Strange Aeons Too?

Game Master Just a Mort

Strange Aeons map


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I agree but about the freaky avatar, but I like different, and there aren’t many plant people avatars. Plus she should be fun to play.


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Current submissions. Inform me if I have missed anyone out.

Ace of moxen - Ashley - bloodrager
Mighty plon -Alexandra - urban skald or blood rager
Delmoth - Theophania - wizard
Mittean - Blythe - unchained monk/kensai
Kazmanaught -Zeng'ia - halcyon druid
Knight of yesterday - Quick sun blossom - shaman


I also have several others I can get the details out on if you and your party are interested in any of the characters. They each have some magic capabilities, as of course does the Kensai character.

• Blythe, (as mentioned), a 4th level Unchained Monk (flowing monk, master of many styles, wildcat)/3rd level Magus (Bladebound, Kensai).

• Khatín Kurón Xinivane a Mwangi Hunter (Primal hunter) with a kentrosaurus companion/Vigilante (warlock/wildsoul). She augments her dinosaur while blasting with mystic bolts and utilizes her arachnid soul to eventually shoot webbing.
This character also could be very fun as a "good" goblin, a bit of a wild shamanic character...
• Konghruul, a bugbear Brawler (mutagenic mauler, venomfist)/blood rager (blood conduit, primalist). I usually played him about a level below the party for the Bugbear. He is a former elf assassin that was killed and re-incarnated...as his most hated enemy, the Bugbear. (Could also be played as a hobgoblin, if a leveled-down Bugbear is not acceptable).
• Aliyah Tel'u'ath'ryn, an elf Spiritualist/Slayer, haunted by a ghost of her mother.


GM Mort wrote:

Current submissions. Inform me if I have missed anyone out.

Ace of moxen - Ashley - bloodrager
Mighty plon -Alexandra - urban skald or blood rager
Delmoth - Theophania - wizard
Mittean - Blythe - unchained monk/kensai
Kazmanaught -Zeng'ia - halcyon druid
Knight of yesterday - Quick sun blossom - shaman

Definitly going for the Urban Skald, better fit storywise, party got enough melee too!


I'm going to switch out spell penetration and spell focus transmutation for spell focus conjuration and augment summoning, if that's ok. I think I know one spell that needs a SR check. I should get evolved summoned monster next feat.


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As promised here is Blossom’s crunch. I think she brings a lot to the party: offensive and defensive buffer, enemy debuffer, as well as status removal and healing. As a 9 level prepared caster she also brings great versatility by choosing spells from the shaman spell list and cherry picking Druid spells from her favored class bonus as well as gaining spirit and revelation spells added to her spell list. Also, keeping spell slots open adds to her versatility as you never know when you might need to earth glide, communal spider climb, or some other less frequently used spell.

More importantly she will be fun for me to play and for the party to interact with. Blossom is the type of PC I find very rewarding to play and it will be easy to stay engaged with her for the long hall.

Best,
KoY

Crunch:

Female, Vine Leshy, Shaman (Speaker for the Past) -7
N, Small Plant (Leshy)
Initiative +4 Senses low-light vision, darkvision, Perception +15

===============================================
DEFENSE
===============================================

AC: 18, touch 15, flat footed 17 (+ 4 Dex +3 Armor, +1 size)
HP: 52 (7d8 +14)
Fort +4, Ref +6, Will +10

==============================================
OFFENSE
==============================================

Speed 20
Melee Prehensile Hair +11 (1d2 +5/x2)
Melee Lashvine +10 (1d3+4/x2)
Melee Whip +10 (1d3-1 /x2)
Ranged Sling +10 (1d4-1/x2) range 50
Special Attacks: Hexes (Misfortune DC 18, Prehensile Hair), Aging Touch, Phantom Touch, Erase from Time

Prepared Spells (CL 7, Concentration +12) 
Level 0 (4): Detect Magic, Flare (DC 15), Stabilize, Touch of Fatigue (DC 15)
Level 1 (6): Chill Touch (DC 16), Longstrider, Magic Fang, Protection from Evil, Rite of Centered Mind, Strand of the Tangled Knot, [Enlarge Person]
Level 2 (4): Bark Skin (x2), Grasping Vine, Vine Strike, [Fog Cloud]
Level 3 (3): Heroism, Greater Magic Fang, Protection from Energy, [Magic Vestment]
Level 4 (2): Earth Glide, Restoration, [Fire Wall]

Spell like abilities
Goodberry (1/day), Speak with Plants (1/day)

==============================================
STATISTICS
==============================================

Str 8, Dex 18, Con 14, Int 8 Wis 20, Cha 14
Base Atk +5; CMB +4; CMD 17
Feats Weapon Finesse (1st), Extra Hex [ward](3rd), Extra Hex [battle ward](5th), Extra Hex [witch hex, prehensile hair](7th)
Skills Knowledge (History) +9, Knowledge (Geography) +6, Knowledge (Nature) + 9, Perception +15, Spellcraft +5, Stealth +12, Survival +10
Traits Guiding Spirit (Magic) Called(Faith)
Languages Common, sylvan,
SQ
Gear Ring of revelation [10,000gp], Headband of Wisdom +2 [4,000gp], Agile Amulet of Mighty Fists [4,000gp], Wand of Cure Light Wounds (50charges) [750gp], Leaf armor [500gp], Scroll (lessor restoration) [175gp], Sling, Bullets [10], Whip
Carrying Capacity (<19.5 light; <39.75 medium; <60 heavy; 14.5 (light)

==============================================
SPECIAL ABILITIES/CLASS FEATURES
==============================================
Ability Modifiers: +2 Constitution, +2 Wisdom, –2 Intelligence
Agile +2 Dexterity in place of +2 to Constitution.
Called once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Darkvision see in the dark up to 60 feet.
Favored Class Bonus add druid spells to spell list; flare, grasp, magic fang, long strider, dragon turtle shell, mud buddy, greater magic fang.
Grapevine (Sp) cast goodberry once per day with a caster level equal to her character level.
Guiding Spirit once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.
Hex DC 18 learn magical tricks which grant powers or weaken foes.
Misfortune (SU) cause a creature within 30 feet to roll twice and take the worst result for 1 round on all ability checks, attack rolls, saving throws, or skill checks. A successful Will saving throw negates this hex. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Chant(SU) as a move action extend the duration by 1 round of those under the effects of the charm, evil eye, fortune, fury, or misfortune hex with in 30 feet.
Ward (SU) Grant one creature, other than the shaman, a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. Only one ward can be active at a time [from extra hex].
Battle Ward(SU) touch a willing creature granting a +3 deflection bonus to AC. Each subsequent time she’s attacked, the defection bonus reduces by 1 disappearing when the bonus is reduced to +0 or after 24 hours [from extra hex].
Prehensile Hair(SU) cause hair to grow giving it a 10 foot reach and it can be manipulated as if it were a limb with a Strength score equal to Wisdom score. It is secondary natural attack that deals 1d2 points of damage. The hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. This can be used for a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. [from extra hex, witch hex].
Languages begin play speaking Common and Sylvan.
Lashvine gain proficiency with whips and scorpion whips. As a free action, the vine leshy can turn one hand into a lashvine. A lashvine is a primary natural attack that deals 1d3 points of bludgeoning damage.
Low-Light Vision see twice as far as humans in dim light.
Mysteries of the Past gain Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Add the spells from the ancestor and time oracle mysteries to her class spell list [unseen servant (1st), memory lapse (1st), spiritual weapon(2nd), gentle repose (2nd), heroism (3rd), sands of time (3rd). Must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells.
Orisons prepare a number of 0-level spells, each day that are not expended when cast and may be used again.
Revelations of the Past select a revelation from the ancestor or time mysteries. Using shaman level for oracle level and Wisdom in place of Charisma for the purposes of the revelation.
Erase from Time (Su) once per day the target of your melee touch attack must make a Fortitude save or vanish completely for 3 round.
Aging Touch Twice per day make a melee touch attack dealing 3 points of Strength damage to living creatures or 7d6 points of damage to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver.
Phantom Touch (Su) Five times a day, make a melee touch attack that causes a living creature to become shaken for 3 rounds [from ring of revelation].
Seasoned Spirit (Sp) spend an hour in concentration to cast speak with plants with a caster level equal to their character level.
Slow Speed base speed of 20 feet.
Small gain a +1 size bonus to AC, +1 size bonus on attack rolls, –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, +4 size bonus on Stealth checks.
Spells casts divine spells drawn from the shaman spell list which must be chosen and prepared in advance.
Spirit (Su) form a mystical bond with the spirits of the world, forming a lasting bond with a single spirit which grants a number of abilities and defines many of her other class features.
Battle Spirit 5 rounds per day allies within 30 feet of the shaman receive a +1 morale bonus on attack rolls and weapon damage rolls.
Spirit Magic spontaneously cast one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose from enlarge person (1st), fog cloud (2nd), magic vestment (3rd), and fire wall (4th). These can be enhanced using any metamagic feat known, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
Weapon and Armor Proficiency all simple weapons, and with light armor, medium armor.
Weapon Finesse with a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Background:
”Let me out!” Quick Sun Blossom cried from within the crate in which she was currently confined. The little plant person banged her gnarled fists on the lumber walls of her de facto prison. After a few moments the leshy stops, resigned to her fate, and collapses into a heap, tears trickling from her violet, seed-like, eyes. Will I ever get out, she wonders while her thoughts drift to the past…

The leshy’s earliest memories are of the warm, caress of sunlight on her bare vines as they stretched toward the yellow orb with the longing of a neglected lover. She moaned with pleasure, a shutter running through her body, as her vines began to slowly sprout with leaves, flowers, and berries pulsing in rhythm to the witch’s chanting.

Quick Sun Blossom, like all of her kind, was created by the ritual binding of an ensnared forest spirit with a growing plant. Blossom’s creator was the Witch, Oogal, a hag of the Thrushsong Woods. Terror lurked in the shadows of the Thrushsong the land plagued by the horrendous legacy of the Whispering Tyrant. The two spent many years together learning and growing as the waged war against those who would defile the Thrushsong Woods. As fate would have it the witch was caught by a litch and disemboweled while Blossom watched helplessly.

Blossom was now alone, but she was not quite alone, she had the voices of her ancestors calling to her from the past as well as the witches spirit in her hand to help guide her. Thus, began the leshy’s murder-revenge-survival adventure across the Ustalav countryside. Ultimately ending with the decision that she needed to flee Ustalav.

Blossom is startled from her reminiscing by the slow groan of the crate opening. A gaunt, dark haired, human looked down, concern etched on his face, at the distraught leshy, Blossom, what’s the matter?

The leshy considered the question for a moment, why am I so upset. I’m sure it was important. Then it all comes rushing back to her and she blurts, ”Well Gossa it’s…..

”I’m Wreben, the scholar interrupted.

”If you say so,” she responded skeptically while she scrutinized the man.

Wreben sighed and began to pace back and forth as he lectured her, ”Gossa and I are really quite different, from our physiques, to our appearance, coloration, mannerisms. I’m fact we are so dissimilar that…”

”Gosh, I’m sorry already,” Blossom cut him off, growing board of his prattling. ”Anyhow, Gos…err… I mean Wreben,” she smiled in victory at getting it right, ”I’ve been in this box forever and..

”Its been three hours. We haven’t even left the dock yet,” the man replied, frustrated. ”We discussed this at great length Blossom, you need to stay out of sight until we are safely out of Ustalav.”

”Yeah but is dark in here,” she offered.

He countered, ”but you can cast light”

”But I’m thirsty too!” she exclaimed.

”And you can create water,” he crossed his arms.

”Hungry! I’m hungry… actually famished, close to starving,” Blossom said earnestly, trying to look pitiful.

Wreben threw his hand in the air, ”but you can spontaneously grow fruit.”

The little plant lady puts her hands on her hips and pronounced, ”I have to go to the potty!”

”Do you?” he asked, the doubt plain on his face.

No, but I could at any second,” Bloosom informed him, her brow furrowed in concentration. After a slight pause she added, ”still no but soon… maybe.”

Wreben relents, shoulders slumped in defeat, ”Okay, you can get out of the crate but you must stay in the cabin.”

”Deal,” Blossom exclaimed triumphantly as she vaulted out of the box. What’s a cabin, she wondered as she skipped around the room.

Appearance:

Quick Sun Blossom is a collection of twisted vines with rich blue and green, glossy leaves, golden blossoms, and ripe purple berries. Tiny layered, overlapping, leaves make the leshy’s skin look almost scaled, giving her a stoic and stern expression, which is amplified by her piercing, unforgiving, violet eyes. Long, green, vine-like, tendrils fall from her scalp, tied back neatly with twig.

This little plant person is usually clad in natural materials but keeps as much of her skin exposed as, like most plants, she rather enjoys the sun. Typically she smells of flowers and her voice is high, melodic, and song like.


Personality:

Quick Sun Blossom, Blossom to her friends, possesses very little tact, often saying what is on her mind whether appropriate to the social situation or not, and views the world with child-like wonder. She is curious and over dramatic but is stubborn when it comes to things she “knows.” However, she is forgetful and often gets confused with civilized things. The leshy has a fear of fire, axes, and cows. She will not eat leafy vegetables, viewing it as a form of cannibalism.


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Good luck everyone! Looking forward to RP’ing with at least one of you!


Thanks, good luck all!


Ditto for me!


Good Luck for everyone!


I know we're nearing the closing time, but I would like to submit Patrick here for consideration.

As a healing patron witch, he gets access to most condition removal spells, and the healing hex gives a free cure serious wounds to each character once per day, before we have to hit the CLW wand.

The rest of his hexes are the standard single target debuffs (slumber, misfortune, evil eye when we get to 8th level), and he also has Soothsayer+protective luck, which lets everyone else start each encounter forcing enemies to roll twice and take the worse result on any attacks against them for one round, possibly extended with cackle. As for spells, I focused mostly on battle field control spells to complement his hexes.

Liara, his familiar, besides being such an excelent musician that her performances heal fatigue once per day, also has a very high UMD skill, which lets her use any wand with a 95% success chance - most notably, the wand of Haste I ended up buying - 11 250 is pretty expensive at this level, but it was hard to argue against letting her cast haste for 50 encounters.

Backstory:

As a bright and ingenious young man, Patrick always loved to find inventive solutions to puzzles

His most recent one was figuring out how to provide decent and reliable healing services to a population that shunned magic users. It might not have been easy, forcing him to stealthily research different magic disciplines and forging a pact with an otherworldly entity, but things were going pretty well for a while - a simple healing hex was usually enough, and a slumber hex along some sleeping drought insured the patient was unconscious when a spell was needed.

Unfortunately, it seems people have begun suspecting that there might be some magic behind Patrick's amazing healing skills. Not wanting to stick around too long in case some angey but previously satisfied customer comes looking for him, Patrick decided to board the next boat out of Thrushmoor.

Stats:

PATRICK ISIDR

Chaotic Good Medium Human Witch 7;

Init 1; Senses Perception: +15

DEFENSE

AC 11, touch 11, flat-footed 10

hp 44

Fort 4, Ref 5, Will 7

OFFENSE

Speed 30 ft.

Witch spells prepared (CL 7; concentration +13)

4th (2/day)- Black Tentacles (CMB +12);

3rd (3/day)- Stinking Cloud (DC 19);

2nd (5/day)- False Life (DC 18); Glitterdust (DC 18); Web (DC 18);

1st (6/day)- Ear-Piercing Scream (DC 17); Mage Armor (DC 17); Obscuring Mist (DC 17); Unseen Servant (DC 17);

0th (at will)- Dancing Lights (DC 16); Detect Magic (DC 16); Guidance (DC 16); Light (DC 16);

STATISTICS

Str 7, Dex 12, Con 12, Int 23, Wis 10, Cha 13

Base Atk + +3; CMB +1; CMD 12

Alternate racial traits: Heart of the Fey
Traits: Tireless Logic, Pragmatic Activator

Feats: Craft Wondrous Item; Evolved Familiar (Skilled: Use Magic Device); Extra Hex (2); Improved Familiar;

SQ: Low-Light Vision; Witch's Familiar; Witch Hexes: Flight; Healing; Misfortune; Protective Luck; Slumber; Soothsayer; Witch Patron: Healing; Familiar: No Applicable Bonus;

Skills: Craft (Alchemy) +11 (4 br); Fly +11 (headband), ; Heal +4 (1 r); Knowledge (arcana) +16(7 r); Knowledge (dungeoneering) +10 (4 r); Knowledge (engineering) +7(1 br); Knowledge (geography) +7 (1 br); Knowledge (history) +16 (7 br); Knowledge (local) +7 (1 r); Knowledge (nature) +10 (1 r); Knowledge (nobility) +7 (1 br); Knowledge (planes) +16 (7 r); Knowledge (religion) +13 (7 r); Perception +15 (7 r); Spellcraft +16 (7 r); Use Magic Device +16 (7 r);

Equipment Artificer's lab (portable) (300 gp); Bag of Holding, minor (1000 gp); Cackling hag's blouse (6000 gp); Cloak of resistance +1 (1000 gp); Headband of vast intelligence +2 (Fly); Outfit, Traveler's (1 gp); Pouch, spell components (5 gp); Ring of Sustenance (2500 gp); Sleeves of many garments (200 gp); Wand of Cure Light Wounds (50 charges) (750 gp); Wand of Ill Omen (50 charges) (750 gp); Wand of Haste (50 charges) (11 250 gp)

137 pp
249 gp

(Total wealth: 29 375 - 25% over WBL to account for the crafting feat)

Spells on Familiar:
Spell Level 0 Bleed; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Grasp; Guidance; Light; Mending; Message; Putrefy Food and Drink; Read Magic;
Resistance; Spark; Stabilize; Touch of Fatigue;
Spell Level 1 Ear-Piercing Scream; Hex Vulnerability; Identify; Ill Omen; Mage Armor; Mount; Obscuring Mist; Remove Fear; Touch of Blindness; Unseen Servant; Web
Bolt;
Spell Level 2 False Life; Glitterdust; Restoration, Lesser; Spectral Hand; Web;
Spell Level 3 Fly; Remove Blindness/Deafness; Remove Curse; Remove Disease; Stinking Cloud;
Spell Level 4 Black Tentacles; Neutralize Poison;

Familiar:

LIARA
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init 8; Senses darkvision 60 ft.; low-light vision; Perception +13

DEFENSE
AC 20, touch 16, flat-footed 16
hp 22
Fort +3, Ref +6, Will +8
Resist cold 10, fire 10; DR 5/evil; Immune electricity, petrification; SR 0;

OFFENSE
Speed 30 ft. Fly: 80 (perfect)
Melee slam +9 (1d2-3 );
Space 2-1/2 ft.; Reach 0 ft.;
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant-detect evil, detect magic, freedom of movement
At Will-dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day-cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week-commune (6 questions, CL 12th)

STATISTICS
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20,
Base Atk +3; CMB 5; CMD 12
Feats Agile Maneuvers, Improved Initiative, Weapon Proficiency, Martial(all), Weapon Proficiency, Simple
Skills Use Magic Device+12, Swim+4, Fly+17, Knowledge (nobility)+3, Knowledge (dungeoneering)+7, Knowledge
(nature)+3, Craft (a)+7, Acrobatics+10, Bluff+11, Knowledge (religion)+9, Knowledge (history)+9, Diplomacy+11,
Knowledge (local)+3, Knowledge (planes)+12, Heal+4, Knowledge (geography)+3, Spellcraft+9, Knowledge (engineering)+3,
Climb+4, Stealth+18, Perception+13, Knowledge (arcana)+9, Perform (strings)+11
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler's friend

SPECIAL ABILITIES
Starlight Blast(Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium,
unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for
each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take
1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4
points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save
DC is Constitution-based.

Traveler's Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may
spend a minute listening to a lyrakien's performance- doing so removes the effects of exhaustion and fatigue from the listener

Small IC introduction:

"Greetings everyone, I'm Doctor Patrick Isudr, and this is my lovely assistant Liara"

The tiny winged woman cuts in, in a melodius, half-annoyed half-joking voice: "Your assistant?! I'm the reason you even have any magic to play at being a "doctor"!"

"You're absolutely right, I'm sorry, let me start again. May I introduce you to the lovely and talented Miss Liara. I'm but her humble magic casting assistant, Patrick Isidr, at your service "

"That's much better, my dear assistant!"


My selections are Delmoth's character, Tiff and Knight of Yesterday -Quick Sun Blossom.

Both of you, please move yourself to the discussion and gameplay thread.

Thank you everyone for participating in this recruitment exercise. Our paths may cross in the future sometime =)


Congratulations to the chosen players! Have a great game everyone! :)


Have fun everyone!


Thanks for applying, everyone!


Congrats!

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