The WyrmScar Campaign

Game Master Gorum's Brother Borum

The land of Hedon, plauged by War, is in Need of Heroes


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Lela Korvosa wrote:

Hey there, just found this. I had a couple characters that would benefit from your EPIC style that may be fun.

I'll toss up builds and more stories for them when I get a few moments time, but would lke some feedback on the ideas, as they're kinda silly mechanically, but fun...

Melee Sorc crazy right?
** spoiler omitted **...

Weirdness, the Bladed scarf in the AP book i've got says it's got reach, and threatens adjacent, but the d20pfsrd says otherwise. not totally sure what to do about that...


Well waiph glad you stopped by and glad youve submitted couple things though and this is only cause gm asked me to look in on others as people submit cause he currently looking for job atm and cant post often

Jiinok tieflings arnt allowed the races allowed were core races and the races he described

Malirah actually sounds pretty cool :) just unsure about the extra content as he is pretty strict on what hes allowing

Jessen he wants epic chracters and as we were taling with dsx earlier attacking with a scraf is not that ummm epic lol anways and looking at hero lab but dont quote me says it can work with power attack

Lela on thunder and fang I would say no as it is a very extra content I mean two handed weapon wielded onehaded with shield that gets it's own special attack and retain shield bonues wow

and on shield bash way it reads is you attack with the shield if klar already has attack as part of the shield I dont think it would stack just what i can gather

Please dont think im nitpicking or anything im just passing along warnings just so you know


totally why i put up the basic thoughts on the matter.

Jessen is meant to be a more soft-spoken sort who slides off a flashy red scarf and turns into a whirlwind of death! Thinking Mobile fighter or Dervish archetypes, sliding through the field with lots of spinning around, carving into everything around him. There could be songs about the Red Whirlwind.

The Thunder and Fang makes the two weapons into a double weapon, and Lets you keep the shield bonus, which is pretty powerful, I'll admit. -But it's 1d12+str, and 1d6+str/2 with an x2 crit rate and they're seperate weapons
-Most other double weapons have better threat-range, higher multipliers, special abilities like Trip and Disarm, and both weapons count for feats and abilities that are based on a weapon. Less of an issue for a non-fighter. but there is a feat-tax of weapon focus for two different weapons, and the proficiency (T&F) so you get to keep the shield bonus.

With the Bash, it's not like i'd use the Klar to attack with twf and a bash, or use the T&F thing with a bash, rather using a different weapon than the Earthbreaker, Use the Klar for a Shield-bash like a normal shield spiked or not.

anyway, i can try to work out new builds for everything when i'm not homeworking so hard.


Earthbreaker is a 2d6 weapon not 1d12


On a positive note to start this post, Nice to meet you.

That's all I got for positive stuff.

@ Waiph: Jinok will not even be considered thank you, I suggest you make another character to my specifications on race. When did you ever see Tiefling Orcs on my racial list, because I know for dang sure I never put them there. There were never any Demon wars, Demons aren't evil in this world. Also I do not like players who try and make their characters specialize in natural attacks unless they actually come with them, so if you DO resubmit Jinok I suggest you think of something different.

For your other two builds, you honestly think a Fighter with a Bladed scarf qualifies for Epic character? You really think someone would open a book to see a Fighter wielding a bladed piece of clothing? Red Whirlwind, yeah no SOrry. Watch Deadliest Warrior Episode: Rajput Warrior versus Roman Centurian. Bladed scarves are flashy, NOT really lethal. No. Just no. Sorry to sound like an Ass but both of those Martial options are horrendous and have no place here. Sorry.

And on the feat, NO. Never heard of it, fricking broken out the ass, not from the listed materials so I don't even know why people keep asking about content not listed by the DM's specifications. Again, no.

The only character I like is the undead girl, but I am using only Pathfinder Gods, so just stick to Pharasma. She does not go with Undead, her oaths for her clerics are to always put them down wherever they exist to my knowledge. But her type of Oracle is not in UM, or UC or whatever so I am going to have to say pick a different mystery.

At everyone: Sorry If I sound fricking pissed but I almost got stabbed by a drunk minor outside my soon-to-be ex-workplace and excuse me if that puts me in a bad mood.

To recap, when I talk Epic, and the Legends later told of this group are spoken of through the years to come and they mention the "Red Whirlwind" I would much rather have a character who DRESSES in red and wields, say, two curved short swords or a rapier and shortsword or a dual-bladed sword, not a scarf, or boxing gloves, beatsticks, saps, fans or anything else ridiculous.

And to recap again for race:

Humans
Elves
Half-Elves
Dwarves
Halflings
Half Angels
Half Demons
Half Dragons
ONLY

Thank you.

Sovereign Court

Ok, after watching the development of the thread here are my submissions :)

Velik Fontaine:

Human Swashbuckler (finesse, power attack based melee combatant)
At the beginning, you said you would consider the Swashbuckler class from Tome of Secrets. I think it fits well with the Imperial City as it looks to be almost pre-Renaissance. If not, I can always convert to either the weapon master or Swordlord archetypes for fighter.
Velik is a scion from the Imperial City. A third son of a prosperous family, his prospects are limited. He has never shown much interest in the family business and instead spends much of his time with other disaffected youths in the city playing at the street bravo. His perternatural quickness however, has made him a natural with the sword. Hoping to diret his energies to a more useful purpose, his father enrolled him in a prestigious dueling academy. Unfortunately, though he excelled, Velik has also grown somewhat arrogant. Having recently graduated he now is eager to make his mark on the world. The growing troubles have only whetted his appetite for advetnure. It is only a matter of time for the real world to knock him down a peg or two.

Tam:

Human Rogue (skill based, and support sneak attack)
Tam grew up in the back streets of the city. Orphaned, he attached himself to one of the gangs that prowled the area. He became an accomplished second story man and moved up in the heirarchy of the gang. As he grew older though, he became less enarmored of that life. His growing friendship with a priest of Iomadae also drew him away from the gang. He finally called it quits, but not without problems. He now finds himself unwelcome in the city and in need of funds to leave.

Devon Belashanti:

Human Cleric of Iomadae (healer, back up melee)
Devon grew up in the outback. He found his calling at an early age and became an acolyte to Iomadae. He studied with passion and his devotion was unwavering. He has watched the troubles tha have been brewing with a sad heart and feels it is his purpose to go out and stem the tide of chaos that is poised to sweep the world.

Obviously, Velik is my favorite, but I can live with the other two :)


remember you need to submit stat blocks and everything not just character concepts just a reminder for everyone

at Velik i would really caution you on betting on the swashbuckler he hasnt allowed any extra content also what is swordlord archtype? never heard of it lol only heard of the weapon master haha

also galahad you will need an arcane submission just something easy would be fine

Sovereign Court

I mentioned the swashbuckler to him before and he said he would consider it, but I will submit the fighter as an alternate also.
I thought it was 3 different submissions, I didn't think it had to be an Arcane also because it didn't mention Rogue. I never really play casters as it is not much my style (esp. arcane).

I'll have the stat blocks up when I get home from work.

The Swordlord archetype is in the Inner Sea world Guide, but I think I will stick with the Weapon Master from the APG.

EDIT:I'll just do Velik as a Weapon Master, don't worry about the swashbuckler part.....though I'll really miss uncanny dodge, being flatfooted is the bane of every DEX fighter :)


Salshar the Paladin:

Salshar
Human (Hedonite Noble) Female Paladin of Pharasma [favoured class- energy resistance (human paladin alternate)] (Hospitalier)/1
LG Medium Humanoid
Init +2,

DEFENSE

AC 20 (+5 Armor, +3 Shield, +2 Dex) touch 12, flat-footed 18
HP 12
Fort +4 Ref +2 Will +3
Energy Resistance (Cold/1)

OFFENSE

Long Sword +5 Damage d8+4

STATISTICS

Str 18 (10+2) Dex 14 (5) Con 14 (5) Int 13 (3) Wis 13 (3) Cha 16 (10)

Traits:
Armour Expert (-1 to Armour check penalty)
Birthmark (+2 trait bonus on all saving throws against charm and compulsion )
Feats:
Combat Reflexes (2 AoO)
Shield Focus (+1 shield AC)

Skills: Handle Animal* +7, Diplomacy* +7, Ride* +1(acp), Survival* +6 (bonus by GM)

Languages Known: Common, Draconic

SPELLS KNOWN
(CL 0th)

Equipment - Scale Mail(50gp), Heavy Wooden Shield(7gp) [with heraldic device of Pharamsa & familial lineage], Longsword(15gp), maybe a light horse (75gp) [a nag, think D'Artagnan]

Class Abilities
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.

Hospitailier Alterations
Smite Evil (Su)
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

Channel Positive Energy (Su)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.

This ability replaces the standard paladin’s channel positive energy ability.


Tal the Elemental Barbarian:

Tal
Human (Hedonite Commoner) Male Barbarian [favoured class- skill] (Elemental Kin)/1
NG Medium Humanoid
Init +2, Move 40'

DEFENSE

AC 15 (+3 Armor, +2 Dex) touch 12, flat-footed 13
HP 14
Fort +4 Ref +2 Will +1

OFFENSE

Great Axe +5 damage= 1d12+6
Great Axe (PA) +4 damage= 1d12+9
Great Axe (rage) +7 damage= 1d12+8
Great Axe (rage & PA) +6 damage= 1d12+11
Short bow +3; damage 1d6

STATISTICS

Str 19 (13+2) Dex 14 (5) Con 14 (5) Int 13 (3) Wis 12 (2) Cha 15 (7)

Traits:
Killer (+3 to critical hit damage)
Dirty Fighter (+1 damage when flanking)
Feats:
Power Attack
Step Up

Skills: Acrobatics* +5, Craft(Carpentry)* +5, Diplomacy +3, Handle Animal* +6, Know(Nature)* +5, Know(local)* +6 (bonus by GM), Perception* +5,

Languages Known: Common, Draconic

Equipment - Studded Leather, Short Bow(20 arrows), Great Axe, 2 throwing axes. +misc.

Class Abilities
Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

Elemental Kin Archetype Alterations
Elemental Fury (Ex)
At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.

This ability replaces trap sense.


Marc as a Songhealer Bard:

Marc
Human (Imperial Commoner) Male Bard [favoured class-skill] (Songhealer)/1
CG Medium Humanoid
Init +2,

DEFENSE

AC 15 (+3 Armor, +2 Dex) touch 12, flat-footed 13
HP 7
Fort +2 Ref +5 Will +3

OFFENSE

Scimitar +4 (1d6, 18-20, x2, P)

STATISTICS

Str 16 (10) Dex 14 (5) Con 13 (3) Int 14 (5) Wis 12 (2) Cha 18 (10+2)

Traits: Killer (+2 dam to crits) & Resilient (+1 Fort)
Feats:
Dazzling Display
Weapon Focus (Rapier)

Skills: Acrobatics* +5, Heal +2, Appraise* +7 (Imperial bonus), Intimidate* +8, Perform(Dancing)* +8, Perform(Comedy)* +8, Know(Local)* +5, Sense Motive* +5, Sleight of Hand* +8, Spellcraft* +6, Stealth +6, UMD* +8

Languages Known Common, Draconic

SPELLS KNOWN
(CL 1st)

1st - Cure Light Wounds
0th - Dancing Lights, Resistance, Mage Hand, Message

Equipment - Rapier, Cloak, Mask, Studded Leather & more

Class Abilities

Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Alternate Archetype Ability (before level 14)
Enhance Healing (Su)
A number of times per day equal to his Charisma modifier, a songhealer can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.

This ability replaces versatile performance.


Wow I haven't posted in a while. So here's a few thoughts:

@ Galahad: If you're still interested in player a DEX oriented melee combatant, I did find a few things. There's a swashbuckler rogue archetype and a mobile fighter archetype (for fighters, obviously ^_^) in the APG. I actually used the mobile fighter archetype for my martial entry, and I really liked it. And with the swashbuckler archetype, you'd still get uncanny dodge, not to mention sneak attack and all the cool rogue talents. But yeah, I'd have a back-up martial build for Velik ready in the case that Borum doesn't allow the swashbuckler class from the Tome of Secrets.

@ DSX: I like the stats you've got for your characters, Marc in particular. I could see him as either a Dervish Dancer or a Songhealer. Salshar looked cool, but I find it weird that you could have a paladin of Pharasma. And Tal looks amazing, but Borum hasn't said anything more about barbarians in this campaign. May want to have a back-up build ready just in case. Other than that, I like everything you've got. ^_^


After a long day of answering calls from possible job interviews and such, I am more or less tired, but not so very agitated. so there's that.

Yeah Galahad I am going to have to say no tot eh Swashbuckler, glad to see youre already ready to alter the character. Also on the point of the Rogue, I like it, but Rogues are a MARTIAL class to me, as they depend on rolling attacks and receive no magic (rangers are martial who recieve sparse Divine so they're moot)

At DSX, I like the builds, but after a lot of thought and input from a few old friends of mine, I am going to renig the Barbarians and remove them from possible classes. This is my ruling, so I appreciate you all accepting it. thanks.

Just get me stat blocks of your characters, remembering that there is already a fighter but I will limit the number of the same class to 2 per party ex. only two fighters allowed in the group, but I will ask you to also fully flesh out the stats for Tam and the Cleric as well. thanks.

ANy more questions I'll be here all day...ish.

Sovereign Court

Devon:
DEVON BELASHANTI CR 1/2
Male Human Cleric 1
LG Medium Humanoid (Human)
Init +0; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 10 (1d8+1)
Fort +3, Ref +0, Will +7
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+3/20/x2) and
. . Longsword +3 (1d8+3/19-20/x2) and
. . Unarmed Strike +3 (1d3+3/20/x2)
Special Attacks Battle Rage (8/day)
Spell-Like Abilities Battle Rage (8/day), Touch of Glory (8/day)
Cleric Spells Known (CL 1, 3 melee touch, 0 ranged touch):
1 (3/day) Magic Weapon (DC 16), Summon Monster I, Burning Disarm (DC 16), Unbreakable Heart
0 (at will) Stabilize, Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 13, Int 10, Wis 20, Cha 14
Base Atk +0; CMB +3; CMD 13
Feats Extra Channel, Sacred Summons
Skills Acrobatics -6, Climb -3, Diplomacy +6, Escape Artist -6, Fly -6, Ride -6, Sense Motive +9, Stealth -6, Swim -3
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (7/day) (DC 14) (Su), Cleric Domain: Glory, Cleric Domain: War, Heart of the Wilderness +0, Spontaneous Casting
Combat Gear Longsword, Scale Mail, Shield, Heavy Wooden; Other Gear Backpack (empty), Bedroll, Holy symbol, silver: Iomadae, Pouch, belt (empty), Rope, silk (50 ft.), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (8/day) (Sp) Grant +1 to a melee damage rolls.
Channel Positive Energy 1d6 (7/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (8/day) (Sp) Grant +1 to a CHA-based skill or ability check.

Velik:
VELIK FONTAINE CR 1/2
Male Human Fighter (Weapon Master) 1
CG Medium Humanoid (Human)
Init +5; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+3 armor, +5 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +6 (1d4+2/19-20/x2) and
. . Dagger +6 (1d4+2/19-20/x2) and
. . Dueling Sword +7 (1d8+3/19-20/x2) and
. . Unarmed Strike +6 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 20, Con 14, Int 14, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 18 (19 vs. Feint19 vs. Grapple)
Feats Exotic Weapon Proficiency: Sword, Aldori Dueling, Power Attack -1/+2, Weapon Finesse
Traits Sword Scion, Threatening Defender
Skills Climb +5, Escape Artist +4, Fly +4, Intimidate +5, Knowledge (Local) +3, Ride +8, Stealth +4, Swim +1
Languages Common, Dwarven, Elven
SQ Weapon Cord
Combat Gear Dagger, Dagger, Dueling Sword, Studded Leather; Other Gear Backpack (7 @ 18 lbs), Bedroll, Flint and steel, Grappling hook, Pouch, belt (2 @ 1 lbs), Rope, silk (50 ft.), Sunrod (4), Waterskin, Weapon Cord, Whetstone, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Weapon Cord Attached weapon can be recovered as a swift action.

Tam:
TAM CR 1/2
Male Human Rogue 1
CG Medium Humanoid (Human)
Init +5; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +8, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Dagger +5 (1d4+1/19-20/x2) and
. . Shortsword +3 (1d6+1/19-20/x2) and
. . Shortsword +3 (1d6/19-20/x2) and
. . Unarmed Strike +5 (1d3+1/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 12, Dex 20, Con 12, Int 16, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Strong Willed, Vagabond Child (urban): Disable Device
Skills Acrobatics +6, Appraise +7, Bluff +5, Climb -2, Disable Device +8, Escape Artist +6, Fly +2, Knowledge (Local) +7, Perception +5, Ride +2, Sense Motive +5, Sleight of Hand +6, Stealth +6, Swim -2, Use Magic Device +5
Languages Common, Dwarven, Gnome, Goblin
SQ Heart of the Streets, Trapfinding +1
Combat Gear Dagger, Dagger, Shortsword, Shortsword, Studded Leather; Other Gear Backpack (empty), Flint and steel, Grappling hook, Pouch, belt (empty), Rope, silk (50 ft.), Sack (empty), Sack (empty), Thieves' tools, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain. +1 Ref saves.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Strong Willed Your fervent desire to choose your own path gives you strong willpower, and you receive a +2 trait bonus on saving throws against charm and compulsion effects.
Trapfinding +1 +1 to find or disable traps.


Borum:
sorry about the cheese, I'd like the chance to get builds to spec, but I have a massive Critique Wednesday and had to do a bunch of filming today.

I'll fix up the Undead Lord, if you don't mind having a cleric of Ugrotha that fits her character. Make a new Arcane character, either a Magus or Sorc, and a Sword-board/twf ranger (if there's no real Trap-master (galahad doesn't use the rogue) then either Trapper or Urban Archetypes)

I like the flavor of the Klar, and would like to use it. wanted to know bash, and use it with shield-master, as it's a shield, and play it straight with a normal 1-h weapon

sorry about the stresses


Oh and before ANYONE else tries and make a character like Jiinok with his Demon-blooded thing for sorcerers, I said at the beginning of this, COUNT OUT ANY CLASS/RACE that INCREASES BASE STATS. This kind of build is what I am talking about. As is any other class that's class ability is to increase the base stats ex. Wizard Transmuter that increases Strength or Con or Dex. Anyone else who makes a character like this will not be allowed to submit from this point on.


That's alright, (I can definitely see how in an Epic game they could over-shadow) I'll come up with an alternate Martial build in the morning (it's nearly 12 here). Just wondering what martial classes there are?
- Rangers (although they have a bit of divine, & we have 1+)
- Fighters (although we already have 1+)
- Rogues (my bard fills the concept virtually better than straight rogue)
Monks, Gunslingers & Barbarians are out.

So, should the Paladin be moved/changed to a cavalier? Or shall I come up with a new rogue idea, one of those above, or maybe an Inquisitor?

RE: The Paladin of Pharasma, I was trying to use the idea that Pharasma as a death god like order and the creation of thinking undead is an abomination combined with everyone has a 'time to die' thus the paladin tries to protect people unless death is their fate. The background will be more fully fleshed out depending upon which/if any are chosen.


Hey Galahad, just a quick question, what is Threatening Defender? Sounds neat :)

Sovereign Court

Threatening Defender is a combat trait. When using Combat Expertise you take one less penalty to hit than usual (i.e. at BAB +1, you take no penalty to hit for a +1 to AC, BAB +4 a -1 to hit for a +2 AC, etc.).


any feedback for me? or aren't my characters needed?


Here is my new Martial submission;

Jace the Cavalier

Jace the Cavalier:

Jace Marvolen CR 1/2
Male Imperial Noble Cavalier (Order of the Shield) 1
[Favoured Class - Skill]
LG Medium Humanoid (Human)
Init +2
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17. (+5 armor, +2 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Melee
Lance - mounted +5 dam 1d8+4
Lance - mounted (Charge) +7 damage 2d8+4 (-2AC)
Long Sword +5 damage 1d8+4
Long Sword (PA) +4 dam 1d8+6
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STATISTICS
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Str 18 (10+2), Dex 14 (5), Con 14(5), Int 13 (3), Wis 14 (5), Cha 15 (7)

Traits:
Killer - (+ wpn multplier to criticals)
Charming (+1 Diplomacy to attracted persons)

Feats:
H - Shield Wall (+2AC when adjacent to a shield wielding ally - Teamwork)
Cav - Precise Strike (+1d6 dam when flanking - Teamwork)
1 - Power Attack

Skills: Craft(Cooking)* +5, Diplomacy* +7(bonus GM skill), Handle Animal* +6, Heal* +6, Know (local)* +5, Know(Arcane) +2, Ride* +6

Languages: Common, Draconic

Equipment Longsword, Scale Mail, Shield, Heavy Wooden Shield (simple heraldic device), Lance, Mount(Horse)
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SPECIAL ABILITIES
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Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Edicts:
The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Challenge:
Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Resolute (Ex)
At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Horse - Bluebell CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 18 (2d8+6+3)
Fort +9, Ref +8, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –1 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB, Toughness
Skills Perception +6, Intimidate* +3, Stealth* +6 (-large sized?)
SQ docile

SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

I'll write up a background soon.


Jace Background:

Description
A young man with an eager smile and a strong jaw. He wishes that he had the aquiline beauty of his mentor, instead he has a strong rugged body and masculine handsomeness. Of course he doesn't realise this, his piercing eyes have made more than a couple serving maids swoon. Long dark hair heal in place with a torc around the crown of his head, Jace keeps himself groomed so as not to dishonour the Order and the familial device he bears proudly upon his shield.

Background
His family served old Lord Godwins' for generations. They have been stablemen, butlers and manservants, doing what must be done for their noble masters. They gave uptmost loyalty to the Godwins and the Knightly Order that they headed. But a score of years ago Lord Samuel Godwin was upon a battlefield, fighting the incursion against the crown. The battles were bloody; all the retainers and Knights he could muster were required.

It was called the third battle of Snowpass Lake. Lord Godwin had been cut off from the majority of his troops, when he was taken from his horse by a crossbow bolt. Jace's father stepped up standing over his fallen master, whilst the hoards attacked in a relentless wave. The man held for the vital minutes it took until the reinforcing knights swept the insurgents from the field. In the aftermath, Jace's father was found to be crippled, but Lord Godwin would live.

Godwin promised that he would turn the son of his saviour into one of the finest knights in the land. Jace who was only 6 at the time was taken from his role as scullion and chimney sweep and placed in a 'role of honour' in the household. He acted as a squire from a very young age travelling through the lands with Lord Godwin or the other Knights. Constantly working, although rather than the drudgery his work was now bloody, brutal and also drudgery.

Rather than bemoan the extra pain, work and suffering he had to go through he had the resiliance of the young. Looking forward to the daily weapon drills, and the beatings that went along with them. Barely a day went by where he did not receive a new bruise. Instead Jace was positive and worshipped his master. Although he did feel lonely frequently as months went by without seeing his mother, or his siblings.

As the years passed he grew strong and was even able to particpate in some small tourneys. Whereas Lord Godwin grew old, the old wound sapping his strength greatly. Having no children, Godwin and his wife showered affection on the young boy and eventually named him their Heir. Of course this created its' own share of problems and enemies as blood members of the Godwin clan grew jealous. Some even calling vendetta upon the young knight.


Hu5tru wrote:
any feedback for me? or aren't my characters needed?

Your characters all look pretty good, I haven't made comments because I haven't seen anything particularily wrong with them. thanks.


DSX Welcome to the party. 3 votes on your Songhealer Bard to join the party. Please create the profile for him, dot in the Discussion and then post your gameplay entrance. COngrats on being picked and welcome to the Show! May you die gloriously in the battles to come.

Sovereign Court

Any feedback on my submissions? What roles are you still looking to fill? Can we resubmit for those roles? Still very interested in this campaign, thanks in advance :)


1 person marked this as a favorite.

Until further notice Recruitment will be postponed. All who have made characters are welcome to follow the story and will be allowed to jump in later on if the more than likely chance of needing more than 4 players arises, but for right now I will be sticking with the group I have selected so far. THanks all for applying and I hope you'll follow along. If I know my campaign, there will probably be many instances I will be needing to add on additional players with appropriate improved loot and levels to match the party.

Also I will be keeping track of EXP and will inform each of youas players when you will be leveling. Again thanks to all who have applied.


I am a friend of DSX's & he said there might be an opening available. First time poster, comments gratefully received.

Elf Female Ranger [favoured class-Skill] (Beastmaster)
Neutral Medium Humanoid
Init +5
DEFENSE
AC 16 (+2 Armor- leather, +4 Dex) touch 14, flat-footed 12
HP 11
Fort +3 Ref +6 Will +2

OFFENSE
Longsword +3 (1d8+2, 19-20, x2, PS)
Longbow +6 (30ft, 1d8 + 1, 19-20 P)

STATISTICS
Str 14 (5) Dex 19 (13+2) Con 12 (5-2) Int 14 (2+2) Wis 14 (5) Cha 14 (5)

Traits: Tracker of the Society (+1 Initia & +2 to Survival in favoured terrain); Devotee of the Green (+1 to Know (Nature) & Know (Geog) the latter is a class skill)

Feats: 1 - Point Blank Shot (+1 to hit & damage in 30')

Skills: 6+2 +1(fav)+1Gm house rule
(* = Class skill, # = Number of ranks)
Climb* +6 (Str), Escape Artist* +8(Dex), Handle Animal* +6 (Cha), Heal * +6 (Wis), Knowledge *(nature) +7, Knowledge *(nature) +7 (Int), Perception* +8(Wis), Stealth * +8(Dex), Survival* +7(Wis)(+2 in forests), and Swim* +6 (Wis).

Languages Known: Common, Draconic, Orc

SPELLS KNOWN
(none - until 4th level)

Equipment - Longsword(15), Leather Armour(10) & Longbow (75)
Class Abilities: Favored Enemy : Humanoid (orc) +2 to hit & attack.

Track (Ex):

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy:

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Woodcraft:
Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light (see low-light vision)

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects

Character Back Story

Kindral has always been one to be obedient to authority...well, when it has suited her motivations. She has found that being out in the forest and surrounded by her furry friends makes life worth living. But when humans and other races become involved in politics things tend to spin out of control. In the end it is nature that suffers and all the Kindral holds dear to heart suffers. The one thing she has enjoyed most in life is her station...as a watch out, as a ranger, one who serves and finds peace through her station. She is willing to die to defend that which she holds dear and loves.

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