Yorick Presents "The Throne of Night" (Group 2) (Inactive)

Game Master YoricksRequiem

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Storyweaver 10

Here are some basics to get you guys started. I also added some background information to the Campaign Info tab. Obviously feel free to ask any questions - I'm pretty accepting of most things.

And I've likely forgotten at least one thing.

Character Creation:
Character Creation
Basics

  • Starting level: 1st
  • Gold: Average for class.
  • 20 Point Buy. Nothing above an 18 after Racial Modifiers. You can have negatives for days, but note that there will be consequences for doing so.
  • One Campaign Trait, one other trait. No drawbacks. The single exception to "No Drawbacks" is if you want to use This variant for Aging, which I'm a big fan of.
  • HP: Max for first level, and ½+1 for subsequent levels.
  • Alignment: Any. Be careful of CN or anything Evil. Your actions will have consequences.

House Rules


  • All light weapons use Dex to hit. Weapon Finesse and Dervish Dance are instead merged into one feat, (Still called Weapon Finesse), that lets you use Dex to hit with any single non-light finesseable weapon (such as a rapier) and also use Dex on damage with it.
  • Monks can use enchanted handwraps to allow them to get bonuses to attacks and damage without having to use an actual weapon. Note that you only get the bonus when actually attacking with your hands, as opposed to doing something like kicking / elbowing while you’re carrying something or have your hands tied.
  • Monk’s gain the “Zen Warrior” ability at first level, allowing them to use their Wisdom modifier instead of their Strength modifier on Melee attacks with unarmed strikes or monk weapons. Strength is still used for damage.
  • Every class has Perception as a Class Skill. It's by far the most used skill in the game, I have no idea why some classes don't have it.
  • Fractional BAB and Saves are used for Multiclassing.

Allowed Races
Core Races (Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs, Humans), as well as Drow, Oread, Duergar, and Svirfneblin.
Note: Also see below for Homebrew Changes to the Races.

Allowed Classes
Anything, though third party or bizarre archetypes would be subject to approval.

Racial Alternatives:
Changes to Races

Duergar (Deep Dwarves)


  • -2 Cha instead of -4
  • +2 Racial bonus to Survival checks.
  • Alternate: option of having +2 Int instead of +2 Wis.

Oread


  • Gain the "Granite Skin" alternative Racial Trait for free (+1 Natural Armor)
  • Gain the “Mountain Born” alternative Racial Trait for free. (+2 Acrobatics on ledges, +2 saves for altitude fatigue / sickness)

Svirfneblin (Deep Gnomes)


  • -2 Str, +2 Dex, +2 Wis. Fast and observant, but relatively weak.
  • Size: Small
  • Speed: 20
  • Senses: Darkvision 60 ft.
  • Languages: Gnome and Undercommon. Those with high intelligence can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.
  • Defensive Training: Gain the Dodge feat for free.
  • Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks and a +2 racial bonus on a Craft or Profession skill of their choice.
  • Stonecutting: Svirfneblin gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They recieve a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Svirfneblin Magic - Svirfneblin add +1 to the DC of any Illusion spells they cast. Those with at least an 11 Charisma also gain the following spell-like abilities: 1/day - hairline fractures, know direction, soften earth and stone; The caster level for these effects is equal to the Svirfneblin level. The DC is 10 + the Spell’s Level + the Svirfneblin’s Charisma modifier.

Dwarf Variants
Because of the AP being strongly directed to Dwarves, there are a few variations on their racial stats to make them more appealing to different classes.

Clever Hands: +2 Dex, +2 Int, -2 Cha.
You were born artisan, cunning and quick with your hands. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves.

Respected Speaker: +2 Cha, +2 Wis, -2 Str.
You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept.

Scholar of the Ancient Ways:+2 Int, +2 Wis, -2 Con.
You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are small and sickly by dwarven standards.

Trickster and Singer: +2 Cha, +2 Dex, -2 Wis.
Dwarves have a reputation as being a stolid, humourless people. But there are a few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble.

Warrior of Legend: +2 Con, +2 Str, -2 Wis.
You were born for war. No one matches your prowess in battle, but alas, also no one matches your recklessness.

Traits / Background:
Campaign Traits / Background
Presuming that at least one player is a dwarf, they will be the one most likely to have organised the party and be leading it. This does not mean that they will become the King. They need not have that ambition, or even be suited for it. They should be driven more by wanting to reclaim the dwarven lands than to rule, simply for how dangerous and difficult this task will be.
For the sake of this campaign - being a Dwarf means you come from a Human-controlled surface city. Being a duergar means that you are a dwarf who is a member of one of the last remaining city-states in the underworld. This same distinction applies to the Gnomes and svirfneblin as well, though those civilizations are thriving much better than the dwarves, and have a good relationship between them. It is worth noting that despite being ‘the same’, dwarves and duergar do not generally get along.

Escaped Slave (Duergar or Svirfneblin)
At one point in your life, Drow soldiers ambushed your caravan or outpost, and your life changed instantly. Never one to waste manpower, they took you in. It’s difficult totell how many years you were a slave to them, but the years were hard. While you’ve since escaped, you may never forget those years spent in the deep dark, and the Drow treatment of you has made you more resistant to hardship.
Choose one category of saving throw (Fortitude, Reflex, or Will) - you gain a +1 bonus on all saving throws of that type.

Lore Seeker
There is no telling what mystical secrets Dammerhall may contain. As someone who has studied magic intensively, you long to increase your knowledge by discovering what may lie long forgotten in the ancient Dwarven city.
You gain a +1 bonus on Knowledge Arcana and it becomes a class skill. If you cast Arcane Spells, choose three on your spell list. You get a +1 CL and +1 to their save DC (if any).

Mercenary
“What’s it pay?” is usually the first question out of your lips. The job itself doesn’t matter, it’s not likely to surprise you anymore. This one seems a bit strange, though - going to help search for a forgotten Dwarven city? Still, the money’s good.
You start with an extra 200gp. You also gain a +1 trait bonus on either Bluff, Diplomacy or Intimidate.

Missionary
The church has always supported you, and you’ve been serving your faith with conviction and dedication for years. You’re finally in an opportunity to repay their support - whether you’re looking to spread their message, or mystic visions have lead you here, it’s clear that you have a lot of work to do.
Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (Religion), or Sense Motive. You gain a +2 bonus on that skill and it becomes a class skill.

Savior of the Dwarves
The Dwarven plight has always had a special place in your heart. As the years have ticked by, the Dwarves have become fewer and fewer, their culture being lost more and more as they become further ingrained with the humans. You’ve decided that it’s long since time Dammerhall was restored to them, so their people could flourish once more.
You gain a +1 trait bonus to Knowledge (Geography) and +1 Survival. One of those becomes a class skill.

Traitorous Exile (Drow)
Many Drow who are too important or valuable to kill are sent to distant outposts, such as Vothys, to live out their days in exile, furthering the Drow cause without being able to do any harm to it. For whatever reason, you were sent to one such place, but have since abandoned your post, fleeing the Drow civilization. Such acts are not quickly forgotten, and the Drow have not given up pursuing you, making you paranoid and quick to react.
You gain a +2 trait bonus to Initiative


Cool. I'm going to build a dwarf cleric. I was originally going to use the forgemaster archetype until I discovered that it makes you lose channel energy. That's a bit too painful.

I might take the exalted prestige class from inner sea gods, but haven't decided yet. We're a long way from that any way.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hi! I'm here.

My idea is for a drow (traitorous exile trait) monk (monk of the four winds/master of many styles). I know it seems far-fetched, but I want to play LG.

The basic gist is that he or she was rescued from death by a celestial being while s~~$ting around in their dead-end outpost and was taught about the balance of the world by this creature. He or she will have accepted the creature as a mentor, before the creature imparted some cryptic advice about balance and departing.

It's super vague, I know, but the idea is still forming in my head. I'll have an actual proper backstory up with the crunch soon, but my basic idea is that I want to play the Avatar.

The question is this: Monk of the four winds and master of many styles do overlap, so they're by RAW unavailable together. However, the only ability that overlaps between the two is the capstone. So...can I just decide that I take one of them and ignore the other? Or, if we're never going to get to 20th, just ignore it?

Abilities so far:

Str 14, Dex 16, Con 12, Int 12, Wis 15, Cha 9


Storyweaver 10

Welcome, guys!

@Raygun: Yeah, the Forgemaster is kind of brutal. Not only do you lose Channel Energy, but you lose a Domain and don't get to choose the remaining Domain. which is a shame because the Archetype itself looks really interesting. I also like the look of that Prestige class, but as you said, it is a bit away.

@Leinathan: Cool. I like the idea of a Drow not of the Drow. It'll give you some interesting Roleplay opportunities, that's for damn sure.

leinathan wrote:
The question is this: Monk of the four winds and master of many styles do overlap, so they're by RAW unavailable together. However, the only ability that overlaps between the two is the capstone. So...can I just decide that I take one of them and ignore the other? Or, if we're never going to get to 20th, just ignore it?

The AP will theoretically go all the way to 20th, but given the speed at which PBP moves, I definitely wouldn't worry about it. If it does end up that we get there, yeah, I'll just have you choose one. You don't have to decide now.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Unnamed Thus Far
Female drow monk (master of many styles/monk of the four winds) 1
LG Medium humanoid (elf)
Init +5; Senses Perception +8, darkvision 120ft.

--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10 (+3 Dex, +2 Wis)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
SR 7
Weaknesses light blindness
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee unarmed strike +2 (1d6+2)
Ranged shuriken +3 (1d2+2)
Special Attacks elemental fist 2/day +1d6, fuse style
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 15, Cha 9
Base Atk +; CMB +; CMD
Feats Elemental Fist, Improved Unarmed Strike, Nimble Moves, Efreeti Style, (empty feat slot)
Traits Traitorous Exile, (empty trait slot)
Skills Acrobatics +7, Escape Artist +7, Perception +8, Perform (dance) +3, Stealth +7
Languages Common, Elven, Undercommon
SQ drow weapon familiarity, drow immunities, keen senses, darklands stalker, poison use, superior darkvision, unarmed strike
Combat Gear ; Other Gear

Just to get an idea of what she'll look like. I decided on a female.

Also, I've decided that in her exile, she encountered an old janni monk/oracle that taught her her fighting style and about the elements. She's already angry with her people for exiling her, and she sees the decline of the dwarven race as the decline of the only people capable of balancing out the evil of her people.

Over the course of the levels, I'm planning to go down the Efreeti and Djinni Style lines, as well as the Janni style line. I want to be a mobile, but still powerful, combatant.

I still need to make some decisions, obviously. This is just what I have now.


Yeehaw! I'll post a more thorough idea later, but I'm thinking of a plain old dwarf fighter, possibly with an archetype.

Really looking forward to this!

RPG Superstar 2015 Top 16

Aw, man, Leinathan beat me to a monk. :P (I know there's nothing saying we can't both be monks, of course, but I'll probably go with something else all the same for party diversity.)

Out of curiosity, would the ability to use Wisdom for attacks for the monk also apply to combat maneuvers?

Hmmm...I really love playing dwarves, but with at least two other dwarves in the party as well I might go with something else! Again, not saying we can't have lots of dwarves, I just like variation. I'll think about it.

Currently considering:

1) Oread inquisitor with the dwarf-blooded feat-- a child born in exile with obvious strong ties to the earth in his very appearance, etc

2) An older elf wizard or magus, who believes he should help restore the dwarves to their old way of life. If we need some arcane in the group, I'll probably go this route. I like both concepts a lot, so it'll depend on what we need!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Okay, in hindsight... I might not be able to take you up on this, Yoricks. I'm actually trying to downsize, and as exciting and cool as this opportunity sounds, I'm afraid I need to exercise the self-control necessary to stop myself from doing it.

RPG Superstar 2015 Top 16

Damn you! Because now I have to reconsider monk. ;)

Nah, seriously, sorry to lose you, but.. congrats on making your will save?


Storyweaver 10
dien wrote:
Out of curiosity, would the ability to use Wisdom for attacks for the monk also apply to combat maneuvers?

Let me think about it. I don't want to decrease the need for Stealth entirely. The Monk gets to use their Level instead of BAB on those checks, which helps. But at the same time, I mean, it would only be a difference of like, +2, which is probably not a big deal. I'll consider it!

dien wrote:
Hmmm...I really love playing dwarves, but with at least two other dwarves in the party as well I might go with something else! Again, not saying we can't have lots of dwarves, I just like variation. I'll think about it.

Yeah - it's written such that the entire party can be Dwarves, but I'm more into the idea of variation, which is why I added the Deep Gnomes and Oread and such.

leinathan wrote:
Okay, in hindsight... I might not be able to take you up on this, Yoricks. I'm actually trying to downsize, and as exciting and cool as this opportunity sounds, I'm afraid I need to exercise the self-control necessary to stop myself from doing it.

That's totally understandable. As long as you don't drop the other games we're together in, I certainly can't complain. :)

dien wrote:
Nah, seriously, sorry to lose you, but.. congrats on making your will save?

I lol'd.

dien wrote:
If we need some arcane in the group, I'll probably go this route.

Don't worry much - and this goes for everyone - about party balance. I can restructure things to play to your strengths and weaknesses. I'd rather you play what you want to play instead of what the party needs.

RPG Superstar 2015 Top 16

It's not so much that I WORRY about party balance as much as I just like filling holes and doing things nobody else can do, etc. But I like both all three of my concepts counting monk, so....

*goes to muck with a monk build*

If I didn't already have one in PFS, I'd be building a dwarven cave druid so fast the earth would spin.

Question: would you permit things normally only legal for dwarves to be taken by duergar? For instance, the feat Still Soul requires, as a prerequisite, that you first have the dwarf racial ability 'Hardy'.

Duergar get the exact same bonus (+2 vs spells and spell like abilities) that Hardy grants, it's just no longer called Hardy, it's called Duergar Immunities (and includes other things). Would that be a legal feat for a duergar to take?

...I'm worried I'll wind up playing something that is mechanically pretty similar to Pick, at this rate, heh. (Yet without his scintillating personality!) But ahhn so many options.


Storyweaver 10
dien wrote:

Question: would you permit things normally only legal for dwarves to be taken by duergar? For instance, the feat Still Soul requires, as a prerequisite, that you first have the dwarf racial ability 'Hardy'.

Duergar get the exact same bonus (+2 vs spells and spell like abilities) that Hardy grants, it's just no longer called Hardy, it's called Duergar Immunities (and includes other things). Would that be a legal feat for a duergar to take?

Absolutely. For this, they're the same race. The only difference is that after Dammerhall falls, the Dwarves split into two groups. One went to the surface and tried to continue being Dwarves, but was largely enveloped by the humans, while the others stayed in the underdark and closed themselves off, becoming the Duergar. It hasn't been long enough for them to evolve differently or anything. It's mostly a personality thing at this point.

RPG Superstar 2015 Top 16

Makes sense! I was thinking that was where you were going overall, I was just checking.


Storyweaver 10

I've asked Rocan to join us as well, so hopefully he'll drop by soon to talk characters.

Do you guys want a 5th player? And if so, does anyone have any recommendations? It seems reasonable to me that we should have one. I've been putting together what is essentially my "Dream Team" of Roleplayers for this game, but with Leinathan having to drop, and with having already used a couple of them in my other "Throne of Night" game, I'm starting to run low on ideas.


I wouldn't mind a larger group. I can recommend i.jason and karlprosek, whom you know from the Mummy's Mask game. Also, I should have a sheet for you up soon.


Male Human

Heya everyone, seems I'm a bit late to the party.

First thought was to make a dwarven Cleric as well, though mine would be a Divine Strategist and a grizzled old veteran. Seeing as I might have already played too many dwarven Clerics already I'm looking to a Paladin (Holy Tactician), Barbarian or Summoner this time.

Oread Barbarian or Dwarven Summoner (Bipedal creature going to sort of Golem-like creature) or Dwarven Paladin.

Edit: Dwarf would probably be a middle-age or an old dwarf by their standards.


Baird Ironhame ready for inspection.


Male Human

My dwarf would have probably lived or lived close to the event of the fall of Dammerhall. He's old, perhaps a bit cranky, but most of all proud of his heritage.

Never failing to point out the best way to approach things to his younger companions, he can be a pain in the ass sometimes, but people generally know he is knowledgable and right about many things.


Krisam wrote:
I wouldn't mind a larger group. I can recommend i.jason and karlprosek, whom you know from the Mummy's Mask game.

Yeah, I've definitely been impressed with both of them so far. I'll try to scoop them up.

Rocan wrote:
First thought was to make a dwarven Cleric as well, though mine would be a Divine Strategist and a grizzled old veteran. Seeing as I might have already played too many dwarven Clerics already I'm looking to a Paladin (Holy Tactician), Barbarian or Summoner this time.

Well, since Ray was interested in playing a Cleric who would be more of a Master Forger, there would definitely be room for two without much / any overlap.

It seems like you have a lot of options on the table, so I'll let you sort them out, but certainly feel free to ask me anything. :)

Rocan wrote:
My dwarf would have probably lived or lived close to the event of the fall of Dammerhall. He's old, perhaps a bit cranky, but most of all proud of his heritage.

Definitely sounds interesting. I posted a link to some homebrew aging rules up above which are likely of interest to you.

You're probably looking for "Old" with the timeline, which would net you two flaws and two feats. What I did in my other game for the "old" character is that, rather than rolling, you choose a Flaw and I choose a Flaw. That way if you try to get off easy, I can balance it out a bit. :P I'm certainly not looking to cripple you or anything, though. And the two feats you get out of it can definitely be useful.

Krisam wrote:
Baird Ironhame ready for inspection.

Looks good! The same above applies to you if you wanted to up your age a bit more (Dwarven Middle Age kicks in at 125 and you're already 100). In such a case where you only get one Flaw / Feat, I'd just check out to make sure that you didn't choose one that won't ever come up.

RPG Superstar 2015 Top 16

So, the old age thing interests me, especially if I go with my elf magus idea which does tempt me... I'd probably stick to the lowest tier thing, the middle-aged (I want him old enough to remember the days before the fall of Dammerhall, so probably around 230ish); in that case, I assume I'd have to roll?

Because man, some of those flaws are terrifying for a front-liner like a magus, haha.

If you are looking for any more players, I have a really solid group among my Entombed with the Pharaohs game. I could ask if any of them want another game. I don't mind a group of 5/6 whatever, entirely up to you all.


Storyweaver 10
dien wrote:

So, the old age thing interests me, especially if I go with my elf magus idea which does tempt me... I'd probably stick to the lowest tier thing, the middle-aged (I want him old enough to remember the days before the fall of Dammerhall, so probably around 230ish); in that case, I assume I'd have to roll?

Because man, some of those flaws are terrifying for a front-liner like a magus, haha.

Some of them are downright crippling, so, no, I'd rather not have anyone roll. I'd rather you choose. It should be something that affects you, but it certainly doesn't have to ruin you. Really, I think there are very few of them that would 'never come up', except maybe the -2 to Ranged Attack Rolls thing, depending on your build. Having you choose allows you to work it into the character better, as well, which obviously I'm super into.

dien wrote:
If you are looking for any more players, I have a really solid group among my Entombed with the Pharaohs game. I could ask if any of them want another game. I don't mind a group of 5/6 whatever, entirely up to you all.

I'll see what these two said first, since that would put us at 6. I'll definitely keep them in mind, though!


Male Human

There are some really nasty flaws among those listed. The ones that seem most in flavor to me are: Nemesis, Non-combatant and Old Git, though Nemesis might be a bit far-fetched as he would have been a rookie among dwarves back then.

I'd guess Maimed looks nice as well, fitting flavorfully as to why he has gotten into spellcasting and summoning more.

I'm gonna try and shore up a Dwarven Summoner (Respected Speaker alt race) tomorrow.

RPG Superstar 2015 Top 16

Ahhhh. If I can pick that makes me much less wary. Excellent. I think I'm leaning for the elf magus, then, cuz... cuz... cuz I said I love playing dwarves and then I finally see a campaign setting where I want to play an elf. *facepalm*

As loosely described: an older elf, old enough to remember the era before Dammerhall fell, who has basically been the lead speaker among the debating elves for the side of 'we should go help the dwarves regain their ancestral home and culture'. He was unable to drum up substantial support for this cause, but finally convinced the elves that he should be allowed to go with this small group of dwarves (and whoever else) that is mounting an expedition-- perhaps he'll be able to bring back some reports that will sway the elven people more thoroughly, etc.

Though in elven culture he'd be seen as rather impetuous and meddling, to non-elves he'd probably come across more as a reserved, polite, dignified academic. Elder-statesman sort of thing.

It's been many years since he truly lifted his blade in anything other than a practice drill...

Stats and all that incoming. I'd be delighted if anybody wants to say that their gruff old dwarf character happens to know him, etc-- maybe in that pre-Dammerhall-fall era, my elf visited Dammerhall as the son of the diplomatic envoi to the dwarves... happier days, etc... they played together as children... sniff!

Tentative name of Tarthiel.


YoricksRequiem wrote:


Looks good! The same above applies to you if you wanted to up your age a bit more (Dwarven Middle Age kicks in at 125 and you're already 100). In such a case where you only get one Flaw / Feat, I'd just check out to make sure that you didn't choose one that won't ever come up.

Heh, thanks, but while Baird may have reached the hill, he isn't quite over it yet. I'd actually have liked to make him just a little younger, but there's yonder prereqs to consider.

I also keep thinking that dwarves get older than they do - must be thinking of elves. I may have some kind of mental block regarding nonhuman aging; I thought something similar with Bad Ben. :P

EDIT: Due to Baird's background (his family fled to the protection of the elves for the civil war), it would actually be quite likely that he might know Tarthiel. The Ironhame family's reputation among the dwarves isn't good because of it, though. Let me know if you want to build on that potential relationship.


Heya. Thanks for the invite.

I need to read the Campaign Info, but I've been trying to build an Iron Man sort of Synthesist Summoner for a while. He'd be a tinkerer whose magical efforts go into improving this suit of armor he's been building. Combat is all about proof of concept testing for him. I'd even go so far as to say he'd be steam/magic-punk. Would that be acceptable?


Storyweaver 10

@dien - Love the idea.

Rocan wrote:
There are some really nasty flaws among those listed. The ones that seem most in flavor to me are: Nemesis, Non-combatant and Old Git, though Nemesis might be a bit far-fetched as he would have been a rookie among dwarves back then.

Well, sure, but there's also the entirety of what has happened since Dammerhall fell. As a Grizzled Old Vet archetype, you have a lot of freedom for what you've done in those two hundred years. Entire Dwarven cities have risen and fallen, and the Underdark has never stopped being a dangerous place. If you weren't one of the Dwarves who left, you could easily have pissed off any one of a dozen factions in your time there.

Krisam wrote:
I also keep thinking that dwarves get older than they do - must be thinking of elves. I may have some kind of mental block regarding nonhuman aging; I thought something similar with Bad Ben. :P

Haha, nonhuman aging is something that I never look into, so I always forget about it. But yeah, Elves get a good hundred years longer than most Dwarves. Given how much I'm changing with the world, I'd be inclined to stretch that a bit for Dwarves, though.

karlprosek wrote:
I need to read the Campaign Info, but I've been trying to build an Iron Man sort of Synthesist Summoner for a while. He'd be a tinkerer whose magical efforts go into improving this suit of armor he's been building. Combat is all about proof of concept testing for him. I'd even go so far as to say he'd be steam/magic-punk. Would that be acceptable?

I like the idea, and I don't have a problem with the Synthesist in general - my only fear is that having six players and two of them Summoners might make it downright impossible for me to make combat at all challenging for you guys. :-/


Male Human

I'm not making a synthesist, so you can still kill me easily enough.

If you're that worried, I can change him into the old paladin easily enough as well.

RPG Superstar 2015 Top 16

Woo, comin' together, people! We'll have a party at this rate.

Stats for Tarthiel Talas Arduinn:

Talas Arduinn
Male Elf Magus 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
240 years old (age category: middle-aged)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee hanbo +3 (1d6+3) and
. . rapier +3 (1d6+3/18-20)
Ranged sling +3 (1d4+3)
Magus Spells Prepared (CL 1st; concentration +4):
1st (2/day)—shocking grasp, shield
0 (at will)—ray of frost, detect magic, dancing lights
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 17, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Breadth of Experience, Nimble Moves, Weapon Finesse per house rules
Traits lore seeker, scholar of the great beyond, [and a Flaw from age]
Skills Acrobatics +1, Climb -1, Diplomacy +1, Escape Artist +1, Fly +1, Knowledge (arcana) +10, Knowledge (dungeoneering) +5, Knowledge (engineering) +6, Knowledge (geography) +5, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +5, Linguistics +4, Perception +6, Ride +1, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +1, Swim -1; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ arcane focus, arcane pool, elven magic, spell combat
Other Gear Lamellar (leather) armor, Hanbo, Rapier, Sling, Sling bullets (10), Backpack, masterwork (empty), Blanket, Earplugs, Flint and steel, Magnet, Powder,

String or twine, Torch, Trail rations (4), Waterskin, 3 GP, 8 SP, 4 CP
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spells modified by Lore Seeker: Chill Touch, Vanish, and Shocking Grasp

For my age-granted flaw, Yorick, I'm hoping to take Haggard (#5). It seems to fit a sort-of-out of shape elf aristocrat who hasn't been in the field for a while.

If you want to rule that's not mechanically impactful enough, my second choice would be Murky-Eyed (#9).

Talas's party role: moderate arcane support, striker, knowledge skills (won't be as good as, say, a bard, but Breadth of Experience is a lovely feat)

Appearance:
Like most elves in comparison to humans, Talas is tall, six foot three, and slender. He has white hair that he usually wears drawn back in tie, pale skin, and gray eyes. This colorlessness is the result of far too much time spent inside the libraries of Kyonin, as elves subtly change their coloration over their lifespans to reflect their surroundings.

At home, he prefers to dress quite well, but has left his fine clothing behind for the rigors of the road. He is lightly armed and armored: simple traveling clothes, well-made leather armor, a rapier at his side and a bow lashed to his traveling pack.

Background:
In better, long ago days, Talas's mother, Talyria Arduinn, was the primary elven liasion between Kyonin and the dwarven government at Dammerhall. Talyria, her entourage, and her family made frequent trips to Dammerhall. As a boy, Talas was fascinated by the dwarven city, and delighted in playing in the halls with dwarven children.

But Dammerhall fell, and there were no more trips to the halls of the dwarves. Talyria worked for many years trying to convince the elves to lend aid to the fragmented and devastated dwarven peoples: she was instrumental in convincing the Kyonin council to accept and succor some refugees (such as the Ironhames), which the normally-isolationist elves acceded to reluctantly. Talyria also managed to get one or two scouting parties sent to the ruin of Dammerhall, in the years immediately after the catastrophe, but when these patrols did not return, the council and the Queen flatly refused to waste more elven lives. The dwarves were on their own. They were a hardy people: surely they would rebound.

That was two hundred years ago. Talyria was not young when Dammerhall fell, and these days she has wearied of the long and circuitous council arguments. She has passed the torch for pleading the dwarven cause onto her son, Talas.

Talas is a historian and scholar, as well as student of the arcane arts in his fashion. Most of his adulthood has been spent within Kyonin's forested safety, and the long-ago trips to the outside world are, in some ways, a distant memory. But he remains enamored of dwarven culture and saddened by the slow collapse of the dwarven peoples into imitation humans. He is the most extreme of those voices saying that Dammerhall should be cleansed, but elven memory is long, and the elves have not agreed to send any significant forces.

When he heard that Baird Ironhame-- a dwarf he knew-- was taking part in an expedition to reclaim Dammerhall, Talas packed simply and slipped out of Kyonin. If he cannot do things officially, he will find another way: perhaps once he brings back first-hand reports of the situation, the elves will reconsider. Talas went looking for Baird, to lend his skills and knowledge to the expedition.

Do these backstory mentions of Baird work for you, Krisam?

Personality:
Talas has a lot of knowledge, but most of it's book-learning. He has never had to make a forced march or survive on less-than-ideal rations. He has a vague idea of the hardships that the adventuring life actually entails.

He's also unfamiliar with cultures beyond elven and dwarven, and has some disdain for humans. His default social state is 'polite, with a dash of noblesse oblige,' but he can easily become irritated if things aren't going the way he thinks they ought.

Still, at heart he's an idealist and an altruist. It's hard for him to pick his battles, as he tends to throw himself at any that seem to need someone to do the right thing.

There is also an element in his personality of wanting to prove himself. He's not old yet, for an elf, but he's no spring chicken, either... he's conscious that he's getting older, and hasn't done much to make a name for himself, aside from writing some historical treatises that were received with faint praise among the Kyonin academic community...


dien wrote:
Do these backstory mentions of Baird work for you, Krisam?

Sure, sounds good to me. Baird might not admit it, but he'd be relieved to see a friendly familiar face, and he does have a soft spot for elves. He might even have been a friend of Talas, whenever the Ironhames were passing through. Certainly the family would have been grateful for his mother's support.

RPG Superstar 2015 Top 16

Excellent! Sounds good. Elf-dwarf solidarity, or something.

(Minor error in my sheet, sling damage should only be +1. Will get it fixed for the alias.)


Here's my character. I still need to work out the fluff. But my basic idea is to make this guy a young upstart whippersnapper to balance out the old farts. ;-)

Take note that although you won't see the trait itself. I did add the Missionary Trait's bonus to Knowledge Religion.

Kurth Silvermug:

Kurth Silvermug
Male Dwarf Cleric of Torag 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 14 (1d8+6)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee warhammer +3 (1d8+3/×3)
Special Attacks channel positive energy 2/day (DC 9, 1d6), +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good, touch of law
Cleric Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, divine favor [D], shield of faith
. . 0 (at will)—create water, detect magic, guidance
[D] Domain spell; Domains Archon (Good), Archon (Law), Good, Law
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 11, Wis 17, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Toughness
Traits tunnel fighter
Skills Heal +9, Knowledge (religion) +6
Languages Common, Dwarven
SQ aura, domains (archon [law], good)
Combat Gear healer's kit; Other Gear scale mail, heavy steel shield, warhammer, backpack, grappling hook, iron spike (10), rope (50 ft.), trail rations (5), 3 gp, 4 sp, 5 cp
--------------------
Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Archon)
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

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The group so far...

Kurth Silvermug - Dwarf Cleric (Torag)
Talas Arduinn - Elf Magus
Baird Ironhame - Dwarf Fighter
? (Rocan) - Dwarf Summoner
? (Karlprosek) - ? Synthesist Summoner

It's worth noting that this is probably going to be an adventure where Darkvision is going to be super important.


Storyweaver 10

@dien - Character looks great, and yeah the Haggard flaw should be fine, because it can definitely come up.

@ray - Yours also looks great.

As far as Summoners, screw it, let's do this. You can both play Summoners if you want to. I would prefer it if one of you didn't, simply for the power aspect, but really, since I didn't say anything above about them above, it's fine if you both do. It just might take a few combat encounters before I find the appropriate balance.

@Rocan - If you do go Summoner, I'll expect an awesome backstory / explanation of your relationship with the Eidolon, which I'm sure you can manage :), since that's super important to the class.

wicked_raygun wrote:

The group so far...

Kurth Silvermug - Dwarf Cleric (Torag)
Talas Arduinn - Elf Magus
Baird Ironhame - Dwarf Fighter
? (Rocan) - Dwarf Summoner
? (Karlprosek) - ? Synthesist Summoner

i.jason might also be joining us.


HP 19/19 | AC 18, T 10, FF 18 | CMB +4, CMD 14, +4 vs trip | F +5, R +0, W +5; +2 vs spells, poison | Init +2, Dex 10 | Perc +8, SM +7 | Male Dwarf Inquisitor 1 | Effects: Cursed
DM Yorick wrote:

@ray - Yours also looks great.

Awesome, appreciate it. Here's my character's account.


If Talas is going with Breadth of Experience, maybe I should choose something else? Deepsight is looking good... and then I could lower Baird's age a bit. What do you guys think, should we double up on skills or trust Talas to let us know things? ;)

RPG Superstar 2015 Top 16

Up to all y'all. I'm probably going to be keeping Arcana and History pumped up semi-well, as they are kind of Talas's jam, but maguses (magi!) don't really get a TON of skill points per level, so that starting +5 to some of my lesser-used kn skills may be as good as it's going to get down the road.


Male Human

I'm still working on a build for the Summoner I''m okay with, he's probably going to be a mentally strong, but physically very weak caster.

Str 8, Dex 10, Con 10, Int 14, Wis 16, Cha 18

I've also looked at the Paladin option, but he still seems very MAD as the two skill points per level looks almost a real deal breaker. But if we need another front-line fighter he'll look like this.

Str 16, Dex 10, Con 16, Int 10, Wis 8, Cha 16

Let me know what you guys prefer.


It's a cool-looking campaign, but I'm finding myself in the same position as leinathan. Just a little too much going on. Incredibly tempting, and thanks very much for the invite, but I'm gonna have to pass this time. Sorry.


Storyweaver 10

@i.jason - np, thanks for taking a look!

As far as skills, I'm a bit surprised that no one has gone with some kind of Rogue/Ranger/Bard skill monkey. Or even an Inquisitor.

Tough, but dumb.


I woulda gone rogue. Just sayin'. :-)


Storyweaver 10

Oh, sure, rub it in. :P

RPG Superstar 2015 Top 16

Oread Inquisitor was one of my possibilities! But I wanted the arcane.


HP 19/19 | AC 18, T 10, FF 18 | CMB +4, CMD 14, +4 vs trip | F +5, R +0, W +5; +2 vs spells, poison | Init +2, Dex 10 | Perc +8, SM +7 | Male Dwarf Inquisitor 1 | Effects: Cursed

Yeah, it's funny. Usually you can't stop someone from building an inquisitor.

I'm okay with 4 personally. But if we need to we can do a recruitment drive. The only danger there is sifting through the wonderful applications knowing that you can only take 2.


Storyweaver 10
Kurth Silvermug wrote:

Yeah, it's funny. Usually you can't stop someone from building an inquisitor.

I'm okay with 4 personally. But if we need to we can do a recruitment drive. The only danger there is sifting through the wonderful applications knowing that you can only take 2.

I only played an Inquisitor once (and I multiclassed with Fighter), but I really loved it.

We're at 5 now, with two of them as Summoners, which is likely a good number, so I'll hold off on a recruitment drive for now.


I was planning on grabbing some trait to let my PC disable traps. Tony Stark's got to be clever with devices.


Lawyer 8/MBA 7/RPGist 5

I know what you did last summer...


Male Human

Boreyn Steelhymn:

Boreyn Steelhymn; Age: 207
Male Dwarven(Respected Speaker)/ Bard (Soundstriker) 1
NG Medium Humanoid (Dwarf)
Init +0; Senses: Perception +5 (Darkvision)

--------------------
DEFENSE
--------------------

AC 16, touch 12, flat-footed 14. . (+2 Dex, +3 Armor, +1 Shield) (+4 Dodge vs Giant-type monsters)
HP 8 (8+0+0)
Fort +0, Ref +4, Will +3

--------------------
OFFENSE
--------------------

Speed 20 ft. (Light Armor)
Melee: Light Mace +2 (1d6-1/x2)

Ranged: Light Crossbow +2 (1d6)

--------------------
STATISTICS
--------------------

Str 8 (10-2), Dex 14, Con 10, Int 14, Wis 12 (10+2), Cha 18 (16+2)
Base Atk +0; CMB -1; CMD 9 (10 -1 Str +0 Dex +0 BAB)
Flaws: Maimed; You recover from wounds and penalties at half the usual amount. Magical healing still works as before.
DM’s choice:
Feats: Breadth of Experience (old age Bonus Feat), Arcane Armor training (old age Bonus feat), Combat Casting (1st)
Traits: Lore Seeker
There is no telling what mystical secrets Dammerhall may contain. As someone who has studied magic intensively, you long to increase your knowledge by discovering what may lie long forgotten in the ancient Dwarven city.
You gain a +1 bonus on Knowledge Arcana and it becomes a class skill. If you cast Arcane Spells, choose three on your spell list. You get a +1 CL and +1 to their save DC (if any). (Sound Burst, Haste, Confusion)
Magical Lineage: Sound Burst

Skills: Acrobatics 1 rank (+6), Diplomacy 1 rank (+8), Knowledge History 1 rank (+9), Knowledge Nobility 1 rank (+9), Linguistics 1 rank (+6), Perception 1 rank (+5), Perform Sing 1 rank (+8), Perform Percussion 1 rank (+8). Other Knowledge skills at +5, Knowledge Arcana at +6
Languages: Common, Dwarven, Goblin, Elven, Gnome
Combat Gear: Light Mace (5gp, 4lbs), Leather Armour (10 gp, 15 lbs), Buckler (5gp, 5lbs), Light Crossbow (35gp, 4lbs), 30 Crossbow bolts (3gp, 3lbs)
Other Gear:
Encumbrance: 31 lbs; Medium Load, (Light Load up to 26lbs, Medium up to 53lbs) (Before combat, drop backpack as a free action;
Combat load: 31 lbs
Money Left: 47 gp left
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Class abilities
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


Bardic Performance, 8/day:

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knockedunconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blindbard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard'sPerform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion(pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:

Spells Known DC 14
Cantrips
Ghost Sound
Read Magic
Detect Magic
Mage Hand
Level 1 spells 2/day DC 15
Grease
Ear-Piercing Scream
Favored class (Bard) (-1% arcane spell failure, at -10% gain Medium armour proficiency)

I've decided to make a Bard instead of a Paladin or Summoner, we've got some more skills now, as well as him being more knowledgable and more of a know-it-all.
Yorick, you can choose another Flaw for him because of his age.


HP 19/19 | AC 18, T 10, FF 18 | CMB +4, CMD 14, +4 vs trip | F +5, R +0, W +5; +2 vs spells, poison | Init +2, Dex 10 | Perc +8, SM +7 | Male Dwarf Inquisitor 1 | Effects: Cursed

The Bard looks great. I think I'm going to pick up Rock Stepper and Ancient Enmity, too. I nearly forgot about them. It seems they'd be perfect for this adventure.

The only thing I want to mention is that you don't need arcane armor training as a bard. Of course if your intention is to get arcane armor mastery later, then I'll go ahead and shut up.

I should have my background up by tonight.


Storyweaver 10
Walter das Sombras wrote:
I know what you did last summer...

Hey you have your own Dwarves to motivate. :P

Rocan wrote:

I've decided to make a Bard instead of a Paladin or Summoner, we've got some more skills now, as well as him being more knowledgable and more of a know-it-all.

Yorick, you can choose another Flaw for him because of his age.

Plot twist!

Looks great, though Ray is correct too that you don't necessarily need arcane armour training. I'll choose your Flaw once I see your background, because I do so like to tie them in.


Here's what I'm thinking.

Background:
Young female dwarf, in her 40s, raised pretty much as a human in Skelt. Young enough that her granddad could be friends with one of the older PCs; he'd have been an adventurer before settling down in Skelt, raising his kids to fit in. Her dad was a clockmaker who wanted her to fit in, like he did, but by the time she came around grandpa was an old crotchety bastard who was reminiscent for the old days and he doted on her, teaching her tricks from his misspent youth. One of the old farts in the group could've contacted grandpa about getting the band back together and he'd have urged her to join up.

She's always had a talent for machines. She excels at clockworks and other devices and started building herself little pets and miniature friends from castoff parts. She doesn't really care about reclaiming Dammerhall- she's from Skelt and the old kingdom holds no warm and fuzzy feelings for her, but she is interested in finding old books of dwarven engineering manuals and blueprints.

All of her magical abilities will be reskinned as devices of some sort. Her eidolon is armor and her spells are gadgets built into the armor or devices she carries.

If I can find a feat to allow her to use Int instead of Cha for Summoner abilities I'll take it.

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