The party passes through the now mould-free tunnel.
The cavern beyond doesn't have anything remarkably distinctive about it, save for the six ghouls loitering on guard here. They snarl and begin to advance...
Ekan must make 2 Fortitude saves for the first bite, and 2 fortitude saves for the second bite. One for disease, the other against paralysis for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.
Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
I believe as a monk of his level, Ekan is immune to diseases. :) Yay weird abilities Fort Save 1 against Paralysis1d20 + 7 ⇒ (14) + 7 = 21 Fort Save 2 against Paralysis1d20 + 7 ⇒ (16) + 7 = 23
I'd recommend requesting forgiveness, instead. Happy Easter, everyone! Thank you for your patience!
Conner darts forward and brutally hacks apart the ghoul flanking Ekan, but would perhaps have been better served by hanging back--Eostre's flaming sphere barrels through where the ghoul's two mutilated bits are, scorching Conner and reducing the rest of the ghoul's corpse to ash.
Conner, give me a Reflex Save. Eostre, roll Flaming Sphere damage.
Evelyn turns her attention to the rear, briefly spitting up blood as Conner's pain floods through her life link to him.
Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
"They certainly seem to have a better survival instinct that some undead," Ekan watches them run, tempted to give chase and finish the horrid things off.
AC 12, T 12, FF 10; Fort +3, Ref +3, Will +6; Init +7; Perception +9
Sorry this is late!
Flaming Sphere Damage:3d6 ⇒ (5, 5, 2) = 12
"They're ghouls, like Foxglove got turned into, they've got enough survival instinct to be predators," Eostre replies. "So much for the element of surprise, though."
HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2
"I'll take what I can get." Conner winces and checks out his burn. "Okay, do we rush in before whatever's down there can get ready, or take it slow and try to scout it out?"
M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
"I don't much like the idea of rushing into whatever's ahead," Nicat responds. "You know me, Conner, I'm the thoughtful, cautious type. Let's just make our way down the hall, maybe peek around the corner? One thing we know for sure, there's some ghouls waiting for us that way."
Such were the words that greeted many an adventurer at the very beginning of the Pathfinder Roleplaying Game. Those words heralded a new world to explore for would-be heroes, filled with wonder, danger, darkness and glory. Beyond lay countless tales of lost treasure, great battles, true love, miracles, and foul villains.
Have ye what it takes to relive it?
Hello everybody! I'm looking to start a PbP Rise of the Runelords campaign of my own.
Here's what I'm looking for:
Party Size: 5-6 PCs.
Races: Any race from the Core Rulebook. Featured Races from the Advanced Race Guide will be considered, but with everyone, a good backstory is ideal.
Classes: Any, except for 3rd party, Antipaladin or Synthesist Summoner. Gunslingers better have a good reason for being so far from the Mana Wastes.
Alignments: Evil characters not allowed.
Hit Points: Max at 1st level, then you can either take the best of 2 rolls or your average on level up.
Starting Gold: Average for your class.
XP Track: What XP Track? You'll level up at appropriate points.
Ooh, excellent! I'm very interested and already have a cleric in mind. Will be posting her later after I adjust her point-buy. Will also make an alias if accepted.
STATISTICS Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Warrior Priest
Traits arcane temper, sandpoint faithful
Skills Craft (painting) +4, Diplomacy +7, Knowledge (religion) +4, Sense Motive +7, Spellcraft +4
Languages Common, Varisian
SQ aura, domains (defense, fate)
Other Gear four-mirror, glaive, javelin (3), artisan's tools, backpack, bedroll, belt pouch, flint and steel, wooden holy symbol (Shelyn), holy text, rope, soap, spell component pouch, torch (10), trail rations (5), waterskin, 64 gp, 1 sp
Background:
Sylvia gasped as she threw off the last vestiges of sleep. "Mother! Father!" she shouted, gasping in the night air. It took her a moment to realize that she was no longer in Magnimar, but at the Rusty Dragon in a small town just north of there. Sandpoint.
As a priestess of Sarenrae, she had learned of the opening of a new cathedral, one that would be dedicated to six of the most divine local gods and goddesses. Shelyn herself was to be honored, and Sylvia had hopes of attending the festival, the Butterfly Festival in honor of Desna. It was supposed to be a break, but she kept having these dreams. Darkness creeping over the horizon, some strange catastrophe just on the verge.
Don't be silly. They're just dreams!
She silently padded to the open window of her room, her nightgown soaked from sweat. The air was cool, and a gentle breeze came through, cooling her off. Smiling gently, she closed the window and went back to bed. The festival would be beginning tomorrow morning, and she hoped to be there bright and early for the festivities.
---------
Sylvia grew up in a middle classed family of merchants in Magnimar. They were quite pleased when their youngest daughter showed promises of joining the Church of Shelyn. She excelled at her classes and graduated early from seminary at a young age. She went back to living with her parents and older brother before becoming restless.
She had visions, mostly at night. Some were good, but most were horrible. She felt that she was being asked to be part of something bigger. Packing up her few belongings, she tearfully explained to her family what she was planning to do. Seemingly at random, she decided to head north, where she heard of a new chapel being rebuilt in a small town called Sandpoint. Something inside of her stirred. She felt... compelled to go there. This was her meaning, what she was here for.
Now with a destination in mind, she felt confident, if a little uneasy and afraid. She moved with deliberation down the traveler filled road to Sandpoint.
Dotting. Would you not blame me for being single minded if I put down this one Tiefling character I REALLY want to play that I've been pitting down as my app? (Sorry for mistakes, using an iPad right now) He's a hero, nawt a villain, and it'd be a cool interaction between him and the two orderlies in the insane asylum. However, I've been using him for two apps and neither have succeed. Can any of you guys tell me what's wrong? (Look at my profile.)
A short figure with green flowing hair hurries into the square.
He bows deeply with a flourish, announcing "Greetings! Cerinnibert Daergel, at your service! I have been drawn to your fair city by dreams of a dire emergency. I offer my humble services to the citizens of Sandpoint in your time of need, I hope you will accept!"
As he speaks, a small thundercloud slowly forms over him. When he finishes, he looks around at the gathered crowd for a moment, then looks up and waves away the errant storm which obligingly dissipates.
Would you also allow a theoretical, but likely, favored class boon for humans, allowing them to increase their prepared table much like a human sorceror increases spells known?
Otherwise, here is crunch on Erawys Jomassenon, scholar of ancient magics.
I'll do backstory later, but basically he is a scholar fresh out of the Twilight Academy in Galuria, trying to find out more about Thassilon. He is haughty and meticulous, but always has a plan. He is perhaps too confident in his abilities.
Dotting for interest. Just need to fix a few things, move him up from 20 pnt buy to 25 and change favored son trait to giant slayer trait, and work that trait into his background.
Specialty School Void Elemental
Opposition Fire Elemental
Spells Prepared (CL 1st; concentration +6):
1st Color Spray, Grease, Mage Armor, Shield (void)
0 (at will) Acid Splash, Detect Magic, Guidance (void)
STATISTICS Str 7, Dex 14, Con 12, Int 20, Wis 12, Cha 10
BAB +0; CMB -2; CMD 10
Feats Scribe Scroll, Toughness
Traits Adopted (social), Arcane Student (race), Hedge Magician (magic), Merchant Family (campaign)
Drawback Vain
Skills Craft (alchemy) +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +11, Knowledge (religion) +9, Perception +1/+3 (familiar), Sense Motive +1/+3 (familiar), Spellcraft +12
Languages Celestial, Common, Draconic, Elven, Ignan, Varisian
SPECIAL ABILITIES Reveal Weakness (Su) As a standard action, select a foe within 30 ft. That creature takes a penalty to AC and saving throws equal to 1/2 your caster level (minimum 1) for 1 round. You can use this ability a number of times a day equal to 3 + Intelligence bonus.
Void Awareness (Su) +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every 5 wizard levels. At 20th level, you can roll twice to save against a spell or spell-like ability and take the better result.
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
Typical Alignment Ng
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
Emberkin Race Traits: Burnished Skin, Pyromancer
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
Just read a bit of your Crimson Throne thread, Dragoncat, and it looks like you run a fun, well-written game! I've got a character from a Runelords game that faded away last year, I may try to repurpose him - his story was fun, but his build might need some work.
That's what I was hoping for ref crafting! Please let me know what you think of my fluff.
Background:
You could say Reginald did not have a typical childhood. Found abandoned by a cousin of Hobart Deverin, the family quickly recognized that the boy was touched by Outsider blood. Reginald spent his entire youth doted and fawned upon, especially once his innate talents began manifesting itself. His adopted family pushed Reggie to hone his control of magic, bringing in the best tutors and providing rare books of knowledge.
Alyria (Reggie’s adopted mother): Cousin, you shouldn’t push him so hard. He is but a boy.
Hobart Deverin: Alyria, I feel your concern but I see greatness in him. He is not of this natural world. There is something special coursing through the lad’s veins. Spare no expense. He shall have the best training our riches can offer!
Perhaps the Deverin family saw how his natural affinity to magic might benefit the clan one day in the future.
Due to his Peri blood, Reggie always held a rapt fascination with fire. He was drawn to flames like a moth. One night when he was about 10 years old, while staring into the cooking fire tended by his mother, he accidentally sparked the flames, creating a stream of thick smoke that filled the room. Panicking and not knowing what to do, the young Reggie ran out of the room, confused and disoriented with only a slight impact from the smoke. Unfortunately, his adopted mother was not so lucky and was severely injured by the smoke. With tears streaming down his face as he clutched his unconscious mother’s body, Reggie vowed to suppress his fiery desires, even while continuing his study of the arcane arts.
Eventually, his memories of fear and terror from that night dampened as Reginald’s mother recovered, but not his resolve to fight his inner yearnings. That night also took a physical toll on him as well as it left him with a frail and weak body. Because of his lack of strength, Reggie redoubled his efforts in focusing his mind to absorb as much knowledge as possible.
As he reached adulthood, Reggie now understands why his family pushed him. As he feels the power of magical energy coursing through his body, he thinks to himself, “Master Hobart was right. I am special. I am destined for greatness. “
Personality:
Reginald has a kind heart and a gentle soul. However, as he grew up, all he heard was how beautiful he was and how special he is. So despite his good looks, he tends to think very highly of himself, and at a subconscious level, feels everyone else is beneath him at an intellectual level. This may also be because he is very sensitive about his lack of physical prowess. However, most people overlook the sometimes insulting offhand comments he might make because he does genuinely care and is fiercely loyal to his friends.
Having been raised in a life of luxury, Reggie has an almost phobic disdain to the dirt, sweat, and filth of normal society, especially adventurers. He constantly keeps himself clean and seeks clean environments while avoiding dirty nastiness. It’s just “ugh,” y’know?
Once taken as a friend, Reggie is extremely loyal, willing to assist whenever necessary. Of course, it doesn’t hurt to tell him how great he is to invigorate additional effort. However, if someone has been deemed unworthy of Reginald’s attention, then he will maintain a cordial attitude but will most likely refrain from any but the most necessary interactions.
Appearance:
Reggie has thin bones and is sorely missing muscles of any kind. However, he is surprisingly agile and tough. He keeps his head shaved; the only hair on his head is a long, white braided beard on his chin. His skin is of a reddish tone, exhibiting his Peri blood. Reggie usually just wears a simple robe of various colors (his favorite are green, blue, and silver) that he keeps meticulously clean, either through laundering or magic.
“But I’ve been kissed by the Lady Desna! What could possibly go wrong? Oh- Whoah- Whoops!”CRASH!“Ouch! Well, that was close – I’m a lucky lad, eh?”
“Could see it that way…”
So, I'm working on a character who may or may not be extremely lucky, but he certainly thinks he is. I know you said no 3rd party, but I thought I'd ask what you thought of the Luckbringer? I haven't looked at it, and I'm prepared for you to say no, but I thought I'd float the idea (I'd buy the pdf for both of us if you think I should go for it - hope that doesn't sound bribey...)
If you don't want to go 3rd party, I will likely work up a bard, halfling or human, who focuses on luck. I've wanted to try something like this for a while, seems like the time.
Hmmmmm. I have an idea of a very cool oracle curse.
Planar (Ex): (Only availble to tiefling and aasimar oracles) Whenever you are reduced to 75% of your hit points, you must make a DC 14 Will Save to remain on the Prime Material plane. If you succeed, you remain until your hit points drop by the next 25% increment, in which case you must make the save again. For each 25% increment, increase the DC by 2. If you fail, you are transported halfway between the Astral and Etheral planes for (number of oracle levels)d10 + your number of oracle levels + your Wis modifier. You can affect-and creatures on those planes can affect you-those creatures. You are effectively in both planes at once. You can attempt a DC 10 Charisma check to make a swift action on the Prime Material Plane, or a DC 13 + spell level Wis check to cast a spell, but you cannot influence the Prime Material Plane in any other way. At 3rd level, if you have the Bones, Flame, Heavens, or Life mystery, and either the Energy Body, Molten Skin, Coat of Many Stars, or Armor of Bones revelation you may manifest yourself on the Prime Material Plane as either a robed, hooded skeleton, a flame body, a body made out of stars, or a positive energy body for a number of rounds equal to your oracle level + your Wis modifier x (oracle level/3). While in this form, you gain the following abilities:
Bones 3rd Level: Bone Shard (Su): You send a shard of bone toward your target, upon which it explodes, dealing 1d4 damage in a 5-foot burst, or 1d6 against a single target. It heals for that amount against Undead.
7th Level: Wall of Bones (Su): You create a wall of bones, equivalent to a Wall of Stone. You can use this power a number of times per manifestation equal to 3 + your Wis modifier/2.
15th Level: Legion of Bones (Su): You summon 4d10 skeletons. You can use this power once per manifestation.
Flame 3rd Level: Flame Spear (Su): You draw upon the power of flame to send a spear of fire toward your target that deals 1d6 damage, or heals Fire elementals for 1d6
3rd Level: Servant of the Flame (Su): Upon manifesting, you summon a small Fire Elemental as a servant for the rest of your manifestation. For every two levels you obtain, the elemental servant increases by one class.
15th Level: Body of the Flame (Su): Upon manifesting, you become a Huge fire elemental, as per elemental body IV.
Heavens 3rd Level: Starburst (Su): You send one of the stars that make you up toward an opponent, dealing 1d4 damage and dazzling them for (your oracle level + your Wis modifier) rounds. The dazzling penalty stacks in this case.
5th Level: Shifting of the Heavens (Su): You gain a +(your oracle level + your Wis modifier/2) to your will save. In addition, 3+Wis modifier times per manifestation, you can "shoot" your starts to a point 30 feet away. All enemies in your path take 1d6 fire damage.
15th Level: Shooting Star (Su): You launch one meteor (equivalent to a meteor swarm meteor). You may use this ability once per manifestation.
Life 3rd Level: Light Lance (Su): You launch a brilliant lance made of light at a target. If it is evil or neutral, the light lance deals 1d6 damage. If it is good, the light lance heals 1d4 points of damage. If the target is at max hit points, he gets one of the following boons (manifestation's choice): +1 to AC, +1 to attack, +1 to damage, or a +1 to saves.
7th Level: Life Burst (Su): The manifestation emanates a massive burst of life. All targets in a 90 foot spread they heal cure critical wounds, if they are evil, they take inflict critical wounds.
15th Level: Life Whirlwinds (Su) The manifestation summons 3d6 gestalts. Good targets they pass through are healed at half effectiveness, and evil targets they pass through are harmed[ at half effectiveness.
I've always thought that the story behind that trait was kind of silly, but when I think of it in terms of an alchemist, and a dwarf at that, the trait seems so perfect!
I figger he's from a long line of brewers in Janderhoff that trade through out the area, and even a place like the Hagfish wants a keg of the "good stuff" once in a while. On one such trade mission, he witnessed several Shoanti attempting the challenge, and the idea stuck in his head after that.
Here is Nicat (on behalf of Khelreddin), a halfling bard blessed by good fortune wherever he goes, loved by luck even in the many scrapes he seems to find himself in...somehow.
I've built him as an Arcane Duelist, because it works pretty well as a self-sufficient archetype, he'll be able to handle combat on his own for a bit if he has to, but can do some other useful bardly things, like inspiring courage in his companions. If it turns out we need a more skill-focused character, or a rogue-ish type, I could easily revise his build to be a vanilla bard or an Archeologist (whose Luck ability fits really well, and might still make me switch him to that archetype - I just liked the idea of sharing luck through Inspire Courage).
Speaking of which, I was thinking it would be fun for some of his spells and abilities to be a little more luck-focused, at least in terms of fluff, than they usually are. So his Inspire Courage might involve him pointing out how lucky he and his friends are, and how unlucky their foes are to face them, and would help turn the tables that way. And grease would still take on a visible, real form like the spell, but might be more of an area of bad luck that trips up those who enter it, rather than the same old patch of oily ground.
Your thoughts, Dragoncat? Ideas, opinions, insults from anyone else?
Planning for him to be a Foresight school wizard, with a slight problem differentiating between what he's actually done, and what he's foreseen himself doing. I was thinking of making him a Samsaran, so his mind is just a complete jumble. If I settle on that, I will weave it into the backstory somewhere.
I will work on crunch today, if there's time.
Backstory:
“Greetings, Master. I’ll beg yer pardon while I attend to this other guest, who’s only arrived a moment afore ya.” The busy innkeeper bustled around the common area, directing his sturdy wife, and helping the latest arrival with his bags before swinging back around the counter, wiping his hands on a relatively clean apron. “Good morning, sir. My name is-”
“Burbee Grumbroo,” the new arrival interrupted. “Yes, yes. We’ve met before.”
“Have we?” the confused innkeeper countered. “I take pride in remembering all my customers.”
“We met yesterday. Or, wait… maybe tomorrow we will have met yesterday. You know how it is. It’s always so difficult to remember what hasn’t happened yet, and even harder to forget what’s already been done. Nevertheless, at some point we will have already met, and that already having been going to be done, it’s best we don’t waste any time on the doing of it.” Master Grumbroo looked for a moment like he would attempt to respond to this proclamation, but thought better of it.
“Now, as I recall, I remember being remarkably comfortable in the apartment in the southwest corner. Is that suite still available?”
“It is, if you please. I can have the boy bring your bags, sir. Do you recall the way there?”
“Of course not, you simpleton. I’ve never stayed here before. Is this the ledger?” the man scooped up the large book and scribbled a name that read suspiciously like ‘Oftwrong’. “Yes, there is my name, as you see, right where I put it before. So this is where it begins.”
“Where what begins?” the poor innkeeper looked lost.
“Everything that follows, of course… just as it always has.” the strange man, named Oftwrong, took on a wistful expression, though his eyes darted around as if he were watching a fast-paced sporting event, rather than daydreaming. “Best to get started, I suppose. Are my bags packed? Ah, yes. Very well. Will you tally my accounts, please? I’m rather in a hurry.”
“Tally your accounts?” the innkeeper cried. “But, you’ve not stayed one night, nor eaten a bite of food!” poor Burbee Grumbroo looked positively distraught by this strange, mercurial guest. “What am I to tally?”
“Not one night?!” the strange man thundered. “No. No. That’s still days away, of course. Excellent! I remember enjoying your hospitality very much. I was always looking forward to having done this. What time is supper?”