Under the Tears of Selûne: Southbound

Game Master Keddah

Map of the Realms

Dramatis Personae
Calamys - Garborn - Khaz - Laijiri - Mazhir


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I'm opening this thread to check for interest on a game based on the Forgotten Realms.

The game would take place on 1372DR, the standard 3.X starting date.
The characters would be members of an adventuring company currently resting after their first adventure (the legendary Slaying of the Rats under the Inn) in Arrabar (Chondath)

The game would follow the group on their adventure throughout the Realms for a time before they get involved on a conspiracy to rid Faerûn of one of it's main villains.

I would want characters of good or neutral alignment to fit the idea of the campaign on my mind.


Definitely interested.

Is this a series of modules you're running? Totally homebrew?

Will you be using 3.x rules or Pathfinder(much, much prefer PF).

FR is my absolute favorite D&D setting, and I am well versed in the lore and history of the setting.


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Monkeygod wrote:

Definitely interested.

Is this a series of modules you're running? Totally homebrew?

Will you be using 3.x rules or Pathfinder(much, much prefer PF).

FR is my absolute favorite D&D setting, and I am well versed in the lore and history of the setting.

It will be mostly homebrew but I may adapt some modules for the game. We will be using Pathfinder but regional feats and prestige classes will be updated if any player wants to use them.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Ooooh...FR, my first great rpg love.

Dotting. Got a lot on my plate but toying with concept of a Mulhorandi Oracle/Glorious Servitor of Anhur.


Ooh, sweet. Admittedly my knowledge of forgotten realms is much more limited, mostly just R.A. Salvatore books, but I would still love to get involved.


I am interested...


Dot for interest. I run FR 3.5 table top and have for 15+ years. Any chance you'll allow Psions in the game? Been dying to play a Psion... Yes I know they are not big in FR but as its Homebrew a PC can dream :-)

If not a Psion I'd probably run a Wizard.


Storyteller Shadow wrote:

Dot for interest. I run FR 3.5 table top and have for 15+ years. Any chance you'll allow Psions in the game? Been dying to play a Psion... Yes I know they are not big in FR but as its Homebrew a PC can dream :-)

If not a Psion I'd probably run a Wizard.

Well I prefer to avoid 3rd party content so Psion would not be available but you're welcome to use the psychic classes in Occult Adventures if they fit your concept.


A bit more of information about the Crunch :

Races: Core allowed, others on a case by case basis.
Classes: All Paizo allowed
Archetypes: All Paizo allowed (setting specific ones would be adapted if needed)
Feats: All Paizo allowed (3.X FR specific will be adapted if needed)
Skills: We'll use Background skills

Characters will be created with 20 point buy.

Starting level 2
Starting wealth: 1250 GP

Every character must choose a Patron Deity and will receive a Regional Feat in addition to her standard feats.

The Exchange

I'm definitely interested as well. I am toying with the idea of a half-orc ranger with the beast master archetype. He'd probably come from Turmish (Nathlek at the edge of Gulthmere Forest, to be more specific) and revere Lord Nobanion.

This might change though to make the character fit better into the adventuring company he would be part of. Is the origin and history of the band something the players could make up for themselves, or is this an adventuring company of your design we would have to adapt our concept to?


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The adventuring company isn't a closed concept. Once we had the party we would work together to build it. I would give a framework I need for the first adventures I have planned but there'd be a lot of freedom to build on it.

As a Gamemaster I like to adapt the adventures to the characters not only ruleswise but storywise too, so I'd like players who have enough knowledge of the setting to be a bit proactive (I hate that word but you get my meaning)


Here is a 2nd level straight up fighter with a 20 point buy. I would need to update the backstory and possibly the traits.


Also as a houserule Perception would be a class skill for everyone. I feel professional adventurers should be able to spot dangers if they are able to survive.


DM_Keddah wrote:
Storyteller Shadow wrote:

Dot for interest. I run FR 3.5 table top and have for 15+ years. Any chance you'll allow Psions in the game? Been dying to play a Psion... Yes I know they are not big in FR but as its Homebrew a PC can dream :-)

If not a Psion I'd probably run a Wizard.

Well I prefer to avoid 3rd party content so Psion would not be available but you're welcome to use the psychic classes in Occult Adventures if they fit your concept.

No problem, Wizard it is! I'll probably hail from Halruaa and be drawn north by the re appearance of the Shade Enclave. I'll have a character ready relatively soon.

Patron Deity either Mystra or Azuth.


Always loved Forgotten Realms...see what I can come up with.


Expressing interest, although I would appreciate it if someone could help me with the lore. While I am semi-familiar with Forgotten Realms (Baldur's Gate games, R.A. Salvatore and Shadowdale books), it would help if someone could work with me on figuring out some of the background stuff.


Phntm888 wrote:
Expressing interest, although I would appreciate it if someone could help me with the lore. While I am semi-familiar with Forgotten Realms (Baldur's Gate games, R.A. Salvatore and Shadowdale books), it would help if someone could work with me on figuring out some of the background stuff.

PM me Phntm and let me know the concept you are looking for and I can tell you where you may want to come from that would fit well with the Lore.


I think I will do a 1 level Cleric dip as a follower of Azuth. Always wanted to play this type of Sage character, sort of a seeker of Knowledge in the "field" more so than an adventurer seeking gold or glory.


Dotting for interest...


Storyteller Shadow wrote:
I think I will do a 1 level Cleric dip as a follower of Azuth. Always wanted to play this type of Sage character, sort of a seeker of Knowledge in the "field" more so than an adventurer seeking gold or glory.

I like the idea!


Phntm888 wrote:
Expressing interest, although I would appreciate it if someone could help me with the lore. While I am semi-familiar with Forgotten Realms (Baldur's Gate games, R.A. Salvatore and Shadowdale books), it would help if someone could work with me on figuring out some of the background stuff.

You can prepare a generic background and then we could work on adapting it to the Forgotten Realms, I would help you if you wanted.


Going to put down my interest as well, I've been a dm for the realms for years, but have next to no experience playing in it.


DM_Keddah wrote:

A bit more of information about the Crunch :

Races: Core allowed, others on a case by case basis.
Classes: All Paizo allowed
Archetypes: All Paizo allowed (setting specific ones would be adapted if needed)
Feats: All Paizo allowed (3.X FR specific will be adapted if needed)
Skills: We'll use Background skills

Characters will be created with 20 point buy.

Starting level 2
Starting wealth: 1250 GP

Every character must choose a Patron Deity and will receive a Regional Feat in addition to her standard feats.

Just a few questions:

1. HP - Max at first then roll or another system?
2. Can we use some of that starting gold to buy spells to add to spellbooks?
3. For background are you looking for a paragraph or more?
EDIT: Sorry forgot a Question or two: 4. Any Traits?
5. Can I use starting Gold to scribe any scrolls?


Storyteller Shadow wrote:
DM_Keddah wrote:

A bit more of information about the Crunch :

Races: Core allowed, others on a case by case basis.
Classes: All Paizo allowed
Archetypes: All Paizo allowed (setting specific ones would be adapted if needed)
Feats: All Paizo allowed (3.X FR specific will be adapted if needed)
Skills: We'll use Background skills

Characters will be created with 20 point buy.

Starting level 2
Starting wealth: 1250 GP

Every character must choose a Patron Deity and will receive a Regional Feat in addition to her standard feats.

Just a few questions:

1. HP - Max at first then roll or another system?
2. Can we use some of that starting gold to buy spells to add to spellbooks?
3. For background are you looking for a paragraph or more?

HP max for 2 first levels then roll or choose half die (1d6 = 3, 1d8 = 4...)

Yes you can add spells with that gold as long as you justify it for me to see.

I was looking at least for a paragraph but don't mind if you want to go longer on your background.


My draft submission. Will finish Gear later.

Kleth Shleth - Human Halruuan Wizard (Abjurer) 1/Cleric of Azuth 1:

HP = 1d8+2 & 1d6+2 + 1 (Favored Class Wizard)
AC = 12 – (Dexterity Bonus)

Initiative +2

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 17 (+2 Human) (+3)
Wisdom 14 (+2)
Charisma 10 (-)

F 2 + 2
R 0 + 2 (Great Reflexes)
W 2 + 2 + 2

BaB +0
Melee Attack – -1
Hand of the Acolyte 5x day +2 – Weapon Damage -1
Ranged Attack +2
CMB +1
CMD 10+2 = 12

Feats: Human – Lightning Reflexes
(1) Combat Casting

Domains: Knowledge – Magic

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spell – Comprehend Languages

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spell – Identify

Spells Cleric: 0th – 3 – Create Water, Purify Food & Drink, Detect Poison
1st 2 + 1D – Bless, Protection from Evil – Comprehend Languages

Aura -

Concentration – Cleric - +7 – Wizard +8

Channel Energy – 5x Day 1d6

Spells: Wizard: 0th – Read Magic, Detect Magic, Light
1st 2 + S –

Scribe Scroll

Arcane School - Abjuration – Opposition schools – Illusion & Enchantment

Resistance Fire 5

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spellbook: (0th) All.
(1st) Adjuring Step, Shield, Grease, Mage Armor, True Strike, Magic Missile = Ray of Enfeeblement, Expeditious Retreat, Touch of Gracelessness, Feather Fall, Shocking Grasp

Skills:
Ranks Cleric 2+Int +1 Human – Ranks Wizard 2+Int +1 Human – (12 Total)

Diplomacy
Heal (1) +6
Knowledge Arcana (1) +7
Knowledge Dungeoneering (1) +7
Knowledge Local (1) +7
Knowledge Nature (1) +7
Knowledge Planes (1) +7
Knowledge Religion (1) +7
Perception (2) +7
Profession (Sage) (1) +6
Sense Motive (1) +6
Spellcraft (1) +7

Background Skills:
Appraise
Knowledge Engineering (1) +7
Knowledge Geography (1) +7
Knowledge History (1) +7
Knowledge Nobility –
Linguistics – (1) +7

Languages – Common, Draconic, Undercommon, Goblin, Abyssal

Gear:

spoiler=Bonded Object Ring Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.


Storyteller Shadow wrote:


EDIT: Sorry forgot a Question or two: 4. Any Traits?
5. Can I use starting Gold to scribe any scrolls?

One trait per character and a Regional Feat.

Yes you can.


Submitting Khaz Cloudbreaker. A dwarf from the Orsraun Mountains, specifically from Ironfang Deep. A small expedition was sent south to the Deepwing Mountains of the Vilhon Reach. Prospectors had found precious gems, but it was untapped due to the variety of winged terrors which roosted there. Khaz, raised to be a scout for the small dwarven hold, was hired as a mercenary for the expedition to keep an eye on the skies. When the expedition concluded (thankfully with little incident), the dwarves made their way to nearby Chondath, to buy exotic goods from the humans to bring back with them to Ironfang Deep.

Khaz was completely taken aback by Arrabar, the human capital. It was the largest city that he had ever seen. Struck with the desire to not only see it, but the world at large, he made the fateful decision to part ways with his kinsman and to stay within Arrabar to find work as a mercenary.

As a dwarven scout, Khaz prefers to travel light and forgoes the use of armor. He instead relies on his bow and his wits to keep him safe. For an adventuring party, he brings with him a keen eye for traps (as many a kobold left such devices around the trading routes of his hold), a well crafted dwarven longbow, and a surprisingly decent ability to move around undetected.


Hey, my favorite era of FR! I'm definitely interested. Plus, I've been thinking the vigilante class would be a great fit with the Harpers but haven't had a chance to play that.


Ken Marable wrote:
Hey, my favorite era of FR! I'm definitely interested. Plus, I've been thinking the vigilante class would be a great fit with the Harpers but haven't had a chance to play that.

Cool idea.


I've never managed to get very far playing an Eldrich knight, wanting to compare it to a Magus (which I have played a few times).
This seems like a perfect opportunity, because I could create a Nimbral wizard.

Back in 2nd Edition, Nimbral warriors were special in that they were the only Forgotten Realms kit that gave a warrior spells, aside from Halruuan warriors.
And since Nimbral was created by Halruuan expatiates...


(Hyregoth)
I have a combat oriented Elvish Rogue built up.

Vaelen was a member of one of the many traveling bands of Wild Elves attempting to keep Human expansion into the forest of Chondath at bay. As an Inlfiltrator, he traveled the land with his brethren listening in to conversations around the human settlements until, one day, he met up with a group of adventures seeking to rid the City of Arrabar of their vermin infestation.

Vaelen and his wandering band worship Erevan Ilesere mostly but the other gods of the Elven pantheon are celebrated as well. Though keen on keeping the forest safe, Vaelen does not share the hatred of humans as some in the realm do. He is on good terms with the Treants of the Forest from whom he was given his namesake...Strongbow (Masterwork Longbow made of a very special variety of Yew).


I miss my warlock in 3.5 using Eldritch Glaive :( That was so badass. Visually, I mean. It was strong, but nothing insane in lands of DnD 3.5 (with the broken druids, punpun kobolds, etc.)


Hah. PunPun....


ST Shadows Submission.

Gear Cost:

Spells - Kleth learns 6 spells for "free". The other 5 he has selected will cost him. 50 GP for the scrolls and then another 10 GP to transcribe them into his spellbooks. So 60 X 5 is 300 GP to add the additional 5 spells to his spellbook.

It will cost 25 GP per scroll to make new scrolls. He has 950 left.

I will make the following scrolls:
True Strike x4 - 100 GP.
Expeditious Retreat x4 - 100 GP.

That leaves him with 750 GP.

With which I will purchase:
Quarterstaff -
Crossbow Light - 35 GP
20 Bolts - 2 GP
Dagger (3) - 6 GP
Backpack - 2 GP
Parchment (25 sheets) & Quills (2) & Ink (2 - 1 oz vials) - 22 GP
Chalk (2) - 2 CP
Torches (8) - 8 CP
Flint & Steel - 1 GP
Candles (1) - 1 SP
Hooded Lantern - 7 GP
Oil (4 pints) - 4 SP
Belt Pouches 2 - 2 GP
Magic Item Components - 100 GP Misc.
Rations (5 Days) 2 GP 5 SP
Signet Ring 5 GP
Spellbook - 15 GP
Holy Symbol Silver 25 GP
Magnifying Glass - 100 GP

About 400 Left (getting too tired to total that)

Antitoxin (2 Vials 100 GP
Alchemists Fire (2 vials) 40 GP
Everburning Torch 110 GP

About 150 GP left

Explorer Outfit & 2 Scholar Outfit + Boots - 22 GP

Maps of Faerun! ???

I'll finish my background tomorrow


Ken Marable wrote:
Hey, my favorite era of FR! I'm definitely interested. Plus, I've been thinking the vigilante class would be a great fit with the Harpers but haven't had a chance to play that.

Although I like the idea the campaign I have in mind would have a lot of travel that may not be the best fit for a vigilante.


Will you be using combined athletic skills (acrobatic, jump, climb)?

I think I have adjusted everything else here

Of course, I will move it over if selected.


L Kanan wrote:

Will you be using combined athletic skills (acrobatic, jump, climb)?

I think I have adjusted everything else here

Of course, I will move it over if selected.

We'll use the standard skill system but for Background skills


DM_Keddah wrote:
Ken Marable wrote:
Hey, my favorite era of FR! I'm definitely interested. Plus, I've been thinking the vigilante class would be a great fit with the Harpers but haven't had a chance to play that.
Although I like the idea the campaign I have in mind would have a lot of travel that may not be the best fit for a vigilante.

A lot of the social talents are renowned-based (and therefore tied to a location), but I was always more interested in the other aspects because most campaigns I have played in traveled a lot as well. Thankfully, they have plenty of non-renown social talents that are interesting. However, if you still think it's a poor choice, I have plenty of other ideas.


Okay, so, first of all, thanks to ST Shadow for suggesting a country of origin for me that makes geographic sense. DM Keddah, if there is more you would like me to work on with the Backstory, I'd be happy to work with you for that. Otherwise, I present Menrozzar Vyrlock, red dragon-blooded bloodrager from Chessenta.

Crunch:

Menrozzar Vyrlock
Male human bloodrager (rage shaper) 2
CG Medium humanoid (human)
Patron Deity Tchazzar
Init +2; Senses Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
Hp 24 (2d10+4 Con)
Fort +4, Ref +2, Will +2
Special defenses Uncanny dodge
OFFENSE
Speed 30 ft
Melee masterwork heavy flail +6 (1d10+4, 19-20/x2)
Melee 2 claws +5 (1d6+3, x2)
Melee dagger +5 (1d4+3, 19-20/x2)
Ranged composite longbow (+2 Str) +5 (1d8+2, x3, 110 ft)
Ranged dagger +4 (1d4+2, 19-20/x2, 10 ft)
Special attacks bloodrage (8 rounds/day)
STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 13
Base Atk +2; CMB +5; CMD 17
Traits Armor Expert
Feats Armor Proficiency (light, medium), Iron Will, Power Attack, Shield Proficiency, Weapon Proficiency (simple, martial)
Skills (ACP-2; -0 Acrobatics and Climb) Acrobatics +7, Climb +7, Craft (leather)* +4, Handle Animal +5*, Intimidate +5, Knowledge (arcana) +4, Linguistics* +1, Lore (Chessenta) +4*, Perception +5, Survival +5, Swim +5
Languages Common, Draconic
SQ Bloodline (draconic (red)), Bloodline powers (claws), fast movement
Combat Gear potion of cure light wounds Other Gear masterwork heavy flail, composite longbow (+2 Str) with 40 arrows, dagger, masterwork agile breastplate, bloodrager’s kit (backpack, blanket, belt pouch, flint and steel, iron pot, rope, 10 torches, 14 days trail rations, waterskin), bedroll, common artisan’s tools (leatherworking), 12 gp, 4 sp

SPECIAL ABILITIES
Traits
Armor Expert (Ex) - You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Class Abilities
Bloodline - Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodrage (Su) - The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects

Claws (Su) - At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Fast Movement (Ex) - A bloodrager’s land speed is faster than is normal for his 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 bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex) - At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Backstory:

Menrozzar was born in the city of Cimbar, in the country of Chessenta. His parents, both part of the Church of Tchazzar, had him trained in the arts of combat, as tensions were on the rise between the city-states yet again. It was during this training that Menrozzar first entered a rage and grew draconic claws, severely wounding his sparring partner, who did survive. Menrozzar felt a great deal of guilt for having done so, but he found himself with a lust for battle he could not quench. Rather than isolate himself, he focused on learning to control the rages and continue using practice weapons as opposed to succumbing to the blind rage. Eventually, he is able to use the rages to enhance his battle prowess enough to be able to identify allies and avoid striking mortal blows in training. Eventually, upon reaching his 20th year, he found he could no longer grow in strength in Cimbar. So, rather than become a soldier, Menrozzar left the and journeyed to Chondath. There, he found a group of other adventurers and joined with them in slaying some dangerous vermin. They seem to be good allies, so Menrozzar has decided to stay with them until such time as he no longer can.


Ken Marable wrote:


A lot of the social talents are renowned-based (and therefore tied to a location), but I was always more interested in the other aspects because most campaigns I have played in traveled a lot as well. Thankfully, they have plenty of non-renown social talents that are interesting. However, if you still think it's a poor choice, I have plenty of other ideas.

I just wanted to make sure you realised that before you spent your time and had to redo the character. If you want to introduce your concept I'll have a look at it and get back to you.


It was mentioned that the group will do a fair bit of travelling, but are we talking Travelling all over Faerun, all of Toril, planewalking?
I'm mostly curious if Maztica, Kara Tur or any other part of Toril will be visited?


Dot. Thinking a skill type, maybe investigator.


BoggBear wrote:

It was mentioned that the group will do a fair bit of travelling, but are we talking Travelling all over Faerun, all of Toril, planewalking?

I'm mostly curious if Maztica, Kara Tur or any other part of Toril will be visited?

No planewalking in my plans as of right now. Maybe MAYBE some other continents in Toril depending on the characters too.


Ok, fair enough, then I'll not plan around anything like that.
Will be be able to get downtime from time to time, for item crafting/enchanting? Or is it going to be a bit more intense so I shouldn't take any item crafting feats?


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At the beginning it will be quite intense, two or three adventures almost consecutive. Later there'll be some downtime.


That's fair, will take some time to gather the resources and earn the feats anyway.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Alright, here the rough draft for my Wind Oracle of Anhur, Mulhorandi god of war, wind, and raptors. As the empire is gobbling up what's left of Unther in the wake of Gilgeam's death, the more forward-looking churches of Mulhorand have dispatched agents out into the wider world as scouts and cultural ambassadors, though Mazir is one of the few sent out by Anhur's faithful, given their preoccupation with the ongoing conquest of Mulhorand's old rival. He's got an eye for political and military analysis.

Mazir Ketamet: CG human (Mulan) Oracle2:

hp18, Spd30, F +1, R +2, W +3, Ini +4
Str13 Dex14 Con13 Int12 Wis10 Cha17; BAB +1, CMB +1, CMD13
AC17 (+4 chain shirt, +2 Dex, +1 buckler); Touch12, Flat-Footed15
Attacks: Shortspear +2 melee (1d6+1) or Light Crossbow +3 ranged (1d8)
Feats: Skill Focus [Knowledge (Planes)], Augment Summoning, Theocrat
Trait: Reactionary
Skills (5/day): Diplomacy +10, Knowledge (History) +6, Knowledge (Planes) +9, Knowledge (Religion) +8, Spellcraft +6, Stealth +6*
Abilities: Curse (Powerless Prophecy), Mystery (Wind [Invisibility]),
Spells: 5/-/-/-/-/-/-/-/-
[0]: Guidance, Mending, Stabilize, Purify Food & Drink, Create Water
[1]: Alter Winds, Shield of Faith, Bless
Equipment: Ms chain shirt, ms buckler, spear, wand of Cure Light Wounds,

Will get an update in once I've finished item shopping for him. C&C welcome!

Grand Lodge

dot


Not entirely 100% sure if everything is right, but I think it may just be.
so here is Boggbears full submission.


I'm setting a deadline for submissions, next sunday will be the last day I'll be accepting submissions.

I'm thinking of a group of 5 or 6 adventurers, will try to make it viable rules-wise and interesting in a story sense.

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