The Third Great Elemental War (Inactive)

Game Master BigP4nda

As the rumored clash of the elementals comes to light, the heroes find themselves further entrapped by the crucial events coming to pass.


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Perhaps BigP4nda will give the chosen time to synergize?


I would prefer the recruitment thread be used for just that, recruiting. I will certainly provide some pre-playing to get the party situated and comfortable with eachother if they would like to before we begin.


One of the dis-synergies here is that there is a whole month for recruitment with the expectation of 3 posts per day (or something similar) and now we should not role play in the recruitment thread here...
After a certain point we can only twiddle our thumbs :)
Maybe open up the discussion thread with "You all enter a bar and..." then let us go from there. You get to see some of our writing then and we can play with our characters a bit while we wait. Also, if needed the bar bit can be discarded and forgotten once the game starts

Either way, I will probably write another massive block of 'something' for Rockjaw here soon. Keeps me interested :)


Just realised I haven't posted any backstory for my ratfolk. It will be coming soon.


QUESTIONS/THOUGHTS:

1- Are you still taking submissions? I have a pretty developed character concept for an Earth-aligned CE Antipaladin/Swashbuckler. (he will be the complete antithesis of chaotic stupid, worry not.)

2-Are there infernal entities inside of the Elemental framework? Like, are there dark forces of each element, or are certain elements tied to an alignment, or are there also angels/demons/djinn equivalents, and if so, are there groups of each tied to each element, etc. What is the spiritual/outsider framework inside of this Elemental War?

3-I am all about roleplaying, feeding GM's flames, and creating background stories. If this begins in the end of April/beginning of May as has been stated this will be perfect for my schedule and I am really excited about this game already. If I get in I will only provide the best.

EDIT: 4- Do you have more material about Archeon that I can consume to make his background story more well-rounded? Thanks.

I'll have the write-up containing complete fluff and crunch within the next few days.


BigP4nda wrote:
You will have a pool of 20d6, reroll 1s and 2s; assign 3 dice to each ability score and total them up. Use the remaining 2 to increase any of the following (only 1 dice per option): HP, Fort, Ref, Will, BAB, Skill Ranks, or gain spell slots per day of levels totaling up to your die result. (except 0-level)

THE GREAT DICE WAR

1:Reroll 1: 1d6 ⇒ 1
4: 1d6 ⇒ 4
3: 1d6 ⇒ 3
4: 1d6 ⇒ 4
5: 1d6 ⇒ 5
6: 1d6 ⇒ 6
6: 1d6 ⇒ 6
1: Reroll 2: 1d6 ⇒ 1
5: 1d6 ⇒ 5
2: Reroll 3: 1d6 ⇒ 2
6: 1d6 ⇒ 6
4: 1d6 ⇒ 4
3: 1d6 ⇒ 3
1: Reroll 4: 1d6 ⇒ 1
3: 1d6 ⇒ 3
1: Reroll 5: 1d6 ⇒ 1
5: 1d6 ⇒ 5
3: 1d6 ⇒ 3
1: Reroll 6: 1d6 ⇒ 1
5: 1d6 ⇒ 5

RESULTS:
4,3,4,5,6,6,5,6,4,3,3,5,3,5

The Rerolled

4: 1d6 ⇒ 4
3: 1d6 ⇒ 3
2:reroll 7: 1d6 ⇒ 2
2:reroll 8: 1d6 ⇒ 2
1:reroll 9: 1d6 ⇒ 1
2:reroll 10: 1d6 ⇒ 2
3: 1d6 ⇒ 3
4: 1d6 ⇒ 4
6: 1d6 ⇒ 6
5: 1d6 ⇒ 5

RESULTS:
4,3,3,4,6,5

THE STATS
STR 9 (3,3,3)
DEX 16 (5,5,6)
CON 12 (5,4,3)
INT 14 (5,5,4)
WIS 12 (4,4,4)
CHA 18 (6,6,6)

Leaving me with 2 3's which I will spend after I have the rest of the character fleshed out.

Let me know if I am doing anything wrong here.


@the other: at starbucks drivrthru omw to work I will answer your questions when i get off around 8pm CST. But yeah you are doing everything right


take your time bud we have until the end of April or so lol

EDIT: QUESTION 5: What are the languages present? Racial and Elemental Planes, or do you have your own framework/will it matter?


Looks interesting, and sounds like there should be lots of time to put something together.


Dice Rolls:
18d6 ⇒ (1, 2, 6, 3, 1, 1, 6, 1, 6, 1, 2, 2, 4, 2, 3, 2, 2, 6) = 51 That's a lot of 1's and 2's.
6666 4 33
13d6 ⇒ (2, 6, 2, 6, 3, 1, 2, 6, 2, 4, 4, 6, 4) = 48 And still more 1's and 2's.
66666666 5 444 333
5d6 ⇒ (3, 4, 3, 2, 5) = 17 And again...
66666666 55 4444 33333
1d6 ⇒ 1 Dagnabit
1d6 ⇒ 4 Finally.
66666666 55 44444 33333

I think I'd set them up like this:
18 (666)
18 (666)
16 (664)
14 (554)
12 (444)
9 (333)

18 (666)
18 (666)
16 (664)
12 (345)
12 (444)
10 (334)

Extra Dice
2d6 ⇒ (1, 2) = 3
2d6 ⇒ (6, 2) = 8
1d6 ⇒ 6
6 and 6. That is nice...

18, 18, 16, 14, 12, 9


@That other guy: 1) I guess already answered...

2) Yes, there are angels, demons, devil, fallen angels, etc. No the are not light/dark or evil/good alignments within the elemental planes, all Elementals are neutral riding along the lawful/chaotic axis as so:

Wind: N
Fire: CN
Earth: N
Water: LN

The war between Earth and Wind is not a good vs. evil war. It is simply an violent argument, which is why many don't understand the necessity of it. Followers of the elementals are not restricted to the alignment of the elementals, as a matter of fact: the elementals have not ever regarded their worshipers and is rumored to be a false religion (though, as players I will let you in on a hint, worshiping the elementals is not a COMPLETELY fruitless path.)

That being said there will still be issues to solve regard angels and demons, shadow creatures, necromancers, dragons, etc. So do not narrow your imagination to just this elemental war, it's the main idea, but not the only one.

3) Great! I am all about roleplaying too, though this is not a question :P filthy liar....

4) Soon I will be updating the campaign info with some more info, though most of what I will put there has been stated in this thread, some extra info that may be good to know:
Rare races are not rare (Well they are rare in number, but not unheard of, in fact many people know about the existance of these rare species and have seen at least one in their life [unless of course they are young])
Firearm availability: Guns everywhere. Though the price is only reduced to 40% not 10%, the material is still rather rare, though many people know what guns are and have at least shot one before.
Its a big world, you will be travelling a lot, warning. Like APs do I will let you know some of the key abilities for this campaign:

Knowledge (local)
Knowledge (nature)
Knowledge (planes)
Perception
Stealth
Survival

Other skills that will be used frequently:
Disable Device
Diplomacy/Intimidate (You will almost always have a chance to talk your way out of a fight, as long as its not against monsters)
Knowledge (arcana)
Linguistics (You will find many uses for knowing many languages)
Spellcraft

That is all I have for now, Will add more once I update the campaign notes.

5) Any and all Paizo languages, including racial tongues of rarer species. You may learn any elemental languages, they are not secret and many people have taken it upon themselves to learn it, just for the hell of it.

If you have any more questions don't be afraid to ask!


Awesome, thank you so much. I will present the finished character in a few-ish days.

*coughcough*questionsANDthoughts*coughcough*

MOAR QUESTIONS AND THOUGHTS

1- What kingdoms are present, what are the major continents, what are the kingdom's governmental styles/structures, how would you want to go about binding the party together for the quest? (I can weave all these into the backstory to make everything seamless)

2- So, I can hypothetically have my character want to help 'solve' the Elemental war because it's something that will hamper my demonic employer's overarching plans, and view it as a nuisance? There are a lot of different ways to look at it, and now I'm just brainstorming.

I don't want to hint to anything until I actually reveal the character for how he's gonna be... so... I guess... just be expectant. I want to do him right.

3- Are the elemental forces currently dormant, or are they always active, in a way that could be compared to spiritual forces or just ecosystems? Are there 'lil guys too, or are they all colossal forces of primeval maelstromic rage? How much are they at play (and war) in the current age?(pre-3rd war, I believe?)

4- Are there deities? If so, how present in the world are they and such? How much will I have to fear their stereotypical mindless drones?

5-Will my Smite Good be of any use in a PvE capacity? (I don't expect it to, but if it does then that's gravytastic.) If the answer is never, could it be altered to something else that I can use? If not, I also understand. We're gestalting and will gain megafeats, so it's defffffinitely not a big deal if the answer is a double-no.

I'm sure that this post is not the end of my queries... I mean to make you work. >:}


1) I do not have a whole lot of names atm, just make your backstory and I guess PM me if you must put the name of your hometown in it, I will mostly be coming up with town names on the spot, kingdoms will come when I update the campaign info, life's a little busy atm.

2) Sure, though he would also have gotten a lot of shit from his friends/family/teachers/masters/partners/etc saying that it's a fool's quest. As for putting a wrench in your employer's plans, there are many many ways to do so, most of which wouldn't be as...extraordinary in magnitude. Remember this is a massive war that practically reshaped the earth

3) Always active. People summon elementals, elementals will roam the material realm, though they usually stay away from their "enemy" elementals. That being said, Water and Fire elemental's actually get along rather well, kind of like a love-hate relationship. They are only in a sort of "treaty" right now, though people are starting to witness more and more "conflicts" between the smaller fry of the elementals whom roam the material realm.

4) Yes, use the deities from the Core Rulebook, and they are just as prominent as they are in Golarion.

5) Good question, there definitely would be limited usage of it. Especially if the rest of the party isn't evil, It is possible. I will work it in somehow.

I'm a GM, I'm supposed to be made to work :P


Finally some backstory for my ratfolk wizard/alchemist.

Backstory:

"I am Astor, and you have made a grave mistake in trying to steal from me. Leave now before I turn you into mice for my experiments." Astor the great, self named. His original Ratfolk name was way too hard for civilsed folk to pronounce. Aastrxnard. An uncouth name for one as great as he. Therefore he needed something people would remember and tell their children about. For they would remember him. The ratfolk that came from the lowest and dirtiest sewers to rise to the greatest heights of wizardry and magic. He would be Astor the Great, Archmage of Archmages. And he planned to live forever, but first he had to deal with this scum that thought they could rob him. Immediately the weapon the first one was holding became slippery and dropped to the floor. Then a direct hit of alchemist's fire covered his chest. He ran screaming out the back door, closely followed by his low-life friend. There was peace once again in the house of Astor the Great.

It had taken him a lot of effort to secure this house for himself. Well, the previous owners had thought it haunted and he offered to clear it out for them. They were right and the basement indeed was home to a real haunt. Luckily for him the cursed amulet the owner wore made one immune to the negative energy filling the room. After he had destroyed the haunt the curse on the amulet was also gone and as payment for helping them they let him keep the amulet and also live in the house, with a very favourable deal on the rent as well. He wears the amulet even now, regarding it as a good luck charm of sorts and he has bonded it to himself with his magic. He converted the basement into his own labratory and studies the ley lines that intersect there, causing the original haunt.

When his family saw that he lived in his own house they thought to move in also. He knew what this would do though and refused. If he were to make his way in the world he couldn't let himself be seen with such commoners as them. Smelly and savage ratfolk. He would be the better one. No more sewers for him. One day all ratfolk would look up to him but for now he must build his reputation and gain respect. His family cursed and disowned him but he had a thick hide and didn't worry about it. Besides, he thought, they will just pull me down and ruin all my plans.

He finally saw a path towards renown in the affairs of the elementals. There was always one trouble or other and though it had been quiet for a long time he still knew the stories of the wars. How it had altered the world significantly in the past. He could use this to his advantage somehow and he set out looking and poking his nose into business that didn't concern him.


Question, how does the added dice from stat generation interact with power points?

edit: nevermind no psionics, wish that was in the first post lol

Dark Archive

May the dice gods favor me

Rolls:
rolls: 20d6 ⇒ (5, 4, 6, 2, 1, 3, 1, 5, 2, 4, 1, 3, 4, 2, 6, 6, 2, 4, 3, 3) = 67

6,6,6
5,5
4,4,4,4
3,3,3,3

rerolls: 7d6 ⇒ (6, 4, 2, 2, 1, 2, 5) = 22

6
5
4

rerolls2: 4d6 ⇒ (4, 1, 3, 6) = 14

5
4
3

rerolls3: 1d6 ⇒ 1
end results:

6,6,6,6,6
5,5,5,5
4,4,4,4,4,4
3,3,3,3,3

10, 12, 14, 14, 16, 17

BAB +3
Spells +3

Tiefling Arcanist (School Savant)/Rogue - 1 (Yep! a melee arcanist)

Alias has my crunch (equipment not updated). Working on backstory.

This game sounds like it's going to be AMAZING! Given the number of submissions already, I do NOT envy the impossible job he will have to decide on the lucky players, by the time the deadline arrives.

Perhaps I missed it, but how many characters are you taking?


@Baru idk yet depends on the submissions


rolls: 20d6 ⇒ (5, 2, 6, 6, 5, 3, 6, 3, 3, 3, 1, 5, 3, 5, 6, 5, 4, 6, 3, 5) = 85
reroll: 1d6 ⇒ 6

I think I'm going with stats like:

18,18,15,12,11,9 with a 4 and 3 left.

Not sure what I'm going to make yet.


Chi'hel Marsadi

Chi'hel's father was a nomad who travelled the desert, staying to himself as much as he could. At the beginning of his life, Chi'hel's friends were mostly the animals of the desert. As he grew older he spent time with elves that lived in the woods near the desert, and from them learned of Ketephys. Chi'hel took mostly to Ketephys' hunter aspect, and from the elves and the priests of Ketephys began his training as a Slayer. He learned to strike with a bow from stealth, and eventually this training led him to start seeking out those that exploited animals of the land, both in the desert and forests. Eventually this drive brought him to Ketephys' attention, and gained Ketephys' favor, granting him abilities to enforce the natural order as one of Ketephys' inquisitors.

Chi'hel crunch:

Chi'hel Marsadi
Human inquisitor of Ketephys 1/slayer 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 12 (1d10+2)
Fort +3, Ref +7, Will +6; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft.
Melee falchion +7 (2d4+3/18-20)
Ranged +1 longbow +11 (1d8+1/×3)
Special Attacks judgment 1/day, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 1st; concentration +5)
At will—speak with animals (4 rounds/day)
Inquisitor Spells Known (CL 1st; concentration +5)
1st (2/day)—command (DC 15), cure light wounds, deadeye's arrow, remove fear, touch of combustion[ARG] (DC 15), wrath[APG]
0 (at will)—create water, detect magic, disrupt undead, guidance
Domain Animal
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 12, Int 11, Wis 18, Cha 9
Base Atk +4; CMB +3; CMD 18
Feats Point-blank Shot, Rapid Shot
Traits desert child (desert), reactionary
Skills Intimidate +4, Knowledge (arcana) +4, Knowledge (nature) +4, Perception +8, Sense Motive +5, Spellcraft +4, Stealth +8, Survival +8
Languages Common
SQ monster lore +4, stern gaze +1, track +1
Other Gear studded leather, +1 longbow, arrows (20), falchion, bedroll, belt pouch, chalk (2), flint and steel, manacles, masterwork backpack, mess kit, silk rope (50 ft.), torch (10), trail rations (5), waterskin, 60 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

I took the +4 to spells and +3 to BAB.

I see Chi'hel as a scout/sniper, using his Inquisitor abilities to bolster his ability with the bow, and also to help control the battlefield to a degree

Dark Archive

backstory:
. Baru was a tiefling slave owned by a Celiaxian wizard. As might be expected, having contact with constant magical energies, Baru was able to tap into his own innate magical abilities. This awakening of power afforded Baru the opportunity to escape his life as a slave.
. He managed to make his way to Absolam, but a tiefling refugee doesn't exactly lend itself to honest work. As such, he embarked on a career reserved for rogues with the resourcefullness and moral flexibility to operate outside of society's laws. Continuing his magical ability development, he found he was able to augment his rogue traits with his magic to make a decent living and gain notability in this new profession.
. As notibility denotes excelling and proficiency, it also attracts attention. Soon Baru was alerted that his Chelaxian wizard owner, had learned of his location. In an effort to escape and avoid the wrath of the ill-tempered wizard, Baru resorted to a portal spell he had found among his many "aquasitions". To ensure the wizard was not able to track him, Baru made some random adjustment to the spell. These additional components were not calculated and their use was not proven, at least in Baru's research, to ensure any affect. Even Baru himself wouldn't be able to recreate the same mixture of incantations, components, and gestures. Upon completion, magnificent portal materialized with accents of all 4 elements (air, fire, earth, water) dancing around it's outer edge. With a deep breathe Baru clutched on to the few belongings he could carry and stepped throught the portal.
. When Baru arrived on the other side, he looked back as the portal slowly phased out of existance. Looking around this new place had a very familiar feel to it. It also had some very distinct differences, enough to confirm this was definately NOT Golarion. As he had done before, Baru must find a purpose in a new world. Thus begins his epic story in the elemental driven land of Archeon!

personality:
Baru overall always has the best intentions. "Best" can sometimes get blurry when determining: best for... society, party, self, ect. But what more can you expect from a rogue? He enjoys showing off his skills. He makes friends easily, and strives to be accepted by his peers, despite his outward physical appearance (dark blue, purple skin. Silver hair kept in ponytail. Prehensile tail).

Hope this covers the basics. Please ask, if more info is required. Crunch is in alias.

Silver Crusade

Yeah. Only so much we can do for recruitment :3


Dice:
Rolls: 20d6 ⇒ (4, 4, 4, 1, 5, 4, 4, 6, 5, 5, 3, 1, 6, 2, 6, 6, 2, 3, 6, 1) = 78
Reroll: 5d6 ⇒ (6, 4, 2, 4, 3) = 19
Reroll2: 1d6 ⇒ 6

Summation: 6x7; 5x3 ; 4x7 ; 3x3

Kicking around a few ideas.

My initial thoughts include a dhampir slayer/oracle or a fighter/sorcerer dragon disciple aspirant.

Dark Archive

and now we wait!

25 days (almost like Christmas)

@BigP4nda - where did you develop this character generation? It's very unique.


@BigP4nda

I'm still here. I'm writing this anti-paladin's backstory...

...it's almost finished, but damn, it's a bit disturbing. Everything's solidly implicit, but the content of the subject matter is still very, well, candid CE.

I hope when you read it that you will understand that this is purely for the sake of character study, and that as a person I do not condone acts of atrocity. Regardless, I hope you enjoy it, and I hope it inspires, I will have the finished product up within (another) few days.

The overarching goal of this whole thing was to play Chaotic SMART, and not Chaotic STUPID.

What I'm saying can leave a lot to the imagination I'm sure, and everything will make sense when its' actually finished and in this thread.

Anyways, yeah. CE.


That Other Guy wrote:

@BigP4nda

I'm still here. I'm writing this anti-paladin's backstory...

...it's almost finished, but damn, it's a bit disturbing. Everything's solidly implicit, but the content of the subject matter is still very, well, candid CE.

I hope when you read it that you will understand that this is purely for the sake of character study, and that as a person I do not condone acts of atrocity. Regardless, I hope you enjoy it, and I hope it inspires, I will have the finished product up within (another) few days.

The overarching goal of this whole thing was to play Chaotic SMART, and not Chaotic STUPID.

What I'm saying can leave a lot to the imagination I'm sure, and everything will make sense when its' actually finished and in this thread.

Anyways, yeah. CE.

Hmm... Playing a Chaotic "Smart" character will be interesting in a group that possibly has good characters in it. Of course my character is Neutral, so he really doesn't have qualms about it as long as your character can further his own goals (though if he does really atrocious things...). Anyway, welcome to the month long "Character Contest!" and good luck! ^_^


Thanks bro. If it happens, it'll be a wild ride.


@Baru, I was just thinking of ways to allow for characters to have slightly higher ability scores, but don't fluctuate too much. My first idea was doing 3d8 reroll 1s and 2s, ranging from 9-24, which seemed to fluctuate too much still. I tried to do something more complicated: 4d20 divide the total by 4. and some other stuff. I just recently decided on using a pool of dice, tested it out and I like it much better, it is a combination of dice roll and point-buy. It evolved from the original idea was basically roll 5d8 and use the result as your available points for point-buy.

The additional dice for extra bonuses I just came up with on the spot while posting this thread, honestly I feel its genius and don't know why I haven't seen it before in more "epic" games, but at the same time I am not too surprised seeing Society play's influence on the forums.

@That Other Guy, great! Yea conflict between alignments is a very interesting development to say the least. I hope it will not result in anything too personal, I for one have not actually faced that type of interplay friction, but whatever happens I hope everybody can have fun.


This is That Other Guy's completed submission.

@BigP4nda- Yes, I very much mean to steer away from those delicate themes as much as possible. Implicit allusions should be as far as it EVER goes. I mean to emphasize the internal themes of self-preservation over self-actualization, and his search to try and find a way out over him being an actual end-game boss villain himself.

However, the means of getting to that end is completely CE.

This is the finished backstory, his profile has all the information about everything else there as well. I kind of got caught up inside of the literary elements at play inside of the story and didn't end up weaving in the actual elements that are at war in the setting. But that doesn't mean that they aren't still doing that. It's just neglected. I really wanted to add something about it in there, but it's already massive and it'll come into play as we actually play.

Again, I tried to be as implicit as possible, and the focus of this is not to glorify this kind of lifestyle, but to display the character development and set the stage for playing the alignment well. I don't condone actions like these personally.

So, I guess... Enjoy?

The Tale of Cen Mehev, the Lover Feign:
Cen Mehev was once a lad of cheer and youthful passion. An entertainer of the near-famous troubadours 'The Green Legs', he was a traveling musician and a theatrical fencer. He made his troupe many a shiny penny with his talents, but the life of ceaseless travel left the boy lonely. He would travel from town to town, capturing the hearts of the daughters of smiths and officials alike, but their affection passed with each horizon, and he never had a love of his own. After several a year, The Green Legs became old news to the towns they were familiar with, and had want to tread to new grounds to stay afloat. They traveled far and wide, and found new villas where they performed with all the fire in their breasts, but were paid little for their work.

They traveled farther still, to a land ruled by a tense monarch, renowned for his iron-clad rule and cruel guardsmen. Here the Green Legs were forced to settle down, for their money and luck had finally run out. They played shows for months on end, scraping to get by. One night, Cen was playing his usual set for the clammy crowd, and spotted a damsel he thought more fair than he had 'ere laid eye upon, her own pupils fierce, the locks of her hair shone a crimson flair. At the end of the show, she met him, and gave him a large brooch made of pure gold. He asked for her name, and for her hand to wed, but she shook her head and ran away without word.

The months groveled on, without much luck or success after meeting the fair fire woman. Cen's sister, Havila, had been growing more bitter and discontented with the city they lived in. The guards were all but kind to the Green Legs, and eventually things broke into conflict. One of their elders, 'Ol Urden, had gotten into a bind with some of the guards over a menial squabble, and was flogged to near death by them. This sent Havila off her wits. She was known in the troop for her own angelic voice, and her skills with longbow trick shots. This night Havila cursed the monarch, and her compassion for the burdened people of the township made her hatch a plan: she would assassinate the king, in hopes that the country would be freed from his heartless rule.

"I can't do this alone, Cen. I need your help, a second set of eyes, and your keen blade."

Cen didn't know what came over him, but he agreed. He thought it was crazy, but he had his fill of the hypocrisy of the guard and the tension that the whole town had held. He agreed, and they set off in the night. A fool's dare. They planned on scaling the tallest tower of the king's castle, and wait until he was in his bedchamber, and shoot him through the window. With much meticulous climbing, they were able to scale the tower undetected, but when Cen had looked inside the window, into the bedchamber of the monarch, he saw two bodies in the bed. One of the fat, pestilent king, and the other of that fiery woman he had met those months ago.

"Wait," Cen said. "Stay your bow. We need to take her before he dies."

Havila was furious. The dogged passion of her brother would doom their already implausible cause. But he was her brother, and she could not stop him. Cen crossed a rooftop and scaled the other tower, sweeping into the bedchamber like a swallow. He crept over to the woman, and whispered into her ear, boding her to come away with him and from this slug king. But at the sound of his voice and the appearance the woman shrieked, and jumped. Where Cen saw a woman worth fighting a whole kingdom for, this woman saw an assassin, out to attack her. As the woman jumped, the king woke up, and Havila took her shot on him. It struck him in the back of the calf, but as a raging boar the monarch leapt upon Cen and began to strangle him. The plan was shot.

…………………………………………………………………………………………………………………………..…………………….

If it were not for the supplications of the kings' fiery consort, Cen would have been gutted on the spot. Havila, however, was none the more lucky. She was captured by the merciless guards, and was never seen again. With the mercy of the kings' consort however, also came reprisal. Cen was taken home to the Green Legs by guards. And then, he watched as they butchered the troupe one by one, holding him down, muffling his screams. They then stripped him of everything he owned, flogged him, and threw him out onto the streets. He lived, but he never saw the fiery consort again.

Why did he have to live? Why did he have to live through this? Questions he could never answer. Over the next few years, he turned to the bottle. He was taken in by a pitying inn, where he worked as a janitor during the day, and played his lute at night. Over time, the ale took him, callousing his broken heart, making him forget. He was able to get back on his two feet. He had some money, he had good clothes, he had a fine new lute, and was even able to cop a rugged rapier from a trader one day. But it wasn't enough. His sorrows continued to hearken to the liquor, and the liquor drowned the once young man into stupor.

It was a fateful night. Cen had finished his usual set, singing songs of love and bright days, but his soul was a liar. It was a good night, many of the patrons had bought him a good few rounds, which he drank up instantly. He was barely conscious, when someone had begun to talk of the kings' business. They said he had got a new consort, from the wester lands, and for the past month, none had seen him with his old one. They rumored she said something too wise, and was dispatched. Cen was already drunk, but in this moment he blacked out.

What happened after was just as tragic and just as damning as the night he climbed the tower. In his blind drunkenness, his blade had all but lost its' grace, and it beautifully sliced through six men. Cen faded into consciousness for only a short second, to the sound of shouts and screaming for the guards to come. Cen ran, out of the inn and into the street, around every corner he could, bloodied thrusting sword in hand. Eventually they caught him, like a rabbit to wolves. They cornered him, chided him, insulted him, and as they walked forward, Cen almost blacked out again. He thought this was the end.

However, from behind the guard, there came another man. A man who shone a red glitter, and wielded a blade of his own. The sheer sight of him rung true in the doomed boy's ears. A magician! The drunken Cen thought. And what unfolded before his weary eyes was truly an eldritch occurrence.

The glowing man with uncanny speed came up from behind the guards, and within a moment slew the five of them where they stood. Cen watched as their blood fell to the ground, as if they were all cut in half with the same slash.

"Stand to your feet, son."

The arcane swordsman took Cen's hand, and made him stand. The swordsman explained himself, and offered the young one a challenge. As soon as he touched the magician's hand, Cen was fully sober, and focused like a hawk.

"I've been watching you, boy. You're one worthy, one I've been looking for for a long while. There aren't many men who can slay with the caliber we possess. My name is Behemoth, and I mean to duel you. If you accept, and you will accept, we shall make a wager. If you defeat me, I will use the powers which I control to give you one wish: the deepest desires of your heart. If I defeat you, you will give me your soul. If you don't accept my terms, well, I can just kill you now."

The young Cen gulped hard. He was now inside of something far deeper than he had ever imagined he would be. He nodded, and drew his blade. The two met steel to steel, for minutes which seemed like hours, flashing back and forth the dance of the sword. At the end of the duel, both swordsmen had ended up piercing the other through the middle of their extended off-hand: a draw if there ever was one. As it took place, the magic swordsman chuckled, and his body began to transfigure into a large demon, standing over twelve feet tall, and fatter than three oxen. His head stayed the same size, and from it sprout two long curved horns.

"Well met, young one. Time to pay your dues..."

The large demon took the trembling boy up in his hand, and with his other hand stole the soul from his chest, writing a rune of service on his breast.

"Liar! Monster! That was a draw as clear as DAY! Give me back what is mine!" Cen, knowing he was facing death, had gained a sense of fool's fight. Behemoth replied thus:

"Boy, I am honoring our duel. I've been watching you for a long while, Cen. You long for respite from your heartbreak and the loneliness of your soul. I have given you this respite, for now your soul is mine, and no longer your problem."

And then, in an instant, Cen was no longer inside of the grim township which took all he had from him away, but now in a cave infernal, the dwelling place of Behemoth.

…………………………………………………………………………………………………………………………………………………….

In this place where the sun never rises and day never comes, this pit infernal, Cen stayed for many years. By the demon Behemoth he was trained to obey by fear of torture. Many years Cen spent hanging from hooks, in anguish and pain. With his soul bereft from him, he lost all sense of passion and life. He was a soulless one, a vessel filled only with apathy, a hollow person. His desire to feel was still the same, but the fulfillment of this desire was now nothing more than a fairy's tale.

Through these years he was conditioned into the slave of Behemoth. He learned the darkest art of collecting souls, and became a crooked man. His life was now about keeping Behemoth satisfied, and keeping Behemoth from hurting him. When the many rituals and dark processes had been completed, Behemoth broke off one of his long horns, and fashioned it into a spiritual waterhorn. He had given it to the boy, and told him to go forth, fill it up, and bring it back to Behemoths' lair, FULL. If it was not full, Behemoth threatened, there would be hells to pay.

And so Cen Mehev stepped out again into the light of day. He entered into the world of the living, seeing all the beauties it held, and he took it all in… but he felt nothing. There was no difference between this place now alien and the cave from which he'd come. The inside was still the same. But he had work to do, and he set off to do it.

At first he decided the most ironic thing to do would be to find that godforsaken town with its dreadful monarch, and slay all who dwelled there. He set off, and did the deed, bathing the town red. But it was a hassle! Guards would spring up everywhere, in droves, and almost overcome him. There were moments where he almost died! But Cen knew that even death was no rest from this, for Behemoth held his soul. He fought on, and slaughtered all the guards who had flogged him years ago. To his bewilderment, Cen had felt alive in these moments! His heart, although void of soul, rushed whenever he took the blade to a pitiful guard, or a townie.

With this sense of jaded joy, Cen walked straight into the castle walls of the old cruel king. One by one he mowed down all who stood before him, and up the tower he went, back into the old bedchamber. What he found would have been dizzying, if he was who he once was. In the bed now lay a younger lad alone, not the old frog who had once destroyed Cen's family. Regardless, the inheritor would inherit Cen's blade as the former king would.

The town was red. The town was silent. Not a soul to be found. At the end of the campaign, the horn was only a third full, and Cen was tired. "There's got to be an easier way to do this, without all the hassle of the powers that be."

Cen rested in the old town for a week, just thinking. He strolled through all the places he once knew, the tower where he and his sister climbed, the place where the Green Legs used to set up shop, the silent marketplaces, the inn where he used to work and drink himself to death…

...While in the inn, Cen had found something that made his hollow heart jump. His old lute was still there! He immediately dropped his sword, found a stool, took his gloves off, and began to try a few pickings. His talent did not go with his soul. He found the corner where he used to play for money every night, and began to sing to the corpses rotting on the floor. The only songs he ever knew were love songs, and he thought it quite amusing to hear himself play them.

When he found the case to his lute, he decided to take it easy, to meander awhile, get his footing on life back on track. He had found a good horse sitting in the stables of the kings' castle. He saddled it up, stowed his armor and sword away, and began to do the work he once did. He meant to entertain, and to put up a show to die for.

It took him some time to find a good road. Once he did, he tethered his horse, and waited. Back in his old life, he spent a good amount of time frustrated over the pains of the patience of fishing, but the wiles of his dark mind set the succulent prize above whatever cost it might take to get it. He just sat atop a stump on the roadside, playing his love songs, until the right caravan came along. And it did.

A family of eight rode on their buggy, two horses, stacks of wheat breaking their backs. Not much to look at, but it was eight souls for his horn, and this new method made for easy pickings.

"Hullo, weary travelers! I am Cen Mehev, Bard Extraordinaire, and I wish to allay your burdens for not but a pence."

Without offering them response, the once young man ended his holler and began his greatest piece, for their mutual enjoyment. The children in the buggy began to laugh and clap along, the father smoked his pipe, and the mother held his arm… and their damsel daughter took a twinkle to her eye. Cen watched and grinned as he completed the song, for this would be a perfect night.

They lauded his performance, but they apologized for they had no coin to spare. "That's quite alright good sir, it is my joy to entertain. However, I am in want of companions. I mean to make a long trip down this road, and wouldn't want to meander any farther without good company. ...you know what can happen on the highways… Could I join you as far as you go?"

The unsuspecting family was all but welcoming to the murdering musician. They traveled far off, until night took the road. They made camp on the wayside, with a fire and meat. Cen played for them more songs, with each one passing the damsel daughter eyeing him with the gravitation which is only natural for the youthful. As silence took the music away, and sleep took the lot of them to dream, Cen found himself talking to the damsel daughter, and with his sweet words he enticed her to give him everything, which he did not refuse. He drank of her body, and enjoyed her soul. But she could have never known that he meant to keep it.

He rest her to sleep, and when she was sound, he took to the cart, fumbling through its contents to find the one thing he cursed himself for forgetting- a dagger. I knew I needed one, WHY didn't I take one… stupid… GAH! There was none in the cart. He kept searching the contents of every single compartment of the belongings of the family, for what seemed like hours, until he found a glint in the moonlight, strapped to the side of the bearded sleeping father. Nothing without a bit of humor, I suppose... Cen lifted the dagger from the man's side, and slit his and his betrothed's throats, while they lay in the other's arms asleep.

He then turned the father's knife upon his children, whistling as he did. Visions of Behemoths' wrath subdued any sense of callous remorse or morality from the vile lad, and the promise of touching the intoxicating substance of spirits for even a second made the once young Cen keep his feet swift. He decided he liked this method better. Much less hassle, much less sweat. He loved the art of war, but it wasn't something he'd want to do endlessly. This way, he could at least live amiably while he did his job, take some fun in it, take some pride in it… and if things did get messy, he could pick up the old blade and have himself a slaying. But sometimes he just wasn't in the mood for it.

He collected the eight souls into his horn, unlocked the dagger holster off the dead man's leg, put it on his own, untethered his horse, donned his cloak, kissed the damsel one last time, and head off into the night.
New life, with the world at his fingers. He almost felt alive again.

…………………………………………………………………………………………………………………………………………………………………….

This work continued for some time before its' perks and pleasures began to mute. It soon became a chore for Cen, because it was too easy! Sure, he had to make a run for it, and had cycled through several stolen horses in order to do so, find a new country here and there, but the fulfillment of the initial sparks he had fanned began to smoke and flicker out. He decided it was slaying season again.

To make things worth his time, he decided to just walk into the town with his sword drawn. No hood, no cloak, no mask, just his rapier, his horn, and his mail. Whistling as he went. A thrust here, a stab there, and soon his footsteps were a crimson trail. He came upon a temple in the middle of the place. Cen had always stayed far from those places, even before he met Behemoth. The people within were always so stingy, predictable, and uptight. But this time, something different happened. The temple came to him! Rather, something came to him. In a flash, he felt heated steel upon his person, almost cleaving through his thrusting sword. A faithful, a knight came from the temple. But his blade was more than mundane, and his furor was more than that of a simpleton townie hero. This man had powers. When they manifested, Cen's endowments also came into the light. His aura began to trickle darkness to contrast the knight's sheen. But Cen was caught offguard, and the knight pressed his advantage. Cen had to withdraw or be slain! As he ran, the knight shouted a holy word against him, and Cen could feel his back and his hair burning- burning not with the same flame of Behemoth's lair, but this one, so white hot, so much more encompassing, so much more painful.

Cen was afraid for the first time in a long time. He rode his horse for three straight days without stopping, going back down the long road, past the old cruel lordship, back even into the lands he performed in at first. He composed himself, and decided that trouping would be safer for awhile. He'd been burned enough in the other world, he didn't need to be burned in this one as well.

…………………………………………………………………………………………………………………………………………………………………….

After much labor, Cen had finally filled the horn with souls. As it filled, an arcane seal manifested on it, and transported Cen back to the smoggy lair of Behemoth. "Well done, faithful slave." The demon growled. He took the horn, and drank of it. As he did, Behemoth grew larger, the souls nourishing and growing him like a steroid. When he was done, he threw the horn back at the boy, and said. "Well, go on! You think you're finished working?" And Cen was thrusted back into the world of the living, yet again.

But this time he pondered possibilities. What if the horn was mine to drink? Can I just, take souls for myself? If I did, I could… grow stronger, and... kill Behemoth.

This time, he went into the world with renewed purpose. He meant to learn the complexities of the rituals he had been taught, and to learn how to drink for himself the substance of the souls of men.

Maybe… if I find the right soul… I can drink it, and make it my new one. Maybe, I can be, free?

He set off with lavish vehemence to test his theories, and sought knowledge on the matter. Eventually he did find that the rituals were vastly too complex for his threshold of magic. Behemoth had only taught him how to collect the souls of the recently dead, and to put them into the horn. The magic had even been limited by the horn. He only found solace in the short moments he held the souls in his hands before he poured them into the horn.

But he had a new idea: If I can get Behemoth to open the horn, and then, somehow, steal it from him, I could drink it, and have enough strength at least to get away from him… And if I bring the horn with me, then I could start to collect for myself, until I'm strong enough to face him as he is. If I fail… well, I've gone to hell before.

The once young Cen had filled the horn again, this time in half the time spent. He meant to drink from it. He gave it to Behemoth, and as the demon opened it, and reared his head to receive the souls into his gullet, Cen threw his sword into the demon's eye! To behemoth this was only a mild distraction, but it did make him drop the horn. Cen had the end game in his sights. He sprinted to the horn, and lay hold of it as a cup, and did drink of the human elixir! The ecstasy he felt was like nothing he had ever known in all his life. He felt rejuvenated. He felt actually alive. It was as if he could see colors for the first time in years. He felt stronger.

But Behemoth was stronger. He took the man in his massive hand once again, with furious countenance.

"YOU MEAN TO USURP ME, WHELP? YOU ARE MY WORM, AND NOTHING ELSE. YOU WISH ME TO DESTROY YOU? I'LL NOT GIVE YOU THAT SOLACE. YOUR EMPLOYMENT IS FAR FROM OVER, CEN MEHEV. "

Cen had failed. What proceeded was much like the first time he was conditioned to the demon's service. Long years of torture, physical, mental, spiritual. If Cen did regain a soul in his imbibing, the demon had once again ripped every drop of it out of him. After these years he was once again bone dry hollow.

When the demon had deemed him fit for service, he gave Cen back his effects, and also two 'helpers'.

"These imps will watch you when you sleep, when you wake, when you eat, when you drink, when you defecate, when you speak, and when you kill. If you do anything, irksome, they will tell me, and I will find you. You do not want me to find you, scum. Get to work."

And Cen was released into the world of the living a third time, this time the least free he had ever been. His mind was consumed with finding a way out. Whatever sinful joys he had experienced before were now worthless. Whatever horrid hope or solace he once had in rebellion was quashed. But now it's all he can think of.

Dark Archive

I really enjoyed the process of using this system to create a character and, hopefully will be able to see how it works in actual play.

are you planning on running any other games, using the same/similar character creation rules?

Any chance of convincing you to use Mythic rules in a game (this one or other)?


The only reason I do not use mythic rules is because I am not familiar with them, I also have heard that they have some "holes" so to say. I would rather not mess with it, I believe what I have is powerful enough without introducing a whole new system. (besides my homebrew on the spells and such)


BigP4nda wrote:
The only reason I do not use mythic rules is because I am not familiar with them, I also have heard that they have some "holes" so to say. I would rather not mess with it, I believe what I have is powerful enough without introducing a whole new system. (besides my homebrew on the spells and such)

It just adds another layer to the game to worry about... and yes it does have a lot of balancing issues, especially since there aren't enough mythic enemies to worry about yet. To me, its like throwing godlings into a world made for "normal" people to "play" in.

What is this homebrew content you speak of, though? I'm just curious...


I posted it earlier, you should be able to find it in the thread

Dark Archive

Arcanic Drake wrote:
What is this homebrew content you speak of, though?

Is this the answer you're looking for?

BigP4nda wrote:

You will have a pool of 20d6, reroll 1s and 2s; assign 3 dice to each ability score and total them up. Use the remaining 2 to increase any of the following (only 1 dice per option): HP, Fort, Ref, Will, BAB, Skill Ranks, or gain spell slots per day of levels totaling up to your die result. (except 0-level)

•I love feats. I love them, I love them, I LOVE them! Feats are my all-time favorite aspect of any RPG, ever since I was a kind playing KOTOR, I have always enjoyed the addition of new abilities by choosing feats. Thus, I will be rewarding many many feats as the story progresses, no limitation beside what I feel may be too much (most likely something around 1 per level) I will also be rewarding other abilities such as Supernatural/Spell-like abilites, constant effects such as darkvision or arcane sight, templates, taints, evolutions, infections, etc. Play the story and aim for your character's improvements and they will most certainly get them, I like seeing my players fulfill their ideas and aspirations.

OP provided a lot of "variation" for the stats and 2 bonus dice. Including 1d6 extra spells/day, BAB bonus, save bonus, ect.

in addition, OP alluded to handing out "extras" through RP and gameplay.


Pathfinder Adventure Path, Rulebook Subscriber

Color me interested, I will work up something for this, not sure what just yet. Good thing there is a fair bit of time.

Dice:

Rolls: 20d6 ⇒ (4, 2, 3, 2, 4, 2, 5, 1, 1, 2, 2, 5, 2, 1, 1, 2, 3, 4, 5, 3) = 54
Reroll of 1s and 2s: 11d6 ⇒ (3, 4, 2, 2, 2, 1, 1, 3, 4, 3, 2) = 27
More Rerolls: 6d6 ⇒ (2, 1, 6, 5, 2, 5) = 21
Rerolls hate me: 3d6 ⇒ (5, 3, 4) = 12

I have:
7x3s
6x4s
6x5s
1x6s

*EDIT: Thinking of a Suli (16 rp) and wanted to see how I should modify my rolled dice for it if I do.


BigP4nda wrote:

So, I would like to add another houserule. It a system of magic that I came up with to go along with this world.

First off any spells you have on your spell list that involve Runes you won't have. Rune Magic is a very powerful and mysterious magic. Very few people experience it, and even less master it.

There are 2 different ways to be able to cast rune spells, and they are by way of obtaining either of these templates:

Runic Beast: Monstrous Humanoid are usually the abettor of this template, you must get it at character creation (so nobody would be able to get this unless they played a monstrous humanoid)

Rune-touched: Granted by prolonged exposure to the effects of runic magic. Simply being the target of runic magic does not effect you this way, but situations where your mind and body are directly influenced by runic magic, such as being possessed by a runic beast, or having a near-death around an area of potent runic magic and being brought back from the rush of runic energy pulsing through you, etc.

Rune-cursed: The only way to become cursed with runes is by a Rune Hexer to cast a Rune curse on you. Rune curses are permanent and cannot be removed by any means short of dying in a rune-touched area, in which case the runic energy inside of you will overflowed and take over your body, and the evil energy will be expelled, changing your template to rune-touched.

I do not have these templates made as of yet, but I will have them soon. You shouldn't need to alter any of your characters but just keep this possibility in mind as for the future of your character.

BigP4nda wrote:

AH! STUPID ME, I forgot one very important houserule I use, because to me it makes sense. For all casters who prepare spells per day, I allow spellbook reference under non-stressful situations if you have the time.

Basically, If you have access to your spellbook or familiar (for witches) and you have the time to read it, or commune you may cast any spell in your spellbook not just your prepared ones, though it still uses a spell slot of the corresponding level for that day. Furthermore, you can cast any spell from your spellbook or spell's known without expending a spell slot by spending an hour undisturbed making a concentration check (DC = 15 + spell level). This resembles taking the time to collect your energy and concentrate on releasing the magic effortlessly. You may take 10 on the concentration check, but cannot take 20. Taking 10 adds 10 minutes per spell level of the spell you are trying to cast.


Pathfinder Adventure Path, Rulebook Subscriber

The base idea I have floating around now is a Suli Oracle (elementalist) with the Time mystery mixed with either rogue or bard. The basic idea is that, due to the meeting of all four elements in her bloodline, they have brought about a "fifth element", time, which she has an ability to control, to a limited extent of course though this control does not come without a price(enter the oracle's curse). Her mother (a Janni concubine) realized the kinds of things the genie would do to, and use her child to do, and managed to secret her away from them, though she died in the process. Now orphaned, the child grew up in an orphanage and, eventually, on the streets, learning to use her inborn oracle powers and the knowledge gained on the streets to protect herself and earn money that she sorely needed.

What I need to know, if this concept is approved, is how to adjust my die rolls (which were not very good), or if I should just re-roll them.


BigP4nda wrote:
I posted it earlier, you should be able to find it in the thread

Oh, I thought you meant homebrew spells and such. Thanks for clarifying anyway.


@Drogeney, your concept doesn't really make any sense. Time is not an element it is a dimension, its completely unrelated. You can still be a Suli Oracle with the time mystery, but just know that the elements you control via being a Suli and the control over time that you have are separate and unrelated.

Go ahead and change 3 3s into 6s

EDIT: don't worry about the penalties I had posted about RP over 15, one point over won't change anything really.


Pathfinder Adventure Path, Rulebook Subscriber

Awesome, and k, I was just kind of typing the concept up as it rolled in, largely to catch these little issues, and yeah, I know time isn't truly an element, but I found the concept worth posting. I like the idea of a Suli with what the plot seems to be and I will work on it some more. Once I get a bit more done I'll let you know.

Oh, and thanks for the 3 3s=>6's, dice hate me.


Went in a different direction than I anticipated:

Sly Windwalker: Winter Witch/Vanguard Slayer

-------------------------------------------------------------------

Background:

Unknown to the elf youth practicing his weapon skills, he was observed by a woman and an elder of their northern tribe. Snow gently fell on him, but melted quickly against the youth's pale skin or disappeared in his flowing white hair. An arctic fox wove between his feet as he moved between targets.

Eldrial, the woman, spoke quietly to the older observer. "He is impetuous and foolhardy."

The old man, his eyes still keen, rebutted, "He dances and flows between his opponents."

"He is reckless and ignorant of the world," she responded, her jaw setting stubbornly.

"Fortune favors his decisiveness," said the elder, steeling himself for a battle of wills.

"He is new to his magic and untested," she countered, desperation subtly entering her tone.

The old man sympathetically put his hand on her shoulder. "As his mother, you wish him to be safe. But it is written. He must go. You will tell him that he must marry. He will flee, thinking he escapes, only to be caught by his fate. Conflict will sweep the world, and he must find his way to the eye of the storm. It is written."

"It is written," she repeated defeatedly, her shoulders slumped and her eyes lowered.


-------------------------------------------------------------------
Breakdown:

Str: 5/4/4
Dex: 6/6/6
Con: 5/5/4
Int: 6/6/6
Wis: 4/3/3
Cha: 4/4/4

BAB: 6
Spell: 3
-------------------------------------------------------------------

Future ideas(not set in stone):
I'd like to pursue the Dimensional Agility->Savant chain. Also, I'll switch the Slayer side with some Magus for some Bladed Scarf stuff.


Just for giggles, I think this is the list of applicants, for the curious:

-------------------------------------------------------------------

Astor the Great: M Ratfolk Alchemist(Mindchemist)/Wizard

Baru Brimmstone: M Tiefling Arcanist/Rogue

Cen Mehev: M Human Antipaladin/Swashbuckler

Chi'hel Marsadi: M Human Inquisitor/Slayer

Dwight Davenport: M Human Occultist/Bard (Archaeologist)

Glargis: M Grippli Cleric/Sorcerer (tattooed)

Ikari Chanbara: M Elf Magus/Monk

Nijena: F Aasimar Cleric/Wizard

Nolath Vandoran: M Aasimar Bloodrager/Paladin

Rockjaw Runefinger: M Dwarf Barbarian(Armored Hulk)/Armiger

Shiny Tooth Sly: M Half-orc Fighter/Slayer

Sly Windwalker: M Sylph Witch(Winter)/Slayer(Vanguard)

Rorek55: Male Aasimar Druid(Storm Druid)/Monk(Master of many styles)


Ah f&&* it, I will go ahead and allow the use of templates on starting characters as long as it doesn't increase your CR by more than +2.

In order to gain a template you must do one of the following:
1) remove the extra dice rolled for spell/bab/save bonuses
2) remove 1 level from either side of your gestalt (meaning you will start with only 1 level in one class)
3) become Xenophobic (meaning you know only the racial language associated with your template and have no bonus languages regardless of your Int modifier), take a -4 to Charisma, and choose a Drawback

No matter which you choose you must include a sensible reason as to why you have the template in your backstory.

Template examples: Half-Dragon, Half-Fiend, Vampire, Half-Celestial, etc.


I'll have Nolath take the Half-Celestial template, giving up the extra dice he rolled.
Because of how his backstory is at the moment, all I will change is that his heritage was far stronger than most Aasimar, and he was truly destined to do something great(his Bloodrager bloodlines combined with is angelic heritage give him new and unusual powers.
Here are his adjusted stats.

Spoiler:
Male Angelkin Aasimar Steelblood/Crossblooded Bloodrager 1/Oath of Vengeance Paladin 1
LG Medium Outsider (Native)
Init +4; Senses Darkvision 60'; Perception +5
====================
Defense
====================
AC 20, touch 13, flat-footed 17, +1 vs charge
HP 14/14
Fort +6, Ref +2(+1 vs. trample), Will +1, +4 vs. poison
Immune to disease
CMD 20, +1 vs overrun
Resistance Acid 10, Cold 10, Electricity 10
DR 5/Magic
SR 11
SLAs: Protection From Evil(3/day), Bless
====================
Offense
====================
Speed 20 ft., Fly 40 Feet(Good)
Melee
+1 Bardiche +9 (1d10+11/19-20)
Warhammer +8 (1d8+10/X3)
Range
Longbow +3 (1d8/X3)
BAB +1
CMB +8
Destined Strike 3/3
Smite Evil 2/2
Bloodrage Rounds 8/8
====================
Statistics
====================
Str 25, Dex 14, Con 18, Int 12, Wis 12, Cha 21
Skills: Diplomacy +9(+7 after pride is affected), Intimidate +9, Knowledge(Planar) +6, Knowledge(Religion) +4, Perception +5,
Feats: Power Attack
Languages: Common, Celestial
Traits: Reactionary; Fate’s Favored; Pride(Drawback); Magical Knack(Paladin)
Bloodlines-Arcane, Destined
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Special Abilities
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Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
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Gear
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1 +1 Bardiche
1 Cold Iron Warhammer
1 Longbow
40 Arrows
1 Paladin’s Kit
1 Chainmail
1 Vial of Acid
1 Potion of CLW
3 GP


Oh my.... back to the drawing board.


Same basic character: Sly Windwalker but with the Half-Janni template.

Description: Sly is very tall, lean, and well-muscled. His hair is silvery-white and long; his eyes are sapphire blue without distinct pupils. He is dressed simply, and in pristine white. A white scarf is tied around his right arm. Removed from battle, he's quite affable and easygoing, if a bit impulsive and reckless. In battle, he is a focused and silent killer.

Background:

Unknown to the youth practicing his weapon skills, he was observed by a woman and an elder of their northern tribe. Snow gently fell on him, but melted quickly against the youth's pale skin or disappeared in his flowing white hair. A snowy owl flew low to the ground between his feet as he moved between targets.

Eldrial, the woman, spoke quietly to the older observer. "He is impetuous and foolhardy."

The old man, his eyes still keen, rebutted, "He dances and flows between his opponents."

"He is reckless and ignorant of the world," she responded, her jaw setting stubbornly.

"Fortune favors his decisiveness," said the elder, steeling himself for a battle of wills.

"He is new to his magic and untested," she countered, desperation subtly entering her tone.

The old man sympathetically put his hand on her shoulder. "As his mother, you wish him to be safe. But it is written. He must go. You will tell him that he must marry. He will flee, thinking he escapes, only to be caught by his fate. Conflict will sweep the world, and he must find his way to the eye of the storm. It is written."

"It is written," she repeated defeatedly, her shoulders slumped and her eyes lowered.


-------------------------------------------------------------------

Breakdown:

Str: 5/4/3
Dex: 6/6/6
Con: 6/5/5
Int: 6/6/6
Wis: 4/4/4
Cha: 4/4/4

Discard leftover dice for Half-Janni template.


I think the great Astor will lose his bonus dice and have the advanced template as the result of including himself in all of his own experiments.

Something went terribly wrong and he fell inside his cauldron of arcane infused liquid, taking a rather dangerous bath. He thought he was dead but somehow he tipped it over and crawled out, glowing slightly as his skin seemed to be absorbing the liquid. His skin soon returned to normal and he put the accident behind him, making sure to think of safety around his dangerous labratory. He thought nothing of it but strangely he became stronger, faster and smarter. He thought he should have died and tested himself, finding traces of the liquid residue in his body waste matter. Somehow instead of dying he had changed on a micro level. He didn't dare try something like that again though. You can't science freak accidents.


BigP4nda wrote:

Ah f+## it, I will go ahead and allow the use of templates on starting characters as long as it doesn't increase your CR by more than +2.

In order to gain a template you must do one of the following:
1) remove the extra dice rolled for spell/bab/save bonuses
2) remove 1 level from either side of your gestalt (meaning you will start with only 1 level in one class)
3) become Xenophobic (meaning you know only the racial language associated with your template and have no bonus languages regardless of your Int modifier), take a -4 to Charisma, and choose a Drawback

No matter which you choose you must include a sensible reason as to why you have the template in your backstory.

Template examples: Half-Dragon, Half-Fiend, Vampire, Half-Celestial, etc.

Cool thank you!

Back to the drawing board.


GM BigP4nda Please Review:

Can I use this race if I shed 5 Race Points off?

Original Kasatha [20 RP]

Ability Score Racial Traits: Kasathas are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom) (2 RP)
Type: Humanoid (kasatha) (0 RP)
Size: Kasathas are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
Base Speed: Kasathas have a base speed of 30 feet. (0 RP)
Languages: Kasathas speak Common and Kasatha. A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx. (0 RP)

Defense Racial Traits:

Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class. (4 RP)
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 RP)

Feat and Skill Racial Traits

Stalker: Perception and Stealth are class skills for kasathas. (1 RP)
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.

Movement Racial Traits

Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump. (2 RP)
Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed. (1 RP)

Other Racial Traits

Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. (4 arms; 8 RP)

Remove The Following:

Original Kasatha = 20 RP
Remove Desert Runner: -2
Remove Desert Stride: -1
Remove Jumper: -2
_________________________
Modified Kasatha: 15

Ability Score Racial Traits: Kasathas are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom) (2 RP)
Type: Humanoid (kasatha) (0 RP)
Size: Kasathas are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
Base Speed: Kasathas have a base speed of 30 feet. (0 RP)
Languages: Kasathas speak Common and Kasatha. A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx. (0 RP)

Defense Racial Traits:

Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class. (4 RP)

Feat and Skill Racial Traits

Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.

Movement Racial Traits

Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump. (2 RP)

Other Racial Traits

Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. (4 arms; 8 RP)

If Multi-Armed and Greater Defensive Training is still over the top, can I add Stalker back in to Feat and Skill Racial Traits and remove Greater Defensive Training?


I think I'm going to stick with human. He's a purebreed Noble Human through and through and he's proud of it.


Ikari Chanbara:
I am going to have to say no, the main reason kasatha is at 20 RP is because of the four arms. You can however either remove the bonus dice or knock off a level from either side of your gestalt and play it how it is originally.
If you were wanting to play that with a template you can. You just can't remove the same options, obviously.

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