| rashly5 |
For the city, I vote for 4 (Taldor). Big fan of freedom here.
Rolling for my anti-paladin! I am evil...ish. Still haven't decided on a name yet.
And since we're a big fan of randomness, let's roll for everything!
Stats: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stats: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stats: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Reroll: 2d6 + 6 ⇒ (2, 5) + 6 = 13
HP: 3d10 ⇒ (9, 4, 1) = 14
Hmm, somewhat below average. Well, I suppose if that's what chance has given.
Strength: 16 (13 + 2 + 1)
Dexterity: 13
Constitution: 13
Intelligence: 12
Wisdom: 11
Charisma: 16
Human +2 stat boost: Strength
4th level stat boost: Strength
HP: 32 = 10 [1d10] + 14 [3d10] + 4 [con] + 4 [favoured class]
Cruelty: Sickened
Usual Prepared Spells: Bane
---
Skills per level: 5 = 2 [base] + 1 [int] + 1 [human] + 1 [Fast Learner]
Bluff
Diplomacy
Intimidate
Perception
Sense Motive
---
Feats:
1st: Power Attack
Bonus Human: Fast Learner
3rd: Furious Focus
Balik Lyrune
|
@Tobaris - please see a preliminary submission for Balik, a halfling shoanti darkness shaman (druid). I've got some gear to buy, and maybe some (minor) tuning on skill and spell selection.
In terms of location - I'll vote for anywhere except Varisia.
Balik hails from the halfling clans salted through the Shoanti-controlled hills of Varisia. The halflings in this region adopt many of the traditions and practices of the human Shoanti Clans (though the halflings will argue, persuasively, that the humans are aping ancient halfling practices).
It was apparent from an early age that Balik was touched by great powers - and powers that flourish in the darkest night. Many of Balik's clansmen had a talent for interacting with the natural world - moving lightly through forests, having great empathy with animals, and talents for finding sustenance and shelter in the wilds. In contrast, Balik stayed away every new moon, and would return with black foxes, or bearing nightshade and mistletoe with black berries. Her clansfolk became uneasy when she began to return with shrine elements and writings of the dead god Curchanus.
Although Balik's gifts were embraced by the tribe, individual clansfolk felt uncomfortable with the 'weirding chylde'. She was fostered to the Lyrune Clan (and eventually took their name) and their aging shaman Haldorus to develop and nurture her 'weirding ways'. This was a great success, and Balik has - and maintains - a very close relationship with her mentor.
But in her 25th year, Balik was plagued with dreams and portents. That piece of her that responded so directly and viscerally to some legacy of Curchanus goaded her. Haldorus consulted with her, and scryed her destiny. The unambiguous scrying was as imperative as inscrutable. Balik was to travel alone, at night, in a specific direction, where unseen presences awaited her. A message and a task awaited her - and she would recognize new companions and the task - both set squarely on the path of her destiny.
Balik is a very private person. She is most comfortable stalking through the night of a new moon, hunting prey for her sustenance, and to support her clan. Fostered to the Lyrune clan, she has adopted their less berserkergang, more measured and deliberate approach to life and warfare. But like the broader Shoanti, Balik cares little for the constraints and niceties of Inner Sea 'civilizations'. She came to adulthood, and is strongly in tune with, some of the most immediate, savage, and visceral elements of the natural world. In addition to the savagery of nature, Balik is also touched by the Void, and her dead god Curchanus. Balik has a profound capacity to disregard the irrelevant - including empathy, pity, or personal connection - her cool, dissociated regard can be deeply disturbing - particularly from an attractive 3 foot tall childlike figure. It is even more disturbing when Balik turns from her iciest moments, and moments later reengages as a warm and personable companion.
Female Halfling Druid (Shoanti Shaman) 4
N Small Humanoid (halfling)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 36 (4d8+4)
Fort +6, Ref +4, Will +9; +1 trait bonus vs. fear, +2 vs. fear, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks black motes (5/day) (dc 13), touch of darkness 2 rounds (7/day)
Spell-Like Abilities
. . 7/day—Touch of Darkness 2 rounds (7/day)
Druid (Shoanti Shaman) Spells Prepared (CL 4):
2 (3/day) Barkskin, Bull's Strength, Animal Trance (DC 16), Binding Earth (DC 16)
1 (4/day) Charm Animal (DC 15), Obscuring Mist, Cure Light Wounds, Commune With Birds, Tripvine (DC 15)
0 (at will) Know Direction, Detect Magic, Guidance, Purify Food and Drink (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 19, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Blind-Fight, Eldritch Heritage, Skill Focus (Knowledge [nature])
Traits Fast-Talker, Shoanti Tattoo
Skills Acrobatics +6 (+2 jump), Bluff +10, Climb +2, Fly +4, Handle Animal +6, Heal +8, Knowledge (nature) +12, Perception +6, Spellcraft +7, Stealth +8, Survival +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Halfling
SQ fearless, nature bond abilities (darkness), resist nature's lure, spontaneous casting, trackless step, wild empathy, wild shape (1/day), wild shape (animal), woodland stride
Other Gear 10500 GP
--------------------
Special Abilities
--------------------
Black Motes (5/day) (DC 13) (Sp) 5'w x 30'h column inflicts 1d4+1 cold damage (Ref negates).
Blind-Fight Re-roll misses because of concealment, other benefits.
Druid (Shoanti Shaman) Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Fearless +2 racial bonus vs Fear saves.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Shoanti Tattoo +1 trait bonus on saving throws against fear effects.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Touch of Darkness 2 rounds (7/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Void-Touched The darkness between the stars calls to you.
Associated Bloodline: Starsoul**.
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessnes
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
| rashly5 |
Will you allow the Demonic Obedience feat? I can't find it on the PRD though.... If allowed, I would take Baphomet as my Demon Lord.
| Tenro |
woooooo this thread blew up while i was at work
I am going to go with a wizard evoker who will head for the Bloodmage Prestige Class. He will be an evoker, and I am thinking Neutral alignment. He will have been studying the theory behind what the Bloodmages in Kaer Maga do, and has taken the first steps along the route of using his blood to strengthen his spellcasting. Unfortunately, it has taken a toll on his physical well-being.
hp: 3d6 + 6 ⇒ (3, 4, 3) + 6 = 16
stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
reroll
stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
hah
Balik Lyrune
|
@Grimward/Huluk - I set up Balik as a potential 'Oracle lite', if the GM's inclined. Exactly who else would believe the nomadic psychotic and oddly disturbing little waif, and go off the reservation to follow her prophecies... well... I guess that would have to be a bunch of people that didn't want to get kicked in the shins. In the dark. With pointy shoes.
| Ptolmaeus Arvenus |
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
Reroll: 2d6 + 6 ⇒ (5, 2) + 6 = 13
THE DICE HAVE SPOKEN
I think it is time for me to play my rogue of terror. A purely amoral, high functioning sociopath who has decided it is time to do 'the right thing'. The only snag is that he has no idea exactly what that entails.
3d8 ⇒ (5, 7, 7) = 19
| Tenro |
Canim "The Corpulent" is my submission. The alias isn't complete, I still have work to do, but it should give you the general idea.
| Kyomi Ohayashi |
Need an assassin to help keep those drunk's hands to themselves?
Why yes Cilian, a good Cartesian always needs a someone to do a bit of blade work now and then.
Is starting coin 6000gp or 10,500gp??
Every ones getting such good rolls to nip with the 25 buy.\here gos
Ill take what I get
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
one Re-Roll 9
2d6 + 6 ⇒ (1, 1) + 6 = 8
Lickly Re-Roll 8s
2d6 + 6 ⇒ (4, 6) + 6 = 16
WOW ok keeping them
11
16
16
18
14
13
so
Str 11 13-2 Race
Dex 18 16+2 Race
Con 11
Int 19 +1 Level
Wis 14
Cha 18 16+2 Race
| Tobaris |
Will you allow the Demonic Obedience feat?
Since I can't open that page you will have to PM me the details of the feat then I will consider it.
| Sixth |
We burned half of the town to stop a Lamashtu plague Brad Drunk.
Lol that soon? I thought the party would be decided up next Tuesday!
Anyway, I'm submitting Sixth for consideration, Walter's character. The basic background is there, but I'm finishing the other details, like appearance, behavior, contacts. I'm also pming some of the other possible players to see in what can we interact, but so far most of them are really villains ^^
Sixth is a summoner with an Undead Eidolon, not the one he like to have, but still, you use what you can, right?
I post multiple times a day and like long campaigns, so I hope to be among the selected. ^_^
| Tobaris |
Is it alright if i roll for a few higher dc alchemey items that i cannot yet take 10 on.. If i fail to hit 25 i just lose the material costs?
That's fine by me.
@Sixth. I was initially planning to do that but considering the overwhelming response I've had in character concepts I decided to bump up the schedule. Plus things rarely going according to plan is going to be a bit of a theme with this game. >:D
| Brad Drunk |
Fluff!!!!!
Brad came to Cassimor three years ago and told the nearest barkeep that he would like to crawl up into a bottle and never come out. Brad paid the man with a substantial amount of money and was told that he would never have to worry about anything ever again.
The days went by and as he started drinking he has found himself being able to achieve a more spontaneous fighting style. There were fights that he wasn't the cause of but somehow got involved in over the years but no one died and the worst injury was a mild concussion. Save for the broken chairs, tables and bottles. But he lead a quite life and became known as the Town Drunk. Never giving his full name people started calling him Brad Drunk and sometimes they wouldn't pronounce the "r" correctly. Not that he cared, he knows he did something but he can't remember what and that is fine with him.
Every once in a while people would come asking for a "Brad Hemmingsworth" and they came with a bounty sheet but people would turn the other way and say that they haven't seen him. They might not like Brad but he had always kept to himself and they didn't want someone else to come in and be a bad influence being drunk.
However since the "incident" he got involved in by being in the wrong place at the wrong time. All he was doing that day was taking a stroll by his favorite part of town, drinking of course, and he came across some fire. Now being the drunk that he is he forgot that Ale was flammable so he poured his drink on the fire hoping to put it out. Well that caused more problems than it solved and the gist of it was that half of the city was burned down. He didn't realize at the time but it wasn't all his fault however the people don't believe him and are now driving him out of town. The barkeep has to side with the people or else he will lose his business but before Brad left the inn the barkeep stocked him up with Ale for as long as much Ale as he could store.
Brad is now having to worry about becoming sober. something he desperately doesn't want to happen for reasons he has forgotten.
EDIT:Rest of Character Sheet
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
25 point buy
Str: 14
Dex: 14
Con: 16 -> 18 Racial
Int: 8
Wis: 15 -> 16 @ level 4
Cha: 10
-----Traits-----
Crowd Dodger: Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Martial Manuscript: Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.
Fortified Drinker: Benefit: Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
-----Feats-----
Human Bonus Feat: Combat Reflexes
Level 1 Feat: Crane Style
Monk Bonus Feat level 1: Panther Style
Monk Bonus Feat level 2: Crane Wing
Level 3 Feat: Fast Drinker
-----Class Abilities------
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. 1d8
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
This ability replaces a monk’s standard bonus feats.
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.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed. +10 ft.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Drunken Ki (Su)
At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity.
This ability replaces still mind.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Name | Weight
Ring of Protection (+1) | -
Handy Haversack | 5 lbs.
Bag of Holding (type 1) | 15 lbs.
Monk's Outfit | 2 lbs.
Muleback Cords| 1/4 lbs.
Masterwork Backpack | 4 lbs.
Belt Pouch (4) | 4 lbs.
Inside of both the Handy Haversack and the Bag of Holding:
A combined total of 120 pints of Ale being held in 120 vials.
I am counting a Vial as one cubic foot. A tankard of ale is 1 pint, a vial holds 1 pint. However if you rule that the pint must be drunk out of a mug/tankard then... 2938 G 8 S Combined in the Masterwork Backpack and Belt Pouches. 59 lbs. of coins for either option.
2937 G 6 S Combined in the Masterwork Backpack and Belt Pouches.
Total Weight: 89.25 lbs. Carrying Capacity: Light: 200 lbs. or less, Medium: 201–400 lbs., Heavy: 401–600 lbs., Over Head: 401–600 lbs. Lift Off Ground: 1200 lbs., Push/Drag: 3000 lbs.
Worth the overkill on carry capacity.
Acrobatics +9, Knowledge (History) +4, Knowledge (Religion) +4, Perception +10, Sense Motive +10
-----Offense-----
Movement: 40ft.
All Attacks To hit:+5, when using Crane Style +4
Unarmed Damage: 1d8+2
-----Defense-----
HP:43
AC: 17 FF: 15 Touch: 17
Saves: Fort:+8, Ref: +6, Will: +7
-----Miscellaneous-----
Ale: 120/120
Favored Class Bonus: HP: 4, SP: 0, Human Alternate: 0
Ki Points: 5 (+1 temporary after drinking)
-----Coins-----
P: 0
G: 2937
S: 6
C: 0
| Tobaris |
The Decision has been made I will clarify the details in a moment however these are the players I have chosen:
Kyomi Ohayashi -Trickster Rogue
Sixth- Summoner
Seinal- Bladebound Hexcrafter
Cilian- Rogue
Canim "The Corpulent"- Wizard
Balik Lyrune- Druid
Grimward Brack- Oracle
Finnigin Omally- Fighter/Wizard
Byron Swiftwater- Wizard
Shozan the Shadow- Fighter/Ninja
In case you are wondering yes I'm aware this party is horribly unbalanced but I could also see these people working together and banding together as a family or at least as allies.
| Tobaris |
Grimward Brack will be the main oracle and vision receiver, however Balik Lyrune and Seinal also receive visions that often corroborate Grimwards. This will also allow us to split the party up while keeping vision for everyone.
Balik and Seinal your visions are often based around misfortune and darkness, one of the reasons you help Grimward is because he is the only one out of the three of you to receive visions that hint at positive outcomes. Also his visions seem to be the easiest to affect.
| Seinal |
Balik and Seinal your visions are often based around misfortune and darkness, one of the reasons you help Grimward is because he is the only one out of the three of you to receive visions that hint at positive outcomes. Also his visions seem to be the easiest to affect.
Of course, setting fate on its head is enough motivation for me. Following around an orcale for the sole purpose of disrupting the destiny his eyes see is right up my alley.