. (Yes, Im making a big leap that there will be more than just the PCs defending but for the moment I've put it under the heading of 'preparing the village').

Im thinking about shifting some skill point around for more ranks in bowyer/fletcher. I can imagine him scouting the surrounding area with an eye on archers providing a strong defense, helping clear brush for better sight lines, watching several villagers shoot at targets while he walks the line giving suggestions, etc. But that probably also means making sure any villagers who help have the proper gear. Ive never done a crafter before and the rules are a little......bizarre....when it comes to smaller items like this. I mean, I want to make arrows that cost 10sp and its giving me weekly checks? And if Im reading this right, it takes 3 weeks to craft a longbow??

So question the first, do you have homebrew crafting rules or do you use core? if core, am I safe to assume that I could probably churn out 40 arrows in a day assuming mediocre rolls?
- 20 arrows cost 1gp = 10sp
- DC12 * hypothetical roll of 12 = 144 crafting check for the week
- 144 / 7 = 20sp for the day, or 40 arrows

As for question the second, what are your thoughts on the Toilcrafter religion trait? Obvious question is whether the arrows need to be masterwork first (Im assuming yes) and that's where the rules get REAL squirrelly: those 40 arrows that would normally be crafted in 1 day take 10 weeks to make as masterwork (again, assuming DC20 * roll of 15 = 300sp per week, 50 MW ammunition = 3000sp crafting cost) but then made magical after 4 more days according to the trait?

I guess this is why I never did a crafter before!

Well, the bottom line is that Im thinking if Liu arrives at the village he will try to contribute in this way if he can....so Im going to take the trait if you allow it, but I might need some clarity if/when it comes to the crafting part.


Going down the list of submitted characters so far that have completed sheets (that I found please post if you submitted one and I missed it).

Molgrim Death axe - Ki Mystic/Sensei 3 (MONK)

Todochi Iru - Polearm Master 4

Liu Quon - Monk 2/Ranger 2 (Archer)

Tsumoro - Barbarian2/Fighter5

Akio - Samurai/Fighter 4

DAren Mott - Staff Magus/Monk(interesting combo) 5

Selena Wild - Sorcerer 7 (Crossblooded)

Did I miss anyone?

I think someone asked about greataxes. Yes, they're fine they don't go against theme.


Curious, curious.

1d6 + 1 ⇒ (4) + 1 = 5

Not bad.


You missed Liang the Darter, ninja 6


I don't know if it's too late to submit an app, but if this is a story of overcoming the odds and defending a warren-- er, village, I think this would be the perfect fit for a kobold who specializes in defending his territory! I'll have to alter him a bit for this campaign, but the general principle applies.

Allow me to submit Skalezaar "Skales" Val'Thuun.
1d6 + 1 ⇒ (6) + 1 = 7
Ooo, max level! Then this should be quite the interesting little protector...

The short version is he's a Lawful Neutral Kobold Sorcerer who was banned from his tribe by it's ruling dragon lord in the north, so he's traveled the land to become strong enough to one day start and protect his own tribe. He's very draconic, but he's more proud to be a kobold, not a cheap imitation of a dragon.
He also has a pocket watch that he checks constantly and makes him slightly loco in the head. I'll get to hammering out the updated stats as soon as I can!


Dropping and testing the dice roller to see what the options might be...

1d6 + 1 ⇒ (5) + 1 = 6

Hmmm... 6th level is not too bad.

I have an idea for a Kenasi Magus... An Elf who swings the curved blade one handed (Yes, it can be done).

Work and such will probably mean myself doing little more than showing a character for people's thoughts/perusal and advice.

Much cheers to all and 'Fight the good fight!' (^_^)


Skales:
Skalezaar "Skales" Val'Thuun
Male Kobold Sorcerer 1
LN Small Humanoid (Reptilian)
Deity: Nethys, Faction: None Homeland: Avistan, north of Goka
Image: http://fc00.deviantart.net/fs71/i/2010/158/1/4/Kobold_by_5er_Inkslinger.jpg

Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 15 Touch 15 Flat-footed 11 (Resist 5 cold damage, Dragon resistances)
HP 31/31
Fort +2 Ref +4 Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee (Special) Claws, Natural -2 (1d3-2/x2)
Ranged Sling +7 (1d3/x2, 50 ft.)
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Statistics
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Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Base Atk +3; CMB +1; CMD 15
Feats - Draconic Aspect, Combat Casting
Traits - Frost Spitter, Spellcaster Sneak, Day Raider
Drawbacks - Pride
Skills -
Languages - Common, Draconic
Combat - Gear Sling (30 bullets)
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Special Abilities
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Eschew Materials
Cantrips
Spells
0th (Unltd) Ray of Frost, Detect Magic, Message, Spark, Mending, Drench, Prestidigitation
1st (7/day) Magic Missile, Unseen Servant, Alarm, Mage Armor, Clarion Call, Icicle Dagger
2nd (7/day) Create Pit, Pyrotechnics, Frost Fall,
3rd (5/day) Explosive Runes, Ice Spears, Slipstream
Frost Spitter - 1/day, create 10 ft. ice surface
Natural Armor +1
Spellcaster Sneak - 1 per day, able to cast Silent Spell
Trap Rune - 6/day, cold damage, DC 16
Trap Sense
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Equipment/Gear
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Sorcerer's Kit 8 gp
-Backpack
-Bedroll
-Belt pouch
-Flint & Steel
-Iron Pot
-Mess kit
-Soap
-Torches (10)
-Trail rations (5 days)
-Waterskin
40 lamp oil 4 gp
Black powder (3 kegs) 3000 gp
Crowbar
Rope, hemp (100') 2 gp
String (150') 3 cp
Bear Trap (10 traps) 20 gp
Cart 15 gp
Donkey 8 gp
Flour (20 lbs) 4 sp
Coal (40 lbs) 1 sp

23500 gp - costs


Background:

Skalezaar was born to a tribe of kobolds living under the reign of a white dragon in Avistan, somewhere north of Goka. His gorgeous and vivid white scales were hailed by the tribe as a sign of their loyalty to their dragon lord, and he was taught nearly from hatching the arts and powers his draconic abilities afforded him. Even the dragon itself took interest in Skales' training, going so far as to teach him how to unlock his dormant bloodline.
Yet, for all his praise, heralding and rearing, Skalezaar was displeased. He did not see himself as a magnificent descendent of dragonkin; he was a poor, cheap and diminuitive imitation, and the constant praise bothered him. He came to distrust and dislike his tribe's draconic ruler. He endured the training for years, while in secret squirreling away objects from the dragon's personal horde.
Finally, at around 16 years of age (fairly advanced for a kobold), Skalezaar could take it no longer. He stood up to the dragon and declared that he was no descendent of dragons, but a kobold, proud and strong. The dragon was amused at this refutation, and instead of killing him, sent him away with a challenge: if kobolds were so mighty, create your own tribe, and prove your worth. As his tribe did all in their power to apologize to their dragon ruler, Skalezaar left, vowing to one day create a tribe proud to call themselves kobolds, not weak copies of dragons.
Skalezaar has spent the last 3 years traveling the continents, honing his magical prowess and looking for ways to test himself. His ultimate goal is to create a proud tribe of kobolds, and perhaps one day return and confront the dragon who banished him from his home.

Personality:

On the surface, Skalezaar seems relatively normal, even for a kobold. He speaks with grace, pride and fervor, and if unafraid to challenge those who question his might or skill. He is a dedicated scholar and occassionally, a champion of those in need. He values the common folk, the peasantry, over the rich and influential; being a kobold, he has perspective on these lower classes and he often encourages them to take pride in their strength to get up and face a new day of challenges. It is what makes you truly strong in his eyes.
When it comes to his magic, Skalezaar can be a tad... odd. He collects bones to create runic items or manuscripts, and displays them proudly; it's a sign of his power, so why shouldn't he? When working, he is quiet, almost disconcertingly so, a habit he developed under the watchful eyes of his former tribe and draconic overlord. He prefers to prepare things ahead of time, then stand back and invite foes to reach him intact, if they can. He hardly considers this cowerdice, however; it is simply strategy. Why should he expose himself to danger if his foes are so willing to walk right into it for him?
One trinket he stole from his former dragon lord's treasure horde is an old, silver pocket watch, which he checks constantly, and it is when he does so that he becomes disquieting. His grace and mannerisms change entirely; he speaks in the third person, muttering over an obsession with his "surplus" or "deficit" of time, and slightly drooling from the corners of his mouth. However, when the watch is put away, he becomes his normal, moderately charming self again. Attempting to take his watch or interrupt his consultation of the time will earn his unbridled rage; he snaps, both phsyically and verbally, at the interrupter, and will stop at nothing short of death itself to reclaim his watch.

Also, to help in inventory selection, Skales is a bit of a merchant, and will have his cart and donkey pulling his stuff around. If anyone has any suggestions on products they think we could use in the town's defense, I can include it in Skales' inventory. (Heck knows what he's got hidden in his cart)


1d6 + 1 ⇒ (5) + 1 = 6 I'll throw something in soonish cause this sounds fun

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