There Once Was a Man (Inactive)

Game Master Shadowtail24


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How will the game about the availability of things like magic items, or the ability to add further enchantments to any magic weapons or armor we get?


Hellknight contacts:

Gregorovich Karsoth, a hellknight of the order of the scourge. Gregorovich values Molod for one simple reason, the fact that the man has made his job much easier and efficent. For Gregorovich had to wait for days often several weeks before torturers extracted any infomation from the gangs of criminals that haunt Egorians slums and poor districts.

Molos has by cunning and intellect recognized the simple fact that the order of the scourge in Egorian is sadly underfunded and has done much of the work for "free". Gregorovich's sense of duty is what the clever tiefling relies on, for the hellknight recognizes that his own rise through the ranks is due in no small part to the information that Molos extracts so efficently. As such Gregorovich has made it subtlely known in many circles of power within Egorian that any attempt on Molos's life, slander made against him or property stolen from him will be punished "severely" (think being impaled on a pike in the middle of the city).

Kasara Kael, a hellknight of the order of the pike. While the order of the pike is not a well known faction of the hellknights outside of Cheliax its importance to the security of the nation cannot be understated. For the Pike while normally deployed in the Cheliaxian border regions has been called to Egorian to deal with a threat of old. As it turns out Egorian is above a fairly ancient complex of caves that while relatively unknown has awakened with demonic activity.

As demons such as hezrous and dretch are now haunting the ancient caverns and are coming up the surface, an event that is causing Chelexians of the lower and middle classes to disappear without a trace. As such Kasara Keal and over 50 order of the Pike hellknights were sent to destroy the demonic infestation and an infestation it was.
She lost over twenty hellknights in the first assualt and the demons number seem to be only increasing and her own men dying rapidally.

She has come to rely on Molos as Cheliax, bothered with its frontier wars of expansionism is hardly inclined to give her the support she needs. Molos has given his expertise and knowledge of the planes to her for a small cost so far and his scheme is working. For Kasara is coming to rely upon him more and more, soon she will be his creature and since she is a commander of the Pike hellknights under her so will those under her be his creatures.

For in her heart resentment against the Cheliaxian government festers and Kasara grows exceptionally tired of the governments corrupt and inefficent ways. She will by the time Molos is done with her be fully willing to install a new order upon Cheliax, one that will displace Hell itself as the rulers of Cheliax.

GM do you like these contacts?


Re: Review:
Eek, sorry about that. I forgot about the alignment rules for Barbarians. I think if he's Neutral Evil, his description as devotion to the Infernal Dukes and their laws should still work out. That's what made it very interesting to me. He wouldn't be following all the laws anyway, now that I think of it, and certainly not the ones of Cheliax (which are inferior to the Infernal Dukes'). So, as I understand the level adjustment, he'll be a 4th level barbarian?

Lycanthrope CR is +1 from the base creature.


@GM: How do you feel about Aasimar? I'm going for the super goody-goody type here just to throw a (fun) wrench in things. Somebody of course who can co-operate with evil, though. Furthermore, how would you feel about a "custom" archetype that flips this archetype into a good focused one for clerics of Empyreal Lords?


So just off the top of my head three concepts come to mind.

Tiefling Inquisitor agent of the asmodean church whose sole job is to test the faithful.

Human Witch agent of House Leroung who poses as a high end prostitute for the wealthy.

And lastly a human barbarian former army man disgruntled by the obvious bias in the military for spellcasters and noble-born.


Ok, some quick answers while I'm on

@nidoran dutan :full magic item availability will be set after recruitment. For now you can assume availability of all +1 level enchantments and all minor wondrous.

@arazni: yes, he would start as a level 4 barbarian.

@tarxt: the barbarian route is probably your best bet of those. The other two options touch pretty closely to characters ideas that have already been submitted. There is a barbarian submission but it looks like you are taking a different path with it. That is the one i am most interested in.


Gashanar, 4th level Barbarian:

Gashanar
Male human natural werebat fiend totem barbarian 4
NE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent, Perception +8
-----DEFENSES-----
AC
hp 4d12+12+4
Fort +6, Ref +3, Will +2 (+1 vs traps. +2 vs charm and compulsion)
Special Defenses uncanny dodge, trap sense +1
-----OFFENSE-----
Speed 40 ft.
Melee
Ranged
Special Attacks rage 12 rnds/day, power attack
-----STATISTICS-----
Str 18, Dex 14, Con 14, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +8; CMD 20
FeatsFlyby Attack, Improved Natural Attack (claws), Power Attack
SkillsAcrobatics +9, Climb +11, Diplomacy +4, Intimidate +7, Perception +8, Survival +8
Languages Common, Infernal
Traits
Birthmark Gashanar has ritually scarred his forehead with the symbols of the Infernal Dukes. In hybrid form, his membrane wings have been burned with infernal script of infernal laws.
These sigils act as a holy symbol for the purposes of divine casting, and otherwise provide a +2 trait bonus to saves vs. charm and compulsion.
Inspiring Rush Once per day, when Gashanar charges, he gains a +1 trait bonus on attack and damage rolls, as do allies that charge before his net turn.
SQ change shape (human, hybrid, and bat; polymorph), fast movement, improved uncanny dodge, lycanthropic empathy (bats and dire bats), trap sense +1
-----FEATS AND SPECIAL ABILITIES-----
Fiend Totem, Lesser (Su) While raging, Gashanar grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless he is attacking with weapons as well,
in which case it is a secondary attack), and is made at the barbarian's base bonus (-5 if it is a secondary attack). The gore attack deals 1d8 damage plus Gashanar's Strength modifier
(1/2 if secondary).
Night Vision (Ex) While raging, Gashanar gains darkvision 60 ft.
Trap Sense (Ex)
Uncanny Dodge (Ex)

Hybrid Form
Human natural werebat fiend totem barbarian 4
NE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent, Perception +8
-----DEFENSES-----
AC (+2 natural)
hp 4d12+12+4
Fort +6, Ref +3, Will +2 (+1 vs traps, +2 vs charm and compulsion)
Defensive Abilities DR 10/silver, uncanny dodge, trap sense +1
-----OFFENSE-----
Speed 40 ft., fly 40 ft (average)
Melee bite +9 (1d6+5, crit. 20/x2), 2 claws +9 (1d6+5, crit. 20/x2)
Special Attacks rage 13 rnds/day, power attack
-----STATISTICS-----
Str 20, Dex 14, Con 16, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +9; CMD 21
FeatsFlyby Attack, Improved Natural Attack (claws), Power Attack
Skills Acrobatics +9, Climb +12, Diplomacy +4, Intimidate +7, Perception +8, Survival +8
Languages Common, Infernal
Traits
Birthmark Gashanar has ritually scarred his forehead with the symbols of the Infernal Dukes. In hybrid form, his membrane wings have been burned with infernal script of infernal laws.
These sigils act as a holy symbol for the purposes of divine casting, and otherwise provide a +2 trait bonus to saves vs. charm and compulsion.
Inspiring RushOnce per day, when Gashanar charges, he gains a +1 trait bonus on attack and damage rolls, as do allies that charge before his net turn.
SQ change shape (human, hybrid, and bat; polymorph), curse of lycanthropy, fast movement, uncanny dodge, lycanthropic empathy (bats and dire bats)


@Shadowtail:

Race is human.

He'll be a conjurer.

Lawful Neutral works fine.


Shadowtail, how do you feel about a tiefling? I was thinking of playing a servant/assassin to a powerful noble or some such.

Set 1
4d6 ⇒ (5, 5, 1, 1) = 12 11
4d6 ⇒ (3, 2, 5, 5) = 15 13
4d6 ⇒ (5, 2, 6, 5) = 18 16
4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (3, 1, 5, 5) = 14 13
4d6 ⇒ (1, 4, 6, 5) = 16 15

Set 2
4d6 ⇒ (4, 6, 5, 3) = 18 15
4d6 ⇒ (2, 3, 6, 3) = 14 12
4d6 ⇒ (4, 6, 3, 2) = 15 13
4d6 ⇒ (1, 4, 5, 1) = 11 10
4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (5, 2, 5, 4) = 16 14

Set 3
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (4, 6, 6, 6) = 22 18
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (6, 2, 6, 1) = 15 14
4d6 ⇒ (2, 3, 2, 1) = 8 7
4d6 ⇒ (3, 6, 2, 4) = 15 13

Alright, set 3 it is.

HP:
1d8 ⇒ 7
1d8 ⇒ 3
1d8 ⇒ 6
1d8 ⇒ 8


@Grand Moff Vixen: Tieflings are very acceptable with some added rp benefits. What are you thinking class/alignment/personality wise? There are a lot of ways to get to an assassin character.


Neutral Evil ninja. Her charisma would be low (6) so she would be quite shy in social situations.

Basic concept: She was bought as a slave by a local noble when she was very young (around 5 or so) and was raised to be an 'eliminator' of rival nobles and similar.


Super low charisma might be a bad call on a ninja, ki pool is based off of it.


Argh, time to redo some stats. Stupid hero lab kept giving all the abilities based on the monk which uses different stats. What a pain. I think I can do this still. Just some creative rearranging is all that is needed.


gm:

Entering a house uninvited might seem like and issue, but with a ridiculous bluff and the ability to dominate at will.. It shouldn't be to much of an issue..

The four rounds of living in sunlight comes from the feat sunlight resistance.. Normally a vamp would die the second round.. This goes up with my charisma mod.. The feat is from The Way of the Wicked module.. Its 3rd party, thats why i asked u if it was could.. The increased dark-vision feat is from there too..

Vampires get a lot of racial feats.. Ill update where the feats are from when i get home..

Ill deff look into that cloak..


@Shadowtail, still waiting on an answer to my question about Aasimar + archetypes above.. :)


dunebugg wrote:
@Shadowtail, still waiting on an answer to my question about Aasimar + archetypes above.. :)

Sorry, i saw the comment I've just been updating from my phone all day. I'll look it over when i get a chance tonight.


Sorry about vanishing. I've got a friend (Clint Blome) who was selected by Paradigm Concepts to be the coordinator for their big public shared campaign for their game line titled Witch Hunter. He got hold of me on Wednesday and asked me to give him a set of 9 pregen characters for use at Origins. Yes, next week. Did I mention the characters have to be built using a new version of the rules that aren't finalized, yet?

Since I've also been going to work and earning my paycheck, I'm not done with his request, yet. I have individual descriptions and background notes to write up, find some nationally and timely (18th century) names for the characters, and format them. The number crunching part was fairly quick, despite the unfamiliar and incomplete rules.

If I don't make it back with a character write-up for this game before you need to pick your players, well, don't worry about it. There is always another game to try to get into!


@Viluki

Contacts:

I like where you are going with both of these and how they can be used in the quest. Gregorvich will work as structured here. Kasara the contact is fine, though I will need to restructure some of the cavern and demon information. It borders on themes I'll be relying on in the quest and I will need to modify it some to keep the plot structure. I can think of a couple of interesting ways I can work with it though. For now, keep Kasara and after the quest hook drops I'll give you a modified version of her side story.

@dunebugg

Aasimar and Archetype:

I am fine with an Aasimar if it was modified in one of two ways to keep it level with the other races. 1) Add a -2 ability mod (CON makes the most sense) AND remove either the Perception or Diplomacy +2. 2) Remove either the +2 Cha or +2 wis

As far as the archetype, the idea I REALLY like about it would be having a Cassisian (Angel) (link below) as your familiar. That's a plot thing so I won't say more of it now. If you flipped it to good, took one of the Good domains, and healed good and dehibilitated evil it would work. I wowuld suggest the selective channeling feat. An aasimar would be anti-evil but it would quickly find out that working in Cheliax without selective channeling would be counter productive.

I'm very interested to see how this build works out.

Cassisian


GM:
Still working on the crunch, but here's the general stuff.

Name: Adrien Riventhorn
Age: 136
Race: Elvish Dhampir (+2 Dex/+2 Cha/-2 Con, all applied)
Favored Class: Rogue (+2 Hit points, +2 skill points, applied)
Stats: Str 16, Dex 19, Con 12, Int 13, Wis 10, Cha 16. (wisdom upped from 9 due to ability point award at lvl 4).
Class: Level 4 Rogue (Sniper Archetype)/Assassin 1.
Alignment: Neutral Evil
Rogue Talents: Minor Magic (Prestidigitation), and Major Magic (Mage Armor).
Sneak Attack 3d6
Uncanny Dodge
Death Attack
Poison Use

BAB:+3
Fort Save: 1+Con= +2
Ref Save: 5+Dex= +9
Will Save: 1+Wis= +1

Skills: Acrobatics 10, Appraise 6, Bluff 8, Climb 9, Diplomacy 10, Disable Device 10, Disguise 9, Escape Artist 11, Intimidate 7, Knowledge (local 7), Linguistics 5, Perception 12 (2 from Keen senses, 3 from skill focus), Profession 5, Sense Motive 5, Sleight of Hand 12, Stealth 12, Swim 7, Use Magic Device 7 (all values are after ability mods are applied). I have 2 points to use, left over that I'm thinking of putting into a profession. If you'd allow the profession Hitman, that'd be my preference of choice.

Feats: Skill Focus (Perception) from race, Weapon Finesse Rapier (level 1), Dodge (3rd), Mobility (5th).

Traits: Honey-Tongued

Equipment: Composite Longbow +3 STR rating (400G), +1 Rapier (2,300G), 15 daggers 30GP (I like throwing things >_>), Mithril Chain Shirt (light armor, +4 AC, 1,100 Gold), 60 arrows, 30 Flight Arrows, Noble's Clothing with Signet and Jewelry for house (300GP), Pickpockets outfit (10gp), Neckguard (5GP), Disguise Kit 50GP, Skeleton Key 85GP, Masterwork Thieves Tools (150GP), Poison Supplies (Setting Aside 500GP). Potions to cure wounds (1000GP set aside for potions). That leaves me with roughly 4,500GP. If I can think of anything else I might need, I would add that later, but for now this is all I can come up with.

A little bit of fluff: Adrien was born to an Elf woman in the bowls of Kaer Maga. Deep in the city of strangers, this half-breed was given life, and subsequently abandoned. Viewed as an abomination by his prideful mother, the newly lone babe was found by a shopkeep. He was raised by this gentle soul until the age of 10, when the shop, his home, was plundered by a group of thieves. Seeing a helpless little child, the thieves new they could fetch a high coin from the slave trade. Bound and gagged, he was taken from the city, transported across the land, until he broke free. Having spent a few years as a slave among thieves and bandits, he picked up their tactics.

Years passed as he made his way to Cheliax. By this point in his life, so much misfortune had befallen him, that Adrien grew cold, spiteful, and twisted. Seeing the vast expanse that Cheliax had to offer, traveling from city to city gave him many dark thoughts. He witnessed and studied the people of this nation, watching them bow at the knee of terrible leaders. He surveyed those in power, devils, themselves twisted as he, and so disturbed that a ruling power such as this could reign. His malicious thoughts grew, darker and bold, he sought to witness the frailty of this power.

Drawing on his abilities, he became a killer for the highest purse. Taking care of nobles, military powers, and sometimes even royalty, Adrien dedicated his life to bringing this ruling power into a state of disarray. To show the true weakness of the government, and allow for a pure, and powerful rule to truly take hold.

Now for hit point rolls:
Level 1: 20
Level 2: 1d8 + 1 ⇒ (8) + 1 = 9
Level 3: 1d8 + 1 ⇒ (4) + 1 = 5
Level 4: 1d8 + 1 ⇒ (2) + 1 = 3
Level 5: 1d8 + 1 ⇒ (1) + 1 = 2

Total: 39 HP.

So there's the stuff. I've put a lot of love into this character, so I hope you enjoy it as much as I have :).


Sonya Redgrave wrote:
Vampire stuff

vampire stuff:

I like the idea of the 4 rounds instead of two, so I'm okay with that particular feat. Just interested in how there are that many feats. I'll wait for your post.


Review Set 4:

--- Adrian Riverthorn---

Rogue:

What I like: This is a great use of a dhampir; stealthy and yet effective in a fight. I like that you had the strength (and appropriate bow) to do some damage, especially as your sniper/sneak attack abilities grow.

What I'm interested in: Beyond how well a sniper class actually works, I'm interested to see a character that can (and likely has) work(ed) with multiple houses. It will give you contacts (and possible favors) that single house affiliated characters do not have. Your character will likely have the strongest ties to Jeggare (loads of money and not quite specialized skills) and few ties to Narikopolus, who's pride won't let them hire an archer.

Character notes:
-You shouldn't be able to reach the assassin prestige class until level 6. It requires 5 ranks of stealth.
-So many skills... (quite the change of pace from most of the caster builds)
- I like the mage armor rogue talent.


GM:

Vampires get alertness, combat reflexes, lightning reflexes, improved initiative, and toughness, and dodge as bonus feats.. The other feats are..

Human-exotic weapon prof
1st-Creature of Darkness
Ranger 2-Two weapon fighting
3rd-Sunlight resistance
Fighter 1-Double slice


GM:
My bad, I've only played a couple games of pathfinder so I'm still used to D&D 3.5, where you can put multiple ranks in at 1st level. In pathfinder we get 3 additional ranks after the first skill point for a class skill, so I thought that qualified me. That's ok though, I'll take a 5th level of rogue :).


At last a chance to post again. I present Allianna, a tiefling ninja (burgler).

Let me know what you think Shadowtail. I like her.


Ka-pow! Got the character up. I'm exhausted right now, so the backstory might be a bit untidy. Let me know what you think and I can make changes.


Dotting and rolling stats...

4d6 ⇒ (2, 3, 6, 5) = 16 = 14
4d6 ⇒ (3, 6, 4, 5) = 18 = 15
4d6 ⇒ (1, 4, 6, 3) = 14 = 13
4d6 ⇒ (3, 2, 5, 6) = 16 = 14
4d6 ⇒ (2, 6, 3, 3) = 14 = 12
4d6 ⇒ (4, 5, 1, 4) = 14 = 13

4d6 ⇒ (1, 6, 3, 3) = 13 = 12
4d6 ⇒ (4, 6, 5, 3) = 18 = 15
4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6 ⇒ (5, 3, 2, 4) = 14 = 12
4d6 ⇒ (5, 2, 2, 5) = 14 = 12
4d6 ⇒ (4, 4, 3, 3) = 14 = 11

4d6 ⇒ (4, 1, 4, 6) = 15 = 14
4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6 ⇒ (5, 1, 2, 6) = 14 = 13
4d6 ⇒ (6, 5, 2, 3) = 16 = 14
4d6 ⇒ (1, 1, 1, 6) = 9 = 8
4d6 ⇒ (5, 2, 4, 6) = 17 = 15

wow, averagefest! Set 1 is cool... let's see if I can come up with a good concept...


@Sonya Redgrave

feats:

Ah, the bonus feats are hidden right at the end of the vampire race page. I'm fine with both of the WoW5 feats.

@Adrien Riverthorn

Ranks:

Yeah, the first time I made a pathfinder character I set it up to go into a prestige class at level 2. So I've been there. The +3 bonus for class skill counts as a bonus, not a rank. Pathfinder limits the ranks you can put in a skill to the same as your hit die, so a level 5 character can have max 5 ranks in any one skill.

Also, profession: hitman is fine.

@Airon87
Haha, wow, I have never seen so many 12-15 rolls all at one time.


Reviews Set 5:

--- Alliana ---

Ninja:

What I like: The background flows nicely and sets up a distinct character personality. This is also a good race to use with the ninja class. The ki pool options you have are also going to be handy.

What I'm interested in seeing: Unaffiliated, this character can do a lot of good or a lot of bad for the different Houses. If a house was discover/or be told what you and your master are up to, it would tempted by your services but also wary of your ability.

Character notes: 7 CON sounds very un-fun. The good thing is your HP rolls were decent. The other good thing is that with starting HP at Max HD + Con score your HP will go up to 29. So playable at least.

--- Beltin, Scholar of Winlas ---

Cleric:

What I like: You already know I like the Celestial Vessel flipped archetype. I also like the Lore Keeper and Cassisian combination.

What I'm interested in seeing: 1) obviously, the LG interaction with what is probably going to include some evil party members. Most of the problems will probably happen outside of the main quest arc but it will still be interesting to see how the RP works out. 2) The LG cleric studying Asmodeus idea does work well from your backstory. I'm interested to see how the character works towards the end thoguh.

Character notes: I'm not sure how you got to 18 INT and 21 WIS from a 16 and an 18.


GM:
Ok, Iv'e updated his class, and redone his BAB and saves, as well as set aside his skills (I'm on my phone so I've gotta get a comp in a minute) to be added to his profile. You've also peaked my interests. I've had a strong fixation with Cheliax since starting pathfinder, but never met anybody brave enough to run a game. Especially a politics game. There's definitely respect there. Also, would it be unusual for Adrien to have multiple signets, one for each house he visits? Or just one for Jeggare? Oh, and I was going to add a mount if that's alright.


Shadowtail24 wrote:


--- Beltin, Scholar of Winlas ---
** spoiler omitted **

My character is middle aged, gaining +1 to all mental stats. My 4th level bonus went into int. Plus the +2 Wis from Aasimar.


Shadowtail24 wrote:

Reviews Set 5:

--- Alliana ---
** spoiler omitted **

--- Beltin, Scholar of Winlas ---
** spoiler omitted **

So if I understand you correctly, you want me to make her currently unnaffiliated? I have no issues with that if you do. I can make an addition to the background to easily account for this. Did you want me to choose what house her master is a part of? I left that out because I was unsure of which one to best to choose from.


Living on the edge:

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

Yow! That's like a 25 point buy! The dice are good.

I'm thinking an aspirant Hellknight Signifier. Fighter/Wizard. Maybe a disgraced son of House Leroung. It will take me a while to build to 5th level.


Will have a finished character sometime tonight.


Adrien Riventhorn wrote:
signets and mount

updates:

I appreciate the respect but we can wait to see if it works out well. Mounts are fine, just choose a standard profile from the core. Multiple signets would be a good idea.

Beltin, Scholar of Winlas wrote:


My character is middle aged, gaining +1 to all mental stats. My 4th level bonus went into int. Plus the +2 Wis from Aasimar.

Oh, middle aged, I missed that stat. Makes sense now.

Grand Moff Vixen wrote:


So if I understand you correctly...

Alianna:

I think your character would be best as an unaffiliated character. It would give you more options and let your master maneuver quite a bit more then if people knew who you were or who you were working with. Assigning your master to a house is fine. Henderthane, Charthagnion or Sarini are probably the best fits. Or if you want to throw it all into chaos you can have him be part of Jeggare (meaning he would be maneuvering against his own house).

therealthom wrote:


I'm thinking an aspirant Hellknight Signifier. Fighter/Wizard.

You certainly have that stats for it.


hit point roll. I am not sure if you want us to roll for each level so I plan to do that and if you tell me other wise I will fix it. Also I plan to use my favored class to add one point to my hit points.

hd2: 1d10 + 1 ⇒ (9) + 1 = 10
hd3: 1d10 + 1 ⇒ (6) + 1 = 7
hd4: 1d10 + 1 ⇒ (8) + 1 = 9
hd5: 1d10 + 1 ⇒ (4) + 1 = 5


Updated Under Consideration List:

---Melee---
Arazni: Human (lyncanthrope) Fiend Totem Barbarian
Sonya Redgrave: Human (Vampire) Fighter

---Ranged---
Monroe Sanders: Human Gunslinger

---Arcane Casters---
Narian, son of Ellor: Elven Magus
Viluki: Tiefling Wizard (Enchantment)
Alsar Lysaradis: Samsaran Witch
Arianna Ddraig: Human Sorceror (Draconic)
Pellios Leroung: Human Wizard (Conjurer)
dunebugg: LG Cleric

--- Divine Casters ---
Ertan: Elf Inquisitor (Trickery)
Beltin: Aasimar Cleric

---Skilled---
JakeTG: Dhampir Ninja
Adrien Riventhorn: Elvish Dhampir Rogue
Allianna: Tiefling Ninja

--- Pending ---
hustonj: Summoner
therealthom: Hellknight
TarkXT:


DM Cuc wrote:

hit point roll. I am not sure if you want us to roll for each level so I plan to do that and if you tell me other wise I will fix it. Also I plan to use my favored class to add one point to my hit points.

That is the correct way. Also some good rolls.


Thanks Shadowtail24 I got lucky on those rolls lol. I have updated my backstory and tried to reflect the low charisma by him not being around many people because his father was an exile. Also I went with the musket master archetype but if you don't want that I can easily adjust. It says on his character sheet that he has a musket but that is because of his feat not because I bought it lol. I look forward to Monday night to see if I get picked.


Rolling for hitpoints
3d12 ⇒ (1, 2, 6) = 9 + max at 1st level (12)


GM:
Cool. I'll just add a regular horse, and one of each signet. I almost had my profile updated fully, and then the forum deleted my type up...so I should have the profile fully updated within the next day. Hitpoints were upped to 42, because I forgot about the 3 from favored class bonus. I added 2 potions of cure moderate wounds, and 1 of cure serious wounds (which I will change if you'd prefer), and 2 belt pouches for items, and a coin pouch. I don't have any alchemy skills, but would you be opposed to one of each: Alchemist fire, thunderstones, tanglefoot bag, adamantine weapon blanch, and 2x flash powder. I'm not an alchemist so I figure it's your discretion for things like that.


Mallichatti Backstory:
Mallichatti Cervagio was one of many troubled youths in his generation. And like many such troubled youths he was sent to the border of Galt to contain rebellious forces there incurring into imperial teritory.

While in Galt he witnessed a number of atrocities committed both by Galtan soldiers and Chelaxian mages. One of which was committed by his brigades own cleric upon them. When ambushed by a large platoon of Galtan irregulars Mallichatti and his fellow soldiers fought bravely to get out of the ambush through any means necessary. He could not account for the cold hearted priest with his squad to sacrifice his own men in order to eliminate the enemy. USing his own troops as cover the cleric launched a powerful fireball spell into the melee slaughtering all the enemy troops. MAllichatti survived emerging from the flames with a terrible fury striking down the surprised cleric leaving MAllichatti the sole survivor of the ambush.

HAving suffered terible injuries in the battle Mallichatti was officially discharged from the army and sent back to his family a hero. From there he languished mostly in boredom writing books about his experiences and taking up architecture to whiddle away the time. He applied himself in business, the arts, anywhere where he felt he could find a future for himself. Yet time and time again he was passed over for someone of some form of magical talent. From wizards, bards, sorcerers, and especially clerics anyone who so much as understood a cantrip were usually selected for bigger an responsibilities in the house over him.

To them he was little more than a lucky survivor. A brute who went to war a troublemaker and came back not much better.

These days MAllichatti has been keeping hismelf in fighting shape looking for a moment to do soemthing. He's not sure what yet, though he is sure it will involve grand changes in the empire. Whether it's the elimination of the church of asmodeus (a cancer), the reduction in mages in the armed forces (a crutch) or simply a change of power to a less magically inclined regime (a necessity) he seems poised to do what it takes to carve out his own niche in history as something other than a mediocre designer and author.

Mallichatti's looks:
MAlichatti is a tall broad shouldered man who looks somewhat older than his true age. A nasty series of burn scars cover the elft side of his face marring what otherwise might be a ruggedly handsome face. He wears a thick beard to cover much of his facial scarring with streaks of gray running through it as a sign of his growing age. He dresses rather fashionably having expensive, even somewhat dapper, tastes for a masculine gentleman of his class. In battle he prefers to carry a stout and sharp pole arm along with a pair of hardened cestus remembering much of his military training and falling back on it when driven to combat.

This is his incomplete sheet as I don't have his gold as of yet.


I have tweaked her background. I am done. Ready to await the selection of characters.


Arianna's crunch is done, aside from equipment. I'm going to write up a rough idea of it, based on the starting wealth for fifth level, and adjust it based on what the final decision is, should she get picked.
Rolling for HP: 4d6 ⇒ (1, 1, 2, 3) = 7
Ugh. Fibonacci numbers would be a lot nicer if I didn't max out my HD's capacity to follow the sequence in two levels.

Sheet:
Ariana Ddraig
Human Sorceror 1 (Draconic Bloodline)
LE Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex)
hp 18 (6 + 4d6 (1, 1, 2, 3) + 5)
Fort +1, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Speed 30 ft.
-Melee: Claws +4 (1d4+2, 20, x2)
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SPELLCASTING
--------------------
2nd: 5/day; Resist Energy, Elemental Touch, Burning Arc
1st: 7/day; Spells Known: Burning Hands, Grease, Mage Armor, Magic Missile,
0th: Acid Splash, Dancing Lights, Ghost Hand, Jolt, Mage Hand, Mending, Ray of Frost, Read Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 18 (+2 racial mod)
Base Atk +2; CMB +4; CMD 16
Favoured Class: Sorceror Racial bonus x5
Feats: Skill Focus (Knowledge (Nobility)), Eschew Materials, Sorcerous Bloodstrike, Arcane Heritage, Intimidating Prowess
Traits: Secret Knowledge (TBD), Magical Knack
Trained Class Skills: Bluff +9 (2), Intimidate +12 (3), Knowledge (Arcana) +10 (5), Perception +9 (5), Profession (Scribe) +7 (2), Spellcraft +6 (1), Use Magic Device +8 (1)
Trained Skills: Knowledge (Nobility) +8 (2), Knowledge (Planes) +3 (1), Linguistics +3 (1), Sense Motive +3 (1), Stealth +3 (1)
Untrained Skills: Acrobatics +2, Appraise +5, Climb +2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Intimidate +4, Ride +2, Stealth +2, Survival +1, Swim +2
Languages: Common, Draconic, Elven, Infernal
--------------------
SPECIAL ABILITIES
--------------------
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Draconic Bloodline: Gold Dragon
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (Fire), that spell deals +1 point of damage per die rolled.
Claws: 7 rounds/day. These claws count as magic weapons for the purpose of overcoming DR.
Dragon Resistances: Resist 5/Fire, +1 natural armor
Arcane Bond: Raven Familiar (Effective wizard level 3), +3 appraise
--------------------
Feats
--------------------
Eschew Materials: Cast spells without material components
Eldritch Heritage (Arcane): Selec You gain the first-level bloodline power for the selected bloodline. For the purposes of using that power, treat your sorceror level as equal to your character's level -2.
Intimidating Prowess: Add Str to Intimidate in addition to Cha.
Skill Focus (Knowledge (Nobility)): +3 to the skill (+6 at 10 ranks).
Sorceous Bloodstrike: Regain a bloodline power when you reduce a creature to 0 or fewer hit points
--------------------
RACIAL TRAITS
--------------------
Skilled: Gain 1 skill point per level.
Bonus Feat: Gain a bonus feat at 1st level.

Tamerlane, Familiar
Tiny (Raven)
Init +2; Senses: Perception +6, low-light vision
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 14 (2 Dex, 2 size, 2 natural armor)
HP 9 (half of Arianna's HP)
Fort +4, Ref +6, Will +2
--------------------
OFFENSE
-------------------
Speed 10 ft., fly 40 ft. (average)
Melee: Bite +4 (1d3-4)
--------------------
STATISTICS
-------------------
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats: Skill Focus (Perception), Weapon Finesse)
Skills: Fly +6, Perception +6
Languages: Draconic
-------------------
SPECIAL ABILITIES
-------------------
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Esasion: When subjected to an attack that normally requires a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells od not normally affect creatures of the familiar's type.
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathetically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Adrien Riventhorn wrote:
Alchemical components

Those are all fine for any character to use. Those items all predate Alchemists and are meant for all characters to be able to use.

@Arazni and Nidoran Duran

2 for 2 on rolling all lower half of the hit dice for HP.... ouch.

@Grand Moff Vixen

Good tweak.


Tweaks and further details added.


Reviews Set 6

--- TarkXT ---

Barbarian:

What I like: You spun the original "barbarian frustrated with the caster supremacy" angle very well. From the background, you get a strong feeling for a character that has a purpose but is waiting for just the right moment. In addition, the background leads in very nicely to the invulnerable archetype.

What I'm interested in: Just based on the breakdown of the submissions, this character would have to work with casters to accomplish his goal. I'm interested to see how his military training would fight against his distaste for casters.

Character notes: you might want to look into Allnight and Barbarian Chew. Handy stuff.


I was looking at the character sheet and decided that I would make some changes to better suit her.

If I did not choose any traits would you let me take 1 additional feat? All I want is alertness. I decided that I want to shore up her weak con and put her bonus in con instead of wis. It leaves her perception and sense motive a bit lower than I would like hence why I want alertness.


@Grand Moff Vixen:

I don't like the idea of substituting two traits for a feat. I do think that you should put that point into con. It doesn't look like there is a broad perception or sense motive trait that will help but there a a few specific ones.
You could look into something like this Lens of Detection . +5 to perception (I would rule it as sight based only) and it is a minor wondrous so it is available.


I will drop one of the fiend sight to get what I am after. She doesn't absolutely have to have the see in darkness ability. I mean, darkvision 120' and low light vision is pretty good as it is.

I will also drop linguistics to make it possible to take a hit point as her favored bonus each level. That brings her to 32 hp. I think that is reasonable considering her con.

Yeah! I have the new crunch posted. It has changed quite a bit so a detailed look would probably be in order.


I am not going to be able to get this guy together before the deadline. So I will withdraw.

The campaign sounds like it will be awesome. Shadowtail, I don't envy the difficult choices you have before you.

Good gaming all.

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