Trapped Beyond Time (Inactive)

Game Master Rednal

A Mythic Gestalt Dungeoncrawl by GM Rednal.

Current Dungeon Map


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Ok, sounds good. I'll get to work fleshing everything out.


Dropping interest. Love the plot-light but well-defined personality angle dungeon crawling/treasure hunt, but the kingdom building/Ultimate Campaign stuff is less my speed. Looks like you have plenty of interested parties!


The Kingdom Building is meant to be on the light side, too. XD None of this "Law", "Unrest", "Happiness" stuff, just... a way for the players to get involved and have something else to spend money on.

Bit of a shame you're dropping, but have fun with your other roleplays!


Ummm...
one question...when we build these buildings, who runs them. For example, say we build a temple, where does the priestcome from? Or an orphanage, the orphans?
Ok that's two but they are related.


My understanding is that when we build Houses, they'll be magically filled with people. They'll then be used to staff/run all of the other buildings.

@GM Rednal: Does my submission look okay? Anything I need to change?


Oceanshieldwolf wrote:
Dropping interest. Love the plot-light but well-defined personality angle dungeon crawling/treasure hunt, but the kingdom building/Ultimate Campaign stuff is less my speed. Looks like you have plenty of interested parties!

=(

Of all the sign-ups you are the only person I played with before.
I'm not against new players or playing with others, but it would have been nice.


@Chillblame: Whack-a-Rogue has it correct. ^^ When homes are built, people will appear there - plucked from elsewhere by methods they don't really understand. These NPCs will things.

@Whack-a-Rogue: Nope, no changes needed! ^^


@GM Rednal: Mythic and Gestalt - this is a high powered game. That being the case, how do you feel about the Godling classes?

I'm happy with people popping up because if some event sent us here as first level guys, why should't it send other people here after us? We just get to be the front of the wave. Could even have been parties before us that just didn't make it through encounter 1.


A gestalt Adept/Eldritch godling is actually one of my personal favorites among the characters I've made. XD Those classes can be a lot of fun when they're done right. They're easily adapted for multiple roles, too, which I highly support for this game - thus, Godlings are acceptable as class choices.


DoubleGold wrote:
Oceanshieldwolf wrote:
Dropping interest. Love the plot-light but well-defined personality angle dungeon crawling/treasure hunt, but the kingdom building/Ultimate Campaign stuff is less my speed. Looks like you have plenty of interested parties!

=(

Of all the sign-ups you are the only person I played with before.
I'm not against new players or playing with others, but it would have been nice.

Thanks Jax. I'm sure we'll play again down the line somewhere... And don't worry, as you said "new" folk are fine!!

This looks like a *lot* of fun!!! Gestalt!!!!


@GM Rednal: are you familiar with THESE? Either as half or both halves of a Gestalt they could be a lot of fun...


@OSW: Yes, I've been to the site before. ^^ There are a lot of fun, creative things there, which I always like to see. Approval for this campaign would depend on how strongly each archetype supported a party role - it's almost harder to not diversify if you're using elements from so many classes, and since I plan on having a relatively high degree of challenge here, I'm a bit worried that spreading out too far might leave characters too weak in their roles to be effective.

The main goal is for the party to be able to cover major weaknesses if somebody drops out, after all, and I literally will not be planning around specific builds. Totally random dungeons, totally random enemies, and any edits I make will only be for increasing the challenge. XD

Dark Archive

This seems really interesting I really like the kingdom building aspect, in a strange way the way things are set up reminds be a bit of Rogue Legacy.


GM Rednal wrote:
@Chillblame: Whack-a-Rogue has it correct. ^^ When homes are built, people will appear there - plucked from elsewhere by methods they don't really understand. These NPCs will things.

Ok, fair enough, but orphans???

I assume if we get cohorts the same?


I... probably wouldn't approve of cohorts in general. Among other things, they probably wouldn't survive too well, and there's not always a lot of room to use them properly. XD Though I could probably be persuaded to allow the creation of a cohort that could march past in a line and carry loot out once the dungeon is cleared...

As for orphanages, well, the building is in Ultimate Campaign, so I added it to the list. It's mostly just a flavor building for PCs who might want to build something nice for others.

Dark Archive

Hey Rednal, how well do you think mounted classes would work out? Might some of the 'dungeons' be a bit more open than others? Because depending on the answer I might have a concept that could be a bit of fun.


For imaginary orphans?
Very Zen
lol

so no leadership feat. Ok then.


@Chillblame: Or, I dunno, evil characters would have something to burn down when they got bored. XD Or whatever.

@Zain: I think... in most cases, mounted classes would work fairly poorly. Corridors mostly aren't wide enough to make that practical, and some traps might make short work of a mount (or at least prevent it from safely advancing).


I'm thinking of making a character based on Theseus or Memnon, Hercules. Would you approve The godling 3pp class so I would be Mighty Godling//Adept Godling.

which basically boils down to just a tad more powerful and versitile than a figher/eldritch knight//sorcerer.

godling


GM Rednal wrote:
A gestalt Adept/Eldritch godling is actually one of my personal favorites among the characters I've made. XD Those classes can be a lot of fun when they're done right. They're easily adapted for multiple roles, too, which I highly support for this game - thus, Godlings are acceptable as class choices.


Oh thanks WaR totally didn't see that!

Dark Archive

GM Rednal wrote:

@Zain: I think... in most cases, mounted classes would work fairly poorly. Corridors mostly aren't wide enough to make that practical, and some traps might make short work of a mount (or at least prevent it from safely advancing).

I thought that might be the case, still though I find myself tempted to at least present the idea. What do you think of a Dragonrider perhaps crossed with Rogue.

Concept wise I have this sort of idea of the character being a Human Prince and the Dragon being the child of some fairly powerful dragon. They were bonded as a sort of wager between the royal family and the dragon. Both are trying to essentially win the other over to there 'side' if the royal family 'wins' they have a Dragon loyal to the prince of the kingdom strengthening there rule significantly. If the dragon wins they have a future KING in there pocket someone willing to go to war to strengthen the hoard.

The dragon would certainly have some problems with corridors but theoretically not THAT bad with the traps depending on what they are.


What is your view on Lawful Evil? I know you don't like evil, but it wouldn't be someone who attacks the party or who just outright kills off many NPCs, but it would be someone working behind the scenes. He wouldn't be lawful in the sense that he obeys the law, but lawful in the sense that he doesn't outright attack people in plain sight, as some would interpret it an evil genius that tries to make himself look innocent.

A good example of Lawful Evil, the Sith in the Prequel Star Wars movies, the Jedi Council did not know he was the Sith and was pulling off all the moves behind the scenes.


GM Rednal wrote:
A gestalt Adept/Eldritch godling is actually one of my personal favorites among the characters I've made. XD Those classes can be a lot of fun when they're done right. They're easily adapted for multiple roles, too, which I highly support for this game - thus, Godlings are acceptable as class choices.

I'd looked at gestalting Mighty and Eldritch Godline, but this line

gestalting rules wrote:
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class

Convinced me not to. Am I right that this would probably cover Lineage Domain and Divine Traits as well? Or would Divine Trait points just add up? Or would you get two separate 'lists' of Divine Traits?


@Zain: Reading the description, the dragon literally would not fit through the corridors, and I suspect its magical powers may not cross the barriers of planes so easily. XD; It would have to almost intentionally be de-aged or so, weakening its powers from what the class is balanced for... a fun idea for other campaigns, but probably not a good choice for this one.

@DoubleGold: Lawful Evil is probably the most likely to be accepted, depending on how it's played. If they're -played- evil, though, they certainly wouldn't have any free protection from the rest of the party. All depends on how they're really built.

@Harakani: When I was doing it, I figured that Divine Trait points were Divine Trait points, and could be spent on either - though since the lists ARE slightly different, you have to be sure that what you want is on the right list when you're buying 'em. XD I look at things like Lineage Domains and Divine Traits as similar to spellcasting - I've never seen a full-casting gestalt have both sides gain magic in the exact same way. Since those are individual choices, not identical powers, I don't believe they grow at the same rate. Domains and Divine Traits are also choices, so I say you'd get them for both classes. (Which is actually a bit of a problem in its own way - past a certain point, some powers no longer fit the character concept, so you don't really want to have them. XD) It's only when features are completely identical and don't involve selecting from a list of choices that they should stay the same.


@GM Rednal: Sweet!
@Bane88: You want to talk?


Sure, I'm actually considering just doing adept//eldritch for the 1st level minor ascendancy

Magic Is Magic (Ex): You have realized that to a godling all magic is, at the root, the same. To determine your caster level for all your spellcasting classes, add all your levels in classes that grant both 0-level and 1st level spells at level 1, and half your levels in classes that grant up to 4th level spells. This does not grant you additional spell slots of spells known, only a higher caster level for determining the effects of your spells.

Dark Archive

GM Rednal wrote:
@Zain: Reading the description, the dragon literally would not fit through the corridors, and I suspect its magical powers may not cross the barriers of planes so easily. XD; It would have to almost intentionally be de-aged or so, weakening its powers from what the class is balanced for... a fun idea for other campaigns, but probably not a good choice for this one.

The dragons actually are already modified by the design of the class, many start out medium sized and lose most of there magical abilities save for breath weapon.

an example of such would be the Blue Dragons who are medium sized to begin with and grow to large sized at 8th level. If it still does not feel right then that is fine with me I just thought the general concept would be a neat one to bring around.

BLUE DRAGON (LE)
STARTING STATISTICS
Size: Medium; Speed: 30 ft., fly 40 ft. (clumsy);
AC: +5 natural armor
Attack: bite (1d6), 2 claws (1d4)
Ability Scores: Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 8
Focus: move action
Special Attacks: breath weapon, 1d4 electricity, 30 ft. line;
Special Defenses: immunity to electricity, paralysis, sleep;
Special Qualities: darkvision (60 ft.), low-light vision, scent.


@Bane88; that would be very effective with something like evocation blasting.


which is what I will do!


@Bane: That's one of those "good for normal characters, completely broken for gestalt characters" types of powers. XD; Remember, I'm MUCH less likely to choose characters that look like they're trying to grab too much power - you'll be quite powerful as it is, so deliberately going that far isn't necessary. Also, I already know just how useful a Legendary Item that boosts caster level checks can be for any caster, but especially for a godling. XD May I suggest that as an alternative for increasing caster level? You'll still be a guaranteed better-than-normal on your rolls, but without being quite so broken unless you roll particularly well.

@Zain: You should also keep in mind the low ceilings and lack of ability to fly freely in most areas. XD There will be some large rooms, but plenty of others will be on the small side. Other than that, though... if you stopped taking levels in Dragonrider at 7, so your mount would never grow Large, I could see it as potentially working if you did that.

@Harukani: See also, "Primordial Magic: Blast". XD


Would you allow the use of Rogue/Super Genius Games Vanguard class? It's esentially a spontaneous casting Magus with some unique tricks. Please note, I do have the more up to date version of the class, and intended to use it.


From what I'm seeing on the page, the Vanguard class is pretty good. ^^ RGG/SGG has an excellent reputation, too, so I'm less worried about their creations than anything from a largely unknown group.


Yeah, they're a really good company(ies). I usually just give blanket permission for there stuff in my games.

Plus it's nice to be able to use a two handed weapon, in this case a Totem Spear, while firing spells down it. So my current concept is a Vanguard/Bard Wordcaster who uses both words and a really large weapon to win his fights.


That... sounds very appropriate, really, particularly in terms of flavor. XD I like it!

Dark Archive

GM Rednal wrote:

@Zain: You should also keep in mind the low ceilings and lack of ability to fly freely in most areas. XD There will be some large rooms, but plenty of others will be on the small side. Other than that, though... if you stopped taking levels in Dragonrider at 7, so your mount would never grow Large, I could see it as potentially working if you did that.

I think actually I might have a work-around for levels 8-15, at second level Dragonriders gain share spells, and at 5th level they gain 1's level spells and among the spells available is 'Reduce Person' since share spells allows me to use spells on my dragon that normally world not effect it I could use that to maintain it's Medium size after level 8!

So long as you are cool with the idea I think this might be a lot of fun.


Mechanically, I could see that working, particularly if you cast Permanency (suddenly growing in size again mid-dungeon would be... awkward...), but it does seem to go against the fluff a bit. Namely, it's noted that the main benefit for dragons is getting bigger and stronger at a faster pace - and specifically casting magic to permanently keep them smaller and weaker might not go over too well with a proud dragon steed. XD;

Also, checking the class, dragons will grow in size twice - and at the second increase, they wouldn't fit into the passages of dungeons even WITH Reduce Person affecting them. Do you have a plan for dealing with that (like no longer taking levels in the class)?

Dark Archive

GM Rednal wrote:

Mechanically, I could see that working, particularly if you cast Permanency (suddenly growing in size again mid-dungeon would be... awkward...), but it does seem to go against the fluff a bit. Namely, it's noted that the main benefit for dragons is getting bigger and stronger at a faster pace - and specifically casting magic to permanently keep them smaller and weaker might not go over too well with a proud dragon steed. XD;

Also, checking the class, dragons will grow in size twice - and at the second increase, they wouldn't fit into the passages of dungeons even WITH Reduce Person affecting them. Do you have a plan for dealing with that (like no longer taking levels in the class)?

Fluff wise I see it working out because I intend to use a Blue dragon, the cunning sort of dragon who will eb willing to put up with a bit of indignity in order to A) proceed with his 'master' B)Obtain more wealth and C)Grow stronger as reduce person will not weaken him totally down to his pre-8th level status.

For constant usage of the shrinking I was thinking of the potential to obtain a sort of necklace of reduce person, something that would allow for more-or less permanent reduction but while also allowing it to run out and allows the dragon to regrow(as well as allowing for the ability to cast 'enlarge person' to counter the reduction when we happen upon a room large enough to support a large dragon!

As for Post 15 leveling... I'd likely start taking another class the exact class would depend upon whats going on in the game(But wouldn't Dragon Disciple be an awesome choice!)


I'm not seeing anything on my list, so... I believe you'd have to craft that one following standard magic item creation guidelines. ^^ Or have one of the people who expressed interest in a crafter character do it. Either works, really.

Dark Archive

GM Rednal wrote:
I'm not seeing anything on my list, so... I believe you'd have to craft that one following standard magic item creation guidelines. ^^ Or have one of the people who expressed interest in a crafter character do it. Either works, really.

Either or might work out, seven whole levels until it becomes an 'issue'.


So, I'll have to flesh out my back story, but I'm looking at a Gunslinger(Musket Master/Gun Scavenger)/Inquisitor of Besmara. Gun Scavenger is more for flavor than abilities, since I'd be experimenting with the idea of a pepperbox on a rifle, I feel like the gun scavenger would fit that idea of mixing gun styles idea. The inquisitor half rooting more in religious beliefs for a dhampir knowing that here he wouldn't be judged for being an abomination to the living.

@Ashvale: Don't know if its approved, but you might like to try: Apex Warrior. One of the options is to have a dragon affinity and have a faerie dragon, pseudodragon, or Small drake as an animal companion as well as some draconic abilities for you.

Dark Archive

Grixus Nox wrote:


@Ashvale: Don't know if its approved, but you might like to try: Apex Warrior. One of the options is to have a dragon affinity and have a faerie dragon, pseudodragon, or Small drake as an animal companion as well as some draconic abilities for you.

Certainly a very interesting class, though Im not quite sure I understand how the hunters bond is supposed to work in regards to the dragons as they lack any 'advancement' like a Bear/Cheetah/Wolf or any of the others assuming it's supposed to be treated as the traditional Bond(thus like a Druids companion)

Silver Crusade

Just trying to decide on race and then I'm good, considering Changeling atm.

I'm guessing Merfolk and Pureblood Azlanti are off the table though lol.

EDIT: Though if I could reskin the Merfolk as a Lamia that would be pretty cool.


Zain Ashvale wrote:
Grixus Nox wrote:


@Ashvale: Don't know if its approved, but you might like to try: Apex Warrior. One of the options is to have a dragon affinity and have a faerie dragon, pseudodragon, or Small drake as an animal companion as well as some draconic abilities for you.
Certainly a very interesting class, though Im not quite sure I understand how the hunters bond is supposed to work in regards to the dragons as they lack any 'advancement' like a Bear/Cheetah/Wolf or any of the others assuming it's supposed to be treated as the traditional Bond(thus like a Druids companion)

Aha. A very good point Zain. I shall have the author flogged.

Me: Did you write this execrable excuse of a dragon-themed option?
Me: Yes your honor. But I had help. I was more interested in the less fantastic, more bestial options.
Me: No excuses. Let the flogging commence.

* I'll get back to you with an answer...


@Rysky: It's actually possible to build a Lamia in the race builder - or at least something closely approximating what's in the bestiary. ^^ What kind of stat distribution were you looking at?


stats:
Ryn Boril
Male human monk-sorcerer 1
N Medium humanoid (human)
Init +1; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)
hp 9 (1d8+1);
Fort +2; Ref +3; Will +4;
OFFENSE
Speed 30 ft.
Melee cold iron kama +3 (1d6+3) or unarmed strike +4 (1d6+3) or cold iron kama flurry +2/+2 (1d6+3) or unarmed strike +3/+3 (1d6+3)
Ranged sling +1 (1d4+3)
Special Attacks flurry of blows, stunning fist 1/day (DC 12)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—cold steel
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 15), mage armor
0 (at will)—detect magic, light, prestidigitation, ray of frost
Bloodline Boreal (Rime-Blooded)
STATISTICS
Str 16, Dex 13, Con 10, Int 10, Wis 14, Cha 17
Base Atk +0; CMB +3; CMD 16
Feats DodgeB, Eschew MaterialsB, Improved Unarmed StrikeB, Snapping Turtle Style, Stunning FistB, Weapon Focus (unarmed strike)
Traits Elemental Pupil (cold), Transmuter
Skills Acrobatics +5, Knowledge (arcana) +6, Knowledge (religion) +4, Perception +6, Spellcraft +4
Languages Common
SQ bloodline arcana.
Combat Gear sling bullets (30); Other Gear cold iron kama, monk’s kit, sling [16 gp, 3 sp spent]
SPECIAL ABILITIES
Bloodline Arcana
Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the spell) for 1 round. A Fort save (DC 10 + the level of cold spell + your Cha modifier) negates the effect. This ability replaces the Boreal Bloodline Arcana.

Cold Steel (Sp)
At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.


I am interested going to see what i can do with magus/cleric


GM Rednal wrote:

@Bane: That's one of those "good for normal characters, completely broken for gestalt characters" types of powers. XD; Remember, I'm MUCH less likely to choose characters that look like they're trying to grab too much power - you'll be quite powerful as it is, so deliberately going that far isn't necessary. Also, I already know just how useful a Legendary Item that boosts caster level checks can be for any caster, but especially for a godling. XD May I suggest that as an alternative for increasing caster level? You'll still be a guaranteed better-than-normal on your rolls, but without being quite so broken unless you roll particularly well.

So what you're saying... is that you DON'T want we to end up with caster level 40?!

Ok....*grumble, mumble,grumble*(sarcasm)

Dark Archive

Ser Tannhäuser and I are preparing. Soon.


Here is my fighter arcanist I was talking about, languages and stats appear in the actual character sheet, but I copied and pasted the write-in fluff for your convenience.

Racial Traits:

Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. 3 other languages from intelligence modifier from a list.

Defense Racial Traits
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Resist 5 to Fire

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

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Features:

1. d10
2. Favored Class Bonus: added 1 HP
3. Weapon and Armor Proficiency: Proficienty with simple and martial weapons and heavy armor. The Magus part can cast spells while wearing light armor without penalty.
4. 1 Fighter Bonus Feat
5. Arcane Pool (Su) (3+1/2 Magus level=4)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

6. Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
7. Spells-listed under spells section

Feats and Traits:

Traits:
1. Warrior of Old: +2 Init
2. Unscathed: Each type of energy resistance you have (if any) increases by 2 points.
3. Defender of the Society (Fighter, Society): You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
4. Paranoid: DC 15 to help me.

Feats:
1. Level 1: Improved Init: +4 Init
2. Run: Gained from fleet footed. 5xspeed movement when running. +4 jump acrobatics when running.
3. Level 1 Fighter bonus feet-Quickdraw: Draw weapon as a free action.

Gear:

1. Scale Mail: AC:5 Max Dex:3 Penalty:4 25% arcane spell failure chance 30 LBS. 50 GP
2. Mastework Backpack: Adds 1 to my Str carrying capacity. 4 LBS. 50 GP
3. Scythe: 2d4 damage. 10 LBS. CritX4. P or S. 18 GP
4. Traveler's Outfit: Free
5. Spellbook: Free
6. Spellpouch: 2 LBS: 5 GP
7. 27 GP left over

Offense and Defense:

1. BAB+1, CMB+3, CMD+16
2. Speed:20 Init:11
3. AC:18 T:13 FF:15
4. Fort:3 Reflex:3 Will:2
5. Scythe: attack 3. 2d4+3 damage. CritX4. P or S damage.
6. Arcane spell failure chance of 25%.
7. Spells: See spell section
8. HP: 12/12

Spells:

1. Three Level Zero spells per day. I know all of them.
2. Two Level 1 spells per day. I know six. Three to start, three from intelligence modifier.
A. Enlarge Person-doubles size of person for 1/min per level
B. True Strike: +20 to next attack roll
C. Burning Hands: 1d4 fire damage per level, 15-foot cone. Max 5d4.
D. IronBeard: +1 AC for 1 min/level. Cold-Iron spikes weapon. Has a 20% arcane spell failure chance.
E. Jump: One creature gains +10 acrobatics for 1 min/level. +20 at 5th level, +30 at 9th level.
F. Vanish: One creature is invisible for 1 round/level. Max 5. Can affect 100 LBS/Level.

Skills:

Skill Ranks: 5 per level (2+int modifier)
1. Acrobatics:0 (4 when running) (1 rank, 3 dex, 4 penalty, 4 from run)
2. Knowledge Arcana:7 (1 rank, 3 int, 3 trained)
3. Knowledge History:4 (1 rank, 3 int)
4. Knowledge Nature:5 (6 in forest) (1 rank, 3 int, 1 woodcraft)
5. Spellcraft:7 (1 rank, 3 int, 3 trained)
6. Survival:1 (2 in forest) (0 ranks, 0 wis, 1 woodcraft

all other skills equal to modifier if they can be used untrained. Check penalty is a 4.

Personality:

Jack loves to read and learn. He studies the world around him and all his subjects. He isn't very talkative, but he isn't shy either, he is just mainly busy to do any talking. He does make friends easily and is polite, just not influential or anybody inspiring. When it comes to dating, Jack prefers younger women. He usually dates races that aren't elves, because he knows most races age faster than elves and that those that look the same age as him are usually younger. This does not make him a perv as he does not make moves onto people who aren't old enough, but in fact it makes him a male cougar. He has dated a few elves his age before, but it just wasn't his thing, so he either makes sure of the elf's age first or he dates other races. However, Jack is also a bit paranoid about things, and sometimes cannot trust everyone. He is not excessively paranoid where he does not make friends, but it is noticeable and can have an effect on him. However, he is also quite athletic and he can also battle well. Jack loves to get in close to his enemies, and he rarely if ever works from range. Jack has some defensive tactics to avoid getting killed up close, and he shows enemies no mercy.

Background:

Jack Speed-Runner was always one to hit the books. While most of his friends where out playing or having fun, he was studying, reading, even learning. While his friends would go outside to play, he would go outside to study the world around him. While his friends would read short novels, he would read long and interesting stories, even ones that had a twist to them. He enjoyed spending time with his friends, but always saw things from a different point of view. Not to mention, because Jack is Paranoid, he was sometimes withdrawn and had to study to get away from it. He made many friends, but did not always trust them. Playing sports was more about studying up on the laws of physics for Jack, rather than just for enjoyment or for competition. His ability to study allowed him to learn the game and the tactics quickly. Jack had some intense training in practice fights. First it started out with most basic of weapons, then they moved onto armor wielding. He had to practice for months and practice various drills. After a while he had a chance to combine learning with fighting. He had a chance to use Arcana to help gain a combat advantage. Jack rarely if ever used Arcana for ranged attacks, but instead he used it to get in and out of battle more effectively. After several years of learning and battle training, Jack took his learning even further. He decided to go to military school and he placed in the top 10% in his class. He uses his fighting and learning for good. He knows how to fight and he can fight, but he knows that the pen is mightier than the sword. He does however, hope to become a little bit more social and he is working on it. He isn't shy, but he isn't as talkative as he could potentially be. He spends time studying and practicing sometimes more than he does socializing. However, he does make friends easily and the ladies love him as well. One day, Jack wants to become a hero and with all that he has learned, maybe even a builder someday. He does have some engineering to study up on to become a builder, but that shouldn't be too hard for a guy like Jack who loves to learn.

other notes for the DM:

I'm pretty sure I can roleplay the paranoid drawback trait very well and still be social enough to make friends, if you want to know why feel free to ask me.
I try to make sure the traits, feats, and other stuff I picked would fit in with the background.
If you find something, like a trait or something that does not match my background or looks contradictory, let me know. I picked things I think probably would match my background, but I'm only human.
I'm using my arcana to buff myself and others offensively and defensively or to get in/out of combat more easily.
I hope it is okay that I have a 124 year old elf that pursues young woman, but are at least of age. (All DM's do it differently, I've always said a 120 year old elf would look 18, other DM's say a 120 year old elf actually looks 120. The way the original D&D movie did it, the female elf was 230 years old, but looked like she was in her 20's or 30's.)
Lastly for the mythic tier, I'm going champion.

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