Rokku |
Man it looks like we've got a lot of bards, especially considering that I've settled on a catfolk bard of Lliira! She'll probably be a trickster rather than a Marshall though, and I'm not planning on taking any archetypes, just straight bard. With the Catfolk bard favored class (which basically doubles your Bardic Knowledge bonus) and Versatile Performance, she's effectively got 22 skills at max rank. Which is silly, but hey, high level Pathfinder.
Steven T. Helt RPG Superstar 2013 Top 8 |
Finkmilkana |
Ok, I'll think about it.
I know there are quite a few ways around age penalties, it's just that that's usually seen as cheesy when one keeps the boni (even though most of the cheaper ones are not available here, +3 Intelligence for 50k is still far cheaper than an inherent bonus would be, the Charisma/Wisdom is just icing on the cake. But I have to admit that it would suck to loose the mantle).
Nidoran Duran |
Well, having a character "done right" doesn't mean "you'll be chosen for sure". On the other side of the spectrum, having a badly done character is a guaranteed way to stay out of the game
No, I know, but I'm trying to make sure I don't run afoul of something in making the character badly, like if he has an abysmally low AC or something. If nothing seems off though, I'll proceed to finish him up and get him into a stat block where he can lay things out easier.
Vuvu |
OK so I got way carried away on the backstory, it is way too long.
But here is the Character Belsiard the Wanderer
And
Belsiard was born on the road, though with a much less poetic name. He was born Belsuth, which he feels was vulgar. In fact Balsiard would be angry if he knew that his old name ever made it into print.
Belsiard was born on the road, his father was a warrior and guard of a cleric of Oghma, she in turn was Belsiard’s mother. His father, mother and several other clerics and dozens of other heroes were dispatched from Waterdeep to help cleanse the taint of devilry plaguing the world. Why his mother, Celene, chose to take this on when she knew she was with child is known only to her.
Despite all odds for 6 years the troup continued to fight, and survive, at times with Belsiard litterally strapped to the back of Celene. It is around this time that he has his first memories, not of fear and death and pain, but rather of sitting around the fire after a victory listening to his Father, Belsen play his lute. Belsen was not particularly talented, but the music captured him. He remembers making up words and singing them to the songs. There was one tune in particular that filled Belsiard with joy and wiped away all fear, and he would beg Belsen to play it every night. That song, he would later learn, was one of the greats written by Finder Wyvernspur.
6 years of success is a long time in the world today, and eventually things began to turn. Combats became harder and deadlier, members began to fall faster than they could be replaced. By 8 years old Belsiard was standing along side his parents firing a crossbow, and distracting foes with a whip. By 10 years old he was casting magic that somehow was innate to him. All the while he would sing songs of glory, of bravery, and when he was afraid that same song his father had taught him.
In the end it was a single spell that killed them all, he excepted. A demonic sorcerer was hitting them over an over with a spell of Black Tentacles and a Scorching Ray. Always the nimble type Belsiard had wriggled free and made himself invisible. He made his way all the way to the sorcerer, and to his horror, realized he could not stop him. He would always know those spells. Seeing his family being slaughtered he did what he could, he attacked with his crossbow, then his whip. The fiend laughed and cast a spell on Belsiard holding him in place, then let him watch his family be slaughtered. Belsiard could not move, all he could do was hum the words of that song.
The fiend left him held there, laughing at the pain in the boys eyes. Against all odds Belsiard found his way back to Waterdeep, though it took months. There he trained with Bard’s of renown and those of lesser ability. He lived amongst the poor and rougher elements of the city and learned to move with silence and to have nimble fingers. He learned to quickly get into fights with his mouth, and more importantly how to get out of fights the same way. At 14 he left the city, it was home, but it was too painful to be there, when every night all he could see was the face of the fiend, laughing.
For 5 years he traveled, beleaguered town to beleaguered town. Finally he found himself in Luskan, singing for his supper. He sang the song he loved, but his own altered version. A key shift and tempo change and it was no longer a song of joy but one of great sorrow. The tavern fell silent, until he changed keys and burst into the joyul original song. Afterwards a woman came to him, and told him that never had she heard Finder’s songs so well done, and that even he must have been listening. Belsiard spent many weeks with her learning of this Finder, and even found himself visiting a small shrine devoted to him. It was there that he met the man that would change his life.
A small dark man, who rarely said more than 4 words at a time followed him home the night after Belsiard had opened himself to the “congregation,” all of 4 people. He approached behind him and touched him, and stole one of his spells. He laughed as Belsiard stuttered and backed away.
He called himself Silk. He was moved by Belsiard’s story and offered to teach him the skills of the Sandmen. Bards that stole magic from their opponents and turned them against themselves. Yes, had Belsiard had this knowledge that fateful day, he could have stopped the slaughter.
For the next 3 years they traveled together and Belsiard learned all that he could of Finder Wyvernspur and the ways of the Sandmen. He learned magics that would have saved him that day, such as a way to break free of a holding spell and how to send spells back at your foe, as well as those honoring Finder himself, the way to create multiple images of himself, for example. Along the way they gathered more of their kind until at last at 24 years of age Belsiard determined it was time for revenge. He would seek out this fiend, not a hard task since he knew the stronghold they had died trying to claim, and kill him.
Reckless, foolish, suicidal. His friends told him. Reckless it may be Belsiard told them, but it must be done. Our god is oft called the “Reckless One” is he not. By the end of a night of drinking and song all were agreed.
Through stealth the party made their way back into the stronghold. All the way to the blackened chamber of the fiend himself. Preparing with various magics and resistances Belsiard entered alone, his companions agreeing to hold the door.
Silently Belsiard found his foe and immediately stole from him his tentacle spell, casting it at the door to prevent anyone from joining the fray. Almost immediately Belsiard found himself held, but singing the words of the song he burst free of the enchantment and they battled. Belsiard constantly turning invisible, and confusing the fiend as he slowly hurt him, laughing and singing all the while. He sent spells back at his foe, laughing at his shock. It seemed they battled for hours, in reality minutes. In the end Belsiard had the fiend held, and with one his own spells Belsiard ended him.
Belsiard knew there was not to be an escape. That was why he had prevented his friends from joining him. What became of them he never learned, he believed in his heart that they would escape and not knowing that was his only regret. He waited where he was tired and bleeding, and sang and played his harp. He used it’s magic to put a wall in front of the door so he would have time to finish his song, and when the fiends came for him, he sang until his tongue was removed, but the song continued in his heart, until that ceased to beat.
DM Nabu |
@Nightskies
Leadership is an available feat, but you'd get a 13th level cohort at most (and that's with very high charisma), with NPC stats (elite array) and NPC equipment. I wonder how much she'd survive.
@Rokku
Feel free to submit your bard. I can't guarantee that the party will have 3 bards out of 5 characters, that will depend on how well rounded the party is and whether all 3 bards have good reason to be Chosen of their deities :)
@Steven T. Helt
This is not closed yet, you have at *very* least a week, but I'll set a deadline when I gather 4 sheets complete with background :)
Just make sure you are the first to call dibs on your deity.
@Lady Zaldane
Sounds good to me. Where could I find your sheet, in case I want to take a peek? :)
@Finkmilkana
Antimagic Field, Disjunction and other nasty things may happen to your mantle, and it also prevents you from wearing a cloak of resistance +5 (although you can add some resistance effects with increased price, adding +2 resistance would mean +6000 gp) :)
I already rolled in secret for your maximum age and that might also become an issue. 50'000 gp for +3 to mental stats are hardly a problem when you're still playing a hybrid melee/caster. Besides, it's a cool concept and it still costs you 20% of your budget.
@Nidoran Duran
If you think your AC might be low, just take a look at average to-hit scores for foes of 15-20 CR (monster creation section in the bestiary), they have 24-30 bonus to hit if they are mostly melee. I will NOT choose a character over another based upon optimization. Instead, I might give some advice to help if I sense that the character's life might be in jeopardy. A piece of advice for everyone: don't make constitution a dump stat :)
@Barid Naismith
Cool! I'll look at everything as soon as I get back from work tonight!
I just took a quick glance at your weapons, and I see that your pricing is off. A +3 keen corrosive burst flaming burst bane (demon) rapier (I guess demon bane is same as evil outsider bane, so you'd get the benefit against devils as well) would have the cost as a +9 rapier (around 162300 gp) for you have to add together the "+ costs" of weapon special abilities before calculating the final price: keen is +1, corrosive burst is +2, flaming burst is +2, evil outsider bane is +1 and +3+1+2+2+1 = +9.
Also, I don't know how you can craft your own magic items without being a caster yourself and lacking any item creation feats.
@Tenro
Good! Can't wait to look at your backstory :)
@Vuvu
Ok, I'll take a look at your backstory and sheet when I get bagk from work as well :) There is no such thing as "too long backstory"
Viscount K |
Hm. This...intrigues me. Usually, I try to stay away from games that start at high levels, but I love both the Realms and the Mythic stuff, so I thought I'd take a peek - and then somebody's putting in an honest-to-Mielekki Drizzt Do'Urden. Well. I'd be lying if I said that didn't get my attention. Officially dotting for interest, and wondering when recruitment is coming to an end.
As a first grand - and a bit silly - thought, what do you think about reviving an old ally of the mighty Do'urden? Specifically,
Thibbledorf Pwent!
Onetime leader of the Gutbuster Brigade and Dwarven Battlerager supreme! Never a stouter, stauncher, stronger, or surlier dwarf has walked the Realms, unless it be Bruenor Battlehammer himself.
To the best of my knowledge (i.e. a quick check of the Forgotten Realms wiki), he was last seen rising from his grave in Gauntlgrym, as the shortest, angriest vampire ever. If we reversed the timeline on that just a bit, he could instead be called back from the halls of Moradin to serve his people once more, the only way way he knows how - by shredding every last foe in his way!
If this mad plan was allowed to move forward, I would build him simply, but terrifyingly, as Barbarian 15 (Armored Hulk)/Champion 5.
In the words of the great Pwent: Bllweerrrgerargh!
Barid Naismith |
Barid, I just took a quick look see, and did i miss something that you do not have to have a +1 on your weapons before you add other abilities?
also love the trap stealer rod, i have one myself!
I thought I had that right. +11 for BAB, +6 for Dex/Weapon Finesse, +1 for Weapon Focus (rapier), and +3 for the rapier bonuses themselves. The difference between my rapiers and the daggers is the Weapon Focus. That should be correct, I believe.
As for the Trap-Stealer Rod, it's perfect for the budding thief. It's like a Leatherman. Between that and an Immovable Rod, you can almost never go wrong during a bank heist. :)
Barid Naismith |
@Barid Naismith
Cool! I'll look at everything as soon as I get back from work tonight!
I just took a quick glance at your weapons, and I see that your pricing is off. A +3 keen corrosive burst flaming burst bane (demon) rapier (I guess demon bane is same as evil outsider bane, so you'd get the benefit against devils as well) would have the cost as a +9 rapier (around 162300 gp) for you have to add together the "+ costs" of weapon special abilities before calculating the final price: keen is +1, corrosive burst is +2, flaming burst is +2, evil outsider bane is +1 and +3+1+2+2+1 = +9.
Also, I don't know how you can craft your own magic items without being a caster yourself and lacking any item creation feats.
Well as far as crafting, my plan was to say that I hired someone to do it for me; if that will cause a problem, I can go back and fix that. I used the Ultimate Equipment guide to build the weapons, and the SRD for pricing. With that, I got 18k for the +3, 8k for corrosive burst, 8k for flaming burst, 2k for keen, and 2k for bane. I wasn't sure how you would handle the bane, which is why I specified demons, instead of just evil outsider. I added the costs separately, which is how I came to ~36k on Cotuno and ~32k on Mellon. If you want me to add bonuses together then purchase, then I'll rebuild them. The important thing for me is to have keen and a +bonus.
Finkmilkana |
Hmm, about the maximum age. I assumed to use the Races of Faerun Age Tables, in which case Maximum Age, while still possibly a problem, most likely shouldn't be one (Sun Elf: 420+6d% Years). Though if you want to use the Golarion life span that is far more likely to become a problem (Golarion Elf: 350+4d%).
Either way I'll make the adjustments to my sheet, though it will put my AC even slightly higher (Still not that high for CR 20, but somewhat high compared to most other submissions I've seen so far.).
Oh and as long as you don't want to change the item, the Mantle doesn't interfere with the cloak, as contrary to the name it seems to be Chest slot instead of Shoulders. If you want to change that just say.
I've also finished a first version of the backstory. If you want I can elaborate a bit more about his past (I have already thought out a few more things), but it is already kinda long.
Tarwas Childhood in Myth Drannor still is his fondest memory, of times of innocent play and peaceful existence. Then the Daemons came and and it all ended in tears, blood and fire, the great elven kingdom layed to ruin and its survivors scattered through the other receding elven setlements, human lands or retreated to Evermeet.
The next 70 years Tarwas, for elven standards still adolescent, traveled most of Faerun as Adventurer, in search of the happiness and the feeling of home he had lost. He found great comrades and for some years he was almost content, yet at some point his mostly human friends started to grow old, stopped adventuring and finally died, leaving him uprooted again.
Believing there would be nothing left for him in Faerun and decided to settle in Evermeet. He laied down sword and spell, started to paint, read a lot and even had two sons with Lierna, his now deceased wife. And again he was mostly content, yet the longing for his home never really left him and he was sad to see the elven people loosing ever more ground on Faerun.
When Seiveril Miritar then called for the crusade he decided it time to do something. Without his wife there wasn't much left to keep him grounded on the island and this might be the last chance for the elves to reclaim their place in the world.
The Crusade itself went well, Tarwas took part in some of the battles but overall played a rather small role.
But only days after they had won and repaired the Mythal the world ended. The Gods grew silent, portals to the lower planes sprouted like mushrooms and Faerun became the next battlefield in the eternal Blood Wars and now was for the last 30 years.
While the Mythal spared Myth Drannor from the fate of most humans cities the constant siege takes it toll.
The looses were biggest for the first few month, when everyone still desperately tried to turn the tide of fiends back to where they came but even after the elves retreated under the protection of the Mythal and left their neighbors to their fates hardly a day goes by without at least a small Demon intrusion. By now the once proud defenders are not much more than a skeleton force, forced to take even volunteers under 100 years to keep their ranks from collapsing and even the Mythal shows signs of wear.
What he had planned as a short one or two year interruption in his retirement has become painful, never ending duty, yet he was too stubborn to let the younger take the brunt of it.
Then one day he and his men, patrolling the outskirt of the Mythal, came upon a group of demons who managed to break through the weakened mythal and making their way towards one of the outward living quarters.
At first the battle went well but once the demons commander, a Balor who had flown unnoticed above his troops, his men started to die like flies and he was forced to sound a retreat or face a total slaughter.
Yet he also couldn't let the Balor reach the living quarters before reinforcement arrived. Thus, even while his force broke apart he advanced on the 14 ft tall beast, hoping to keep it occupied just long enough.
The beast, startled by this maggots courage, just started to laugh in a booming, but somehow still screeching voice.
"You mortals'll never learn, will you? Resistance only leads to more suffering and certain death!"
As calm as a man facing his end and the possibility of eternal torment can be and relieved that the balors talkativeness played into his hands, Tarwas just replied "I don't fear death, for I've seen more than one could wish for. Yet I've also seen this city fall once, when I couldn't do anything. As long as there is any breath left in my old body I wont let it happen again!"
Fuelled by all the the frustration about the state of the world and the impending doom of the waning elves he charged the monster.
Maybe it was luck, maybe it was the hand of fate or maybe the pseudo intelligent Mythal waited for just this moment. Whatever is was, just as Tarwas brought his Thinblade, sizzling with conjured acid, down on the fiends belly he felt his spell getting infused by tremendous power. His blade penetrated the monster thick hide like paper and once inside the balor managed nothing else than a shocked look before he exploded in an inferno of fire and acid, leaving a 100 feet hole where the combatants stood a second ago.
Tenro |
Still working on adjusting stats (more of a headache than i anticipated, but i will like this version's personality much more than the previous version). Here is the backstory, for your perusal:
Bariel's backstory
Bariel worked as an executioner for the Doomguides, stationed in the Tower of Skulls. His primary duties were to protect those who were under assault from monsters that were cutting the lives of the innocent short before their time, and to cut down those who would seek to unnaturally extend their time on the mortal coil through deals with demons, devils, and especially those who would become undead. The Doomguides spoke at length of the virtues of Kelemvor, and Bariel attended instructions as required, but he never really felt zealous about the religion itself. His zealotry took the form of slaying those that Kelemvor opposed. It was a task that had come easily to him, as it was a task borne of vengeance.
As a young adult, Bariel's mother was killed by a vampire enforcer of a local merchant lord in Hlondeth. Bariel's father had gone into business with the merchant lord and had fallen far behind on payments, and his beloved was taken as a result, after being turned into a vampire in front of his father. His father had turned to the drink heavily after that, and later disappeared altogether. Foul play was suspected, but nothing was ever proven. The property was taken over by the merchant, and Bariel had to leave. He was young, but not so young that he couldn't strike out on his own.
He did some pickpocketing to survive, and got along quite well in the merchant town, as it was filled with a lot of traveling merchants who could rarely stay long enough to see the crime solved, as that would cut into their profits even further. One night, everything changed. He saw his mother, now a vampire spawn, leap into a carriage and murder a man and his family. He could do nothing but watch, horrified, as his mother was trapped in undeath as the thrall of another, and cruelly committing crimes. He was a criminal as a pickpocket, sure, but he had never murdered anyone.
The very next day, he sought out the church. They were the ones who normally dealt with undead. He was referred to the Doomguides in the Tower of Skulls, in Ormath. They were the prime experts in dealing with the undead in the Vilhon Reach. He went there that day and sought their knowledge. Seeing great potential in him, the Doomguides took him in and trained him in the destruction of undead, devil-conspirers, demon summoners, and the like, steeping him in the teachings of Kelemvor all the while. He had gone on hunts, slayed monsters, mages, increasing his skills.
When he had earned some leave from the temple, he took a few days ostensibly to 'refresh himself', but the truth of the matter is that he would be hunting his own mother. After casting a few nets and turning a few ears, he found someone who owed a great sum of money to the very same merchant from his boyhood. He tailed the man for two nights, and when his mother struck, he was ready. Out from the shadows he burst, and before she could react or before he could hesitate, he thrust the stake through the back of her ribcage and into her heart, slaying her. "Find the peace you have been denied" were his last words to her.
Bariel returned to the Tower of Skulls with an odd feeling in his heart. He felt sadness that he had to kill his own mother, and that her end was that of a monster, but he felt elated that her mortal remains were no longer the slave to an undead master. He worried that perhaps his deed would be traced back to him and bring him trouble later, but there was nothing to be done about that. The only witness was innocent of any crime as far as Bariel knew. He hadn't given his real name, and no one had seen him since he was a boy, but he knew magics existed that could piece the puzzle together.
Nevertheless, he continued forward with his training, and rose quickly in the ranks on the merit of his deeds. He even earned the moniker "The Blade" for his impressive kill count. Many a monster terrorizing trade routes and many a scheming lich met their end in The Blade. He had nearly a decade of practice, training, and channeled hatred guiding him.
He was 23 when the Blood War spilled over into the material plane. The Tower of Skulls, as a bastion of divine tutelage and sworn enemy of the many kinds of evil that demons and devils engender, was targeted swiftly and strongly. Bariel was out on a month-long hunt when it happened, and by the time he returned, a fiendish human who fancied himself a diabolic prince held the tower. Paxx, a powerful conjuror who made a compact with devils to serve eternally as a fief-lord under their reign had taken the Tower of Skulls as his own. Bariel and his team slayed their way to the top of the tower to confront the 'prince' himself. The team put up a great fight, but the would-be fiend was prepared. The top chamber of the tower filled with devils called in, and one by one the team fell to claw, beak, tooth, and sting of various diabolic entities. Bariel alone remained with the endless tide of enemies. A quick flash of his blade saw the last of the life ebbing from Paxx, but his horrified look twisted into a sneer as he used the last of his strength to crack his mighty glass staff in two, sending a crackling wave of black arcane energy rippling over the area. Bariel, in his battle-weakened state, had no way to escape this time. The resultant blast rendered the top levels of the tower wrenched open to the black sky as acid rain fell on the area.
Llaelian |
Hi there,
I'm planning to apply with a ranger, chosen of Hoar (LN god of retribution, revenge and poetic justice). I like the grim element of the background as you've put it and wanted the character to be following a grim god as well. The character will be LN as well but as the theme of the scenario is to free the material plane, it will be easy to fit with any good party.
I'm well into character creation and background and will put it in as an alias in the next two days.
Ynaeve Amryln |
I'm working on my character in notepad. Couple questions: Would a peri-blooded aasimar be acceptable?
I'm thinking along the lines of a defender of Waterdeep, and since someone is looking at drizzt as a character, I think I'll go with a past tutor of Elminster...
And I am definitely going with the mystra deity for her patron.
Anyone else basing from waterdeep? I enjoy working up shared backgrounds, and at 15th level, it's likely we would either know each other or at least know of each other.
Does the teleport issue affect all teleport, or just those going long distance? Specifically dimension door, and those abilities that work "as if using the spell dimension door" like abundant step, conjuration specialist shift/dimensional steps.
And if so, how would you price a crafted item that grants planar adaption only when 'porting?
For a wizard it's 9th level caster, 5th level spell. For an item that would cast the appropriate planar adaption when porting I would need to make it use-activated or continuous. So the cost would be 9*5*2000=90,000/2 for a crafting cost of 45,000. The base DC to create is 5 plus caster level 9 for a total of 14, well within the range of what a 15th level caster will be able to do on a roll of 1. I would be looking to see if I could get a price break on making it only work when teleporting.
This probably exceeds what you had in mind for availability, but then at the minimum caster level it only needs 2 castings for 18 hours of coverage, or 3 to get a full day. This would change it command word and change the base production cost to 40,500. And for 3 castings a day I would get a final cost of 24,397.59. DC to create remains 14. This is great for anyone that wants to avoid the planar effects on the material plane (and I will happily craft these for anyone with the gold). But at this point it doesn't cover the teleportation problem.
Getting the item to last all day works with metamagic extend and 12th level casting for a cost of spell level 6 * caster level 12 * 1800 = 12960 gold for a command word item that needs to be activated once per day. Would the GM be open to allowing an item that used a second charge automatically when teleporting for double this cost? That puts the craft cost at $25920 gold.
Vuvu |
Belsiard's "home" is Waterdeep, or his parents were, and he spent more time there than anywhere else...but he is not called "the Wanderer" for nothing.
@DM I have not made an alias yet, because I have an unhealthy obsession with getting all of m Alias's actually playing, even this one just joined a game. If you decide that you need me to, no problem I can whip one up, since all the info is already on the myth weavers site, just a matter of putting the basics into an alias.
LazarX |
Here we go, Gareth's stat block as promised.
Gareth Drendower a.k.a The Wanderer
Male Human (Damaran) Arcane Trickster 8 Mythic Tier (Archmage, Trickster) 5 Rogue 3 Sorcerer 4
NG Medium Humanoid (human)
Init +14; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 22 (+5 armor, +5 Dex, +3 natural, +4 deflection, +1 dodge)
hp 141 (3d8+12d6+30)
Fort +10, Ref +17 (+1 bonus vs. traps), Will +12
Defensive Abilities evasion, fortification 25%, trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mystra's Kiss +15/+10 (1d6+2/15-20/x2+1d8 sonic+deafened)
Ranged Quickshot +14/+9 (1d4+1+1d6 fire/19-20/x2+1d10 fire)
Special Attacks sneak attack +6d6
Sorcerer Spells Known (CL 14):
6 (4/day) Dispel Magic, Greater, Lightning Bolt, Empow, Inten (DC 21), Fireball, Empow, Inten (DC 21),
5 (6/day) Teleport, Wall of Force, Lightning Bolt, Empow, (DC 21), Fireball, Empow, (DC 21
4 (7/day) Dimension Door, Fireball, Inten (DC 21), Shocking Grasp, Empow, Inten, Lightning Bolt, Inten (DC 21), Arcane Eye, Ball Lightning (DC 21)
3 (8/day) Lightning Bolt (DC 20), Displacement, Fireball (DC 20), Fly Magic Missle, Empow
2 (8/day) Minor Image (DC 19), Scorching Ray, Alter Self, Blur, Glitterdust, Shocking Grasp, Inten
1 (8/day) Magic Missile, Shocking Grasp, Shield, Color Spray (DC 18), Identify, Dazzling Blade (DC 18)
0 (at will) Arcane Mark, Ray of Frost, Flare (DC 17), Mage Hand, Detect Magic, Mending, Prestidigitation (DC 17), Message, Light
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 25
Base Atk +8; CMB +8; CMD 28
Feats Acrobatic, Arcane Preparation, Craft Wondrous Item, Dauntless, Dodge, Dual Path (m), Empower Spell, Eschew Materials, Improved Initiative, Intensified Spell, Mythic Spells (m), Point Blank Shot, Weapon Finesse, Weapon Finesse (m)
Traits Damara (Human Region), Deft Dodger, Magical Knack (Sorcerer)
Skills Acrobatics +15, Appraise +10, Bluff +20, Climb +6, Diplomacy +14, Disable Device +26, Disguise +12, Escape Artist +13, Fly +7, Intimidate +15, Knowledge (arcana) +12, Knowledge (Damara (includes the Galena Mountains) local) +8, Knowledge (dungeoneering) +10, Knowledge (local) +17, Linguistics +8, Perception +18 (+19 to locate traps), Ride +10, Sense Motive +18, Sleight of Hand +9, Spellcraft +13, Stealth +23, Swim +5, Use Magic Device +20
Languages Common, Damaran, Draconic, Dwarven, Elven, Goblin, Orc
SQ +3 to sight-based perception checks in bright ligh, amazing initiative, arcane bonds (vaya, hawk), bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, fortification (light), hard to kill (die @ -28), impromptu sneak attack (2/day), metamagic adept (1/day), mythic magic, color spray, mythic magic, dimension door, mythic magic, dispel magic, mythic magic, fireball, mythic magic, invisibility, mythic magic, magic missile, mythic magic, scorching ray, mythic saves, mythic spells, path abilities (vocal, extra mythic power, extra mythic power, supreme stealth [blindsight], this might just work [1/day]), ranged legerdemain, recuperation, rogue talents (finesse rogue), share spells with familiar, spell storing, surge[1d8], thundering (dc 14), trapfinding +1, trickster attacks (surprise strike, wild arcana), tricky spells (4/day)
Combat Gear Cloak of the duskwalker, Feather token (anchor), Feather token (bird), Feather token (fan), Feather token (swan boat), Feather token (whip), Wand of Cure Light Wounds, Wand of Floating Disk; Other Gear Mystra's Kiss, Quickshot, Amulet of natural armor +3, Belt of physical perfection +2, Bodice of Resistance, +3, Fortification (light) Bracers of armor +5, Handy haversack (1 @ 37 lbs), Headband of mental prowess (Int & Cha +4) (Sense M, Insistent doorknocker, Ring of protection +4, Bandolier (2 @ 0 lbs), Belt pouch (5 @ 0 lbs), Ink, black, Ink, colored, Inkpen, Mirror, Pot, mithral, Rogue's kit, Signet ring, Spell component pouch, Thieves' tools, masterwork, 7698 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (12/day) - 0/12
Darkness (centered on self) (1/day) - 0/1
Feather token (anchor) - 0/1
Feather token (bird) - 0/1
Feather token (fan) - 0/1
Feather token (swan boat) - 0/1
Feather token (whip) - 0/1
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Metamagic Adept (1/day) (Ex) - 0/1
Passwall (1/day) - 0/1
This Might Just Work (1/day) (Ex) - 0/1
Tricky Spells (4/day) (Su) - 0/4
Wand of Cure Light Wounds - 0/20
Wand of Floating Disk - 0/23
--------------------
Special Abilities
--------------------
+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Preparation Each day, you are able to prepare one of more spells as a wizard does.
Cloak of the duskwalker When use darkness item spell, gain darkvision 60.
Component Power (500gp) (Vocal) (Ex) You can ignore any one component when casting a spell.
Dauntless You can stand up to greater punishment than most and still keep on going.
Prerequisite: Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark [Earthroot], or Underdark [Old Shanatar]), human (Damara, the Great Dale, Impiltu
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Mythic Magic, Color Spray The range of this spell increases to 30 feet. In addition, creatures with 5 or more Hit Dice that fail their saving throw are blinded for 1 round and then stunned for 1 round. Creatures that make their saving throw against this spell are dazzled for
Mythic Magic, Dimension Door The duration of this spell changes to 1 round per 2 caster levels, creating a temporary, one-way portal. In addition, when casting the spell you can designate a number of creatures equal to your caster level. These creatures can see the portal and us
Mythic Magic, Dispel Magic When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. In addition, if the targeted dispel is successful in dispelling at least one spell, you heal 1d4 points of damage for every level of dispelled spe
Mythic Magic, Fireball This spell deals 1d10 points of fire damage per level, up to a maximum of 10d10. The spell also causes any creature that fails its Reflex saving throw to catch on fire, taking 2d6 points of fire damage each round until the fire is extinguished. The c
Mythic Magic, Invisibility The effects of this spell can't be detected with detect magic or other spells that detect magic auras. In addition, the invisibility can't be penetrated or dispelled by spells of 2nd level or lower, such as see invisibility or glitte
Mythic Magic, Magic Missile The damage dealt by each missile increases to 2d4+1. In addition, the missiles are not defeated by shield or similar items and effects that specifically cancel magic missile.
Greater: If you are at least a 4th-tier mythic
Mythic Magic, Scorching Ray The damage dealt by this spell increases to 6d6 fire. In addition, against the rays fire immunity is treated as resistance 20 and all other fire resistances are ignored.
Mythic Saves (Ex) If you succeed at a saving throw suffer no effect from nonmythic source.
Mythic Spells Gain a mythic arcane spell.
Mythic Spells (m) You have learned how to unlock the power of your spells, combining them with your mythic power.
Prerequisite: Ability to cast spells, 1st mythic tier.
Benefit: Select a number of spells equal to your mythic tier. They must
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spell Storing Store a spell of up to 3rd level in weapon.
Supreme Stealth (Blindsight) (Ex) You can mask yourself from that sense using the Stealth skill.
Surge[1d8] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Surprise Strike (Ex) You can expend one use of mythic power to move up to your speed as a swift action.
This Might Just Work (1/day) (Ex) Combining optimistic resourcefulness with natural skill you can make a skill check using any class skill in place of another skill check that uses the same ability modifier
Thundering (DC 14) On a critical hit, foe is permanently deafened (Fort neg).
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tricky Spells (4/day) (Su) You can cast a spell without verbal or somatic components.
Wild Arcana (Su) You can expend one use of mythic power to cast any one arcane spell.
--------------------
Born in the war torn lands of Damara, Gareth's first distinctive feature was his odd blue green shade of eyes, and then the spontaneous bits of magic that cast suspicion on his nature. Unconciously suppressing his magical birthright to avoid the scorn of his neighbors, Gareth finally ran away to find adventure after an encounter with a mysterious figure who looked like an older brother he never had.
Finding his way to Raven's Bluff, Gareth put his fast fingers and feet to good use first as a pick-pocket, then as a dungeon delver among the Living City's growing population of adventurers, but was his encounter with the Circlet of Sensing that would re-awaken his sorcerous ability and his mentorship under the Griffon Knight Wyvernn Sylverwane that would birth his true potential, first as Sylverwane's squire than as a Griffon Knight in his own name.
Gareth continues to search for his apothesis in his own way, believing that Mystra's will make her will known to him in the paths he finds himself.
--------------------
Vaya
Hawk
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 55 (1d8)
Fort +5, Ref +11, Will +11
--------------------
Offense
--------------------
Speed 10 ft., flight (60 feet, average)
Melee Talon x2 (Hawk) +13 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 17
Feats Weapon Finesse
Skills Acrobatics +11 (+3 jump), Appraise +1, Bluff +8, Climb +9, Diplomacy +2, Disable Device +18, Disguise +0, Escape Artist +8, Fly +7, Intimidate +3, Linguistics -1, Perception +15, Ride +8, Sleight of Hand +4, Spellcraft +4, Stealth +29, Swim +8, Use Magic Device +8
Languages
SQ improved evasion
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
LazarX |
minor edit
Gareth Drendower a.k.a The Wanderer
Male Human (Damaran) Arcane Trickster 8 Mythic Tier (Archmage, Trickster) 5 Rogue 3 Sorcerer 4
NG Medium Humanoid (human)
Init +14; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 22 (+5 armor, +5 Dex, +3 natural, +4 deflection, +1 dodge)
hp 141 (3d8+12d6+30)
Fort +10, Ref +17 (+1 bonus vs. traps), Will +12
Defensive Abilities evasion, fortification 25%, trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mystra's Kiss +15/+10 (1d6+7/15-20/x2+1d8 sonic+deafened)
Ranged Quickshot +14/+9 (1d4+1+1d6 fire/19-20/x2+1d10 fire)
Special Attacks sneak attack +6d6
Sorcerer Spells Known (CL 14):
6 (4/day) Dispel Magic, Greater, Lightning Bolt, Empow, Inten (DC 21), Fireball, Empow, Inten (DC 21)
5 (6/day) Teleport, Wall of Force, Fireball, Empow (DC 21), Lightning Bolt, Empow (DC 21)
4 (7/day) Dimension Door, Fireball, Inten (DC 21), Shocking Grasp, Empow, Inten, Lightning Bolt, Inten (DC 20), Arcane Eye, Ball Lightning (DC 21)
3 (8/day) Lightning Bolt (DC 20), Displacement, Fireball (DC 20), Fly, Magic Missile, Empow
2 (8/day) Minor Image (DC 19), Scorching Ray, Alter Self, Blur, Glitterdust, Shocking Grasp, Inten
1 (8/day) Magic Missile, Shocking Grasp, Shield, Color Spray (DC 18), Identify, Dazzling Blade (DC 18)
0 (at will) Arcane Mark, Ray of Frost, Flare (DC 17), Mage Hand, Detect Magic, Mending, Prestidigitation (DC 17), Message, Light
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 25
Base Atk +8; CMB +8; CMD 28
Feats Acrobatic, Arcane Preparation, Craft Wondrous Item, Dauntless, Dodge, Dual Path (m), Empower Spell, Eschew Materials, Improved Initiative, Intensified Spell, Mythic Spells (m), Point Blank Shot, Weapon Finesse, Weapon Finesse (m)
Traits Damara (Human Region), Deft Dodger, Magical Knack (Sorcerer)
Skills Acrobatics +15, Appraise +10, Bluff +20, Climb +6, Diplomacy +14, Disable Device +30, Disguise +12, Escape Artist +19, Fly +7, Intimidate +15, Knowledge (arcana) +12, Knowledge (Damara (includes the Galena Mountains) local) +8, Knowledge (dungeoneering) +10, Knowledge (local) +17, Linguistics +8, Perception +18 (+19 to locate traps), Ride +10, Sense Motive +18, Sleight of Hand +9, Spellcraft +13, Stealth +23, Swim +5, Use Magic Device +20
Languages Common, Damaran, Draconic, Dwarven, Elven, Goblin, Orc
SQ +3 to sight-based perception checks in bright ligh, amazing initiative, arcane bonds (vaya, hawk), bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, fortification (light), hard to kill (die @ -28), impromptu sneak attack (2/day), metamagic adept (1/day), mythic magic, color spray, mythic magic, dimension door, mythic magic, dispel magic, mythic magic, fireball, mythic magic, invisibility, mythic magic, magic missile, mythic magic, scorching ray, mythic saves, mythic spells, path abilities (vocal, extra mythic power, extra mythic power, supreme stealth [blindsight], this might just work [1/day]), ranged legerdemain, recuperation, rogue talents (finesse rogue), share spells with familiar, spell storing, surge[1d8], thundering (dc 14), trapfinding +1, trickster attacks (surprise strike, wild arcana), tricky spells (4/day)
Combat Gear Cloak of the duskwalker, Feather token (anchor), Feather token (bird), Feather token (fan), Feather token (swan boat), Feather token (whip), Wand of Cure Light Wounds, Wand of Floating Disk; Other Gear Mystra's Kiss, Quickshot, Amulet of natural armor +3, Belt of physical perfection +2, Bodice of Resistance, +3, Fortification (light) Bracers of armor +5, Handy haversack (1 @ 37 lbs), Headband of mental prowess (Int & Cha +4) (Sense M, Insistent doorknocker, Ring of arcane signets, Ring of protection +4, Vest of escape, Bandolier (2 @ 0 lbs), Belt pouch (5 @ 0 lbs), Ink, black, Ink, colored, Inkpen, Mirror, Pot, mithral, Rogue's kit, Spell component pouch, Thieves' tools, masterwork, 1503 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (12/day) - 0/12
Darkness (centered on self) (1/day) - 0/1
Feather token (anchor) - 0/1
Feather token (bird) - 0/1
Feather token (fan) - 0/1
Feather token (swan boat) - 0/1
Feather token (whip) - 0/1
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Metamagic Adept (1/day) (Ex) - 0/1
Passwall (1/day) - 0/1
This Might Just Work (1/day) (Ex) - 0/1
Tricky Spells (4/day) (Su) - 0/4
Wand of Cure Light Wounds - 0/20
Wand of Floating Disk - 0/23
--------------------
Special Abilities
--------------------
+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Preparation Each day, you are able to prepare one of more spells as a wizard does.
Cloak of the duskwalker When use darkness item spell, gain darkvision 60.
Component Power (500gp) (Vocal) (Ex) You can ignore any one component when casting a spell.
Dauntless You can stand up to greater punishment than most and still keep on going.
Prerequisite: Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark [Earthroot], or Underdark [Old Shanatar]), human (Damara, the Great Dale, Impiltu
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Mythic Magic, Color Spray The range of this spell increases to 30 feet. In addition, creatures with 5 or more Hit Dice that fail their saving throw are blinded for 1 round and then stunned for 1 round. Creatures that make their saving throw against this spell are dazzled for
Mythic Magic, Dimension Door The duration of this spell changes to 1 round per 2 caster levels, creating a temporary, one-way portal. In addition, when casting the spell you can designate a number of creatures equal to your caster level. These creatures can see the portal and us
Mythic Magic, Dispel Magic When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. In addition, if the targeted dispel is successful in dispelling at least one spell, you heal 1d4 points of damage for every level of dispelled spe
Mythic Magic, Fireball This spell deals 1d10 points of fire damage per level, up to a maximum of 10d10. The spell also causes any creature that fails its Reflex saving throw to catch on fire, taking 2d6 points of fire damage each round until the fire is extinguished. The c
Mythic Magic, Invisibility The effects of this spell can't be detected with detect magic or other spells that detect magic auras. In addition, the invisibility can't be penetrated or dispelled by spells of 2nd level or lower, such as see invisibility or glitte
Mythic Magic, Magic Missile The damage dealt by each missile increases to 2d4+1. In addition, the missiles are not defeated by shield or similar items and effects that specifically cancel magic missile.
Greater: If you are at least a 4th-tier mythic
Mythic Magic, Scorching Ray The damage dealt by this spell increases to 6d6 fire. In addition, against the rays fire immunity is treated as resistance 20 and all other fire resistances are ignored.
Mythic Saves (Ex) If you succeed at a saving throw suffer no effect from nonmythic source.
Mythic Spells Gain a mythic arcane spell.
Mythic Spells (m) You have learned how to unlock the power of your spells, combining them with your mythic power.
Prerequisite: Ability to cast spells, 1st mythic tier.
Benefit: Select a number of spells equal to your mythic tier. They must
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Ring of arcane signets The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
Construction
Requirements Forge Ring, arcane mark; Cost 500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spell Storing Store a spell of up to 3rd level in weapon.
Supreme Stealth (Blindsight) (Ex) You can mask yourself from that sense using the Stealth skill.
Surge[1d8] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Surprise Strike (Ex) You can expend one use of mythic power to move up to your speed as a swift action.
This Might Just Work (1/day) (Ex) Combining optimistic resourcefulness with natural skill you can make a skill check using any class skill in place of another skill check that uses the same ability modifier
Thundering (DC 14) On a critical hit, foe is permanently deafened (Fort neg).
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tricky Spells (4/day) (Su) You can cast a spell without verbal or somatic components.
Wild Arcana (Su) You can expend one use of mythic power to cast any one arcane spell.
--------------------
Born in the war torn lands of Damara, Gareth's first distinctive feature was his odd blue green shade of eyes, and then the spontaneous bits of magic that cast suspicion on his nature. Unconciously suppressing his magical birthright to avoid the scorn of his neighbors, Gareth finally ran away to find adventure after an encounter with a mysterious figure who looked like an older brother he never had.
Finding his way to Raven's Bluff, Gareth put his fast fingers and feet to good use first as a pick-pocket, then as a dungeon delver among the Living City's growing population of adventurers, but was his encounter with the Circlet of Sensing that would re-awaken his sorcerous ability and his mentorship under the Griffon Knight Wyvernn Sylverwane that would birth his true potential, first as Sylverwane's squire than as a Griffon Knight in his own name.
Gareth continues to search for his apothesis in his own way, believing that Mystra's will make her will known to him in the paths he finds himself.
--------------------
Vaya
Hawk
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 55 (1d8)
Fort +5, Ref +11, Will +11
--------------------
Offense
--------------------
Speed 10 ft., flight (60 feet, average)
Melee Talon x2 (Hawk) +13 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 17
Feats Weapon Finesse
Skills Acrobatics +11 (+3 jump), Appraise +1, Bluff +8, Climb +9, Diplomacy +2, Disable Device +18, Disguise +0, Escape Artist +8, Fly +7, Intimidate +3, Linguistics -1, Perception +15, Ride +8, Sleight of Hand +4, Spellcraft +4, Stealth +29, Swim +8, Use Magic Device +8
Languages
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Steven T. Helt RPG Superstar 2013 Top 8 |
DM Nabu |
1 person marked this as a favorite. |
Wow so many new posts :D
@Viscount K
There's a Drizzt application, I really can't veto a Thibbledorf application now, can I? :)
As I said somewhere earlier, in this timeline canon stops in 1374 when the portals to the lower planes appeared, the deities became silent and the planes went awry. Whatever happened since is your domain and I fully expect a creative background that shows what you did till 1409. As far as my little knowledge about him goes, the little dwarf has been well and alive in 1374, save for his scent, of course.
In short, forget canon, the fiends ruined it all :)
@Barid Naismith.
If you ask a caster to craft an item for you, he will sell the item at its full price. You only get the reduced price if you can craft it yourself by rolling a natural one on the check.
Those prices are not correct. Weapon special abilities don't cost a flat amount of gp that you just add together. For example, shocking burst is equivalent to a +2, and a simple +2 weapon does indeed cost 8000 gp, but a +2 shocking burst weapon costs like a +4 weapon (+2 from its enhancement plus +2 from the special ability) or 32000 gp, not 8000+8000=16000 gp. You add the modifiers together and calculate the final cost based off the total modifier.
The most you can have out of a weapon is a +5 equivalent one, so you can have, say, your Cotumo be +3 keen rapier of evil outsider bane and it would cost 50320 gp. If you want to pay any less, a +2 keen rapier of evil outsider bane would cost 32320 gp and it's a +4 equivalent weapon. Similarly for your other weapon.
@Finkmilkana
I'll be honest, I'm not overly interested about the accuracy of an elf's lifespan, it's not like you'll need to worry about dying of old age during this kind of adventure anyway. 600 year old means venerable and that's it for me :)
About the mantle, I was just lazy and didn't read carefully about the body slot. I won't change it, I just assumed (wrongly) it occupied the "shoulders" slot because "mantle" to me is the same as "cloak". Lathander knows I made this very same mistake with headbands of charisma and circlets of persuasion :)
@Llaelian
Cool concept! Have you considered an Inquisitor instead of a Ranger perhaps? It's just that every time I consider an Inquisitor, he just screams "retribution" to me :)
@Ynaeve Amryln
I'm sorry, but no to peri-blooded aasimar, they're not within the sources allowed.
While I like the background differences that different heritages might give to different aasimars, I don't like the "cherry-pick" thing that comes off their crunch translation. Who would play, say, a half-elf, when you could just choose the aasimar that gives a bonus to the preferred stat plus extras?
Feel free to use the Alternate Racial Traits present in the ARG and say that your ancestry dates back to a Peri, if you so wish, or any celestial preference, but Aasimars are one race.
Dimension door (and other similar abilities) is affected just like any other teleportation effect. If you have to step into the Astral Plane even for a split second and your starting point or destination is within the Material Plane or one of the Inner Planes currently adjacent to the Material Plane, bad things will probably happen, as described in the first post. Outer planes are not affected.
The problem with such an item as you described is that if your character can craft it, soon the demons and the devils would have it as well. You could certainly craft a continuous Necklace of Planar Adaptation for the cost you correctly calculated, but you'd need to specify a single plane for which it works at the moment of creation, so it won't help to avoid all possible effects due to an Astral mishap. You can devote multiple spell slots to protect yourself (or the whole party) from the most harmful planes (negative energy plane and quasielemental plane of dust look like the worst ones), with a rod of extension you can get them to work for 30 hours minimum each, or you can just study your spellbook again and refresh your spell slots by spending a Mythic Point.
As a comparison, a simple pearl of power V costs 25000 gp, and it lets you cast Planar Adaptation one more time per day, 49000 gp and you get a Pearl of Power VII for the mass version. Cheaper and easier. :)
@Vuvu
As long as I get to read your backstory and crunch somewhere, works for me. Once we start, though, anyone participating would have to write his sheet on his playing alt, eventually, just to save me a headache :)
@Steven T. Helt
Isn't Shar an evil-aligned deity? Please, no evil deities and no evil characters :) Think about what would happen if a Chosen of Mystra and a Chosen of Shar entered a tavern together...
@Everyone who submitted a (lengthy) background!
Phew! I came back home a bit later than expected, and I'm glad I have so much to read, I actually love reading good backstories!
However, I'm afraid I'll read them all after a good night of sleep so you'll have to wait till tomorrow for a PM with my feedback :) With all the material you gave me, at least 4 sheets would probably be mostly complete, so I'll set a deadline tomorrow for next week. That means everyone will have time till the end of the month to hone the particulars.
Choosing the Chosen on March 1st looks like a good omen :) So many things happened that day... http://en.wikipedia.org/wiki/March_1
Tenro |
Bariel lived primarily in Ormath in the Vilhon Reach, but once he died i am sure Kelemvor has the power to throw him back in the material plane wherever he wants. He has traveled distances as far as a month of travel away from Ormath. He has never teleported anywhere because by the time he was working with people who had that magic, it was after the blood war spilled over.
Steven T. Helt RPG Superstar 2013 Top 8 |
DM Nabu |
@Steven T. Helt
I think the Foehammer archetype for Dwarven Fighters is what you're looking for.
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html
Or did you want something specific from the 3.5 PrC?
@Everyone
Yeah don't worry about where you lived or died, deities can put you together no matter where.
Steven T. Helt RPG Superstar 2013 Top 8 |
Viscount K |
Quick someone make the gnome! Nanfoodle I think. Though if I was going to make one I would make Pikel Bouldershoulder. might have spelled that wrong...hmm
Nope, right on target. Although, Pikel without Ivan is a sad proposition.
There's a Drizzt application, I really can't veto a Thibbledorf application now, can I? :)
As I said somewhere earlier, in this timeline canon stops in 1374 when the portals to the lower planes appeared, the deities became silent and the planes went awry. Whatever happened since is your domain and I fully expect a creative background that shows what you did till 1409. As far as my little knowledge about him goes, the little dwarf has been well and alive in 1374, save for his scent, of course.
In short, forget canon, the fiends ruined it all :)
Eeexcellent. And a deadline of March 1st ought to be plenty of time to get caught up on my knowledge of mad dwarven antics. I don't intend to go buying a bunch of books I don't own, so a few of my details may be off, but I'll do my best to stay accurate up until 1374.
Obviously, my background ideas will probably have to modify to whatever Drizzt was doing at the time - if he rescues Bruenor from something or other, and I have him die before that, this is a problem. But I think this is an exercise that is going to amuse me to no end.
The first change: I think he would be a Chosen of Clangeddin Silverbeard (God of Battle, Giantkiller, Wyrmsbane), not Moradin (God of Dwarves, Soul Forger, the Creator) - unless the Dwarven pantheon as a whole only gets the one. Think that's up to you.
Nightskies |
Similarly, I've whipped out the books to re-read them. In the meantime, I'm making variant builds of Drizzt just to be sure he feels right. Trying full ranger, 11 fighter/4 ranger, even 14 fighter/1 druid or cleric. The one thing I'm certain of with his build is that he'll be a tank.
Anyway, I'll undoubtedly have Guenhwyvar. Even if it takes the Leadership feat to do it, though the companion figurine feat might be the one to take as advised by VuVu (next post). I'm trying to go pure ranger pretty much exclusively for Guen, but we'll see. ONE of those builds will do well.
As to the timeline, the last relevant book, if I'm not mistaken, would be The Two Swords ending in 1371. Or the Orc King, as most of it happens before the spellplague. I'm not sure.
cjgrimm |
Seems interesting, but I am too unfamiliar with mythic rules to be comfortable playing a character with them. But I figured I'd chime in to share this with everyone. Anyone who uses HeroLab can get mythic rules working there by following the information http://forums.wolflair.com/showthread.php?t=30479
And the update source you use to make the mythic rules happen also allow you to import some Forgotten Realms rules as well, but I've not played around with it to see what races/feats work and which don't.