DL's Ashes at Dawn Game Thread (Inactive)

Game Master Death-Lok

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Grand Lodge

Ok, here is the crunch, it is mostly complete. The only thing I have left to add are some mundane adventuring items but I added the magical gear that I planned for the character to have.

Batoh Rocksteady

Divine Tracker Ranger Lvl 11
NG Medium Oread [Native Outsider] (featured race if allowed, otherwise I will switch to Half-Orc)
Init +2 (+4 while underground or in urban terrain); Senses Perception +16

Statistics:

--------------------

Spoiler:

Str 19 (23), Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +11/+6/+1; CMB +15; CMD 27
Deity: Iomedae
Languages: Common, Terran

Racial Traits
Slow Speed (base speed 20 ft)
Darkvision 60 ft
Treacherous Earth (Transform 10 ft Radius patch into difficult terrain for 1 minute/level
Granite Skin (+1 Natural Armor)
Crystalline Form (+2 AC vs Rays)

Traits
Subject of Study (+1 Damage to Undead)
Courageous (+2 on saves vs fear effects)

Feats
Lvl 1: Weapon Focus (Greatsword)
Style lvl 2: Power Attack
Lvl 3: Weapon of the Chosen
Class lvl 3: Endurance
Lvl 5: Improved Weapon of the Chosen
Style lvl 6: Furious Focus
Lvl 7: Greater Weapon of the Chosen
Lvl 9: Improved Critical (Greatsword)
Syle lvl 10: Improved Sunder
Lvl 11: Sundering Strike

Class Features
Combat Style: Two-Handed Weapon
Favored Enemy: +6 Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival versus Undead, Evil Outsiders, and Magical Beasts
Favored Terrain: +4 Initiative, Knowledge (Geography), Perception, Stealth and Survival while in Underground or Urban terrain
Evasion
Quarry: As a standard action, denote one target within LOS as the quarry. +2 insight on attack rolls and all critical threats are automatically confirmed. Can take 10 on survival check while moving at normal speed without penalty.
Swift Tracker
Track
Woodland Stride

Blessings:
Good Blessing:
Holy Strike (minor) Touch one weapon and bless it to deal an extra 1d6 points of damage against evil creatures for 1 minute. The weapon is treated as good for the purpose of overcoming damage reduction.
Battle Companion (major) Functions as summon monster IV for 1 minute but can only summon good outsiders or an animal with the celestial template. For every 2 levels beyond 10th the level of summon monster spell increases by 1.

Sun blessing:
Blinding Strike (minor) Blind a target for 1 round; Reflex Save reduces to dazzled for 1 round
Cleansing Fire (major) Touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute

--------------------
Defense:

--------------------

Spoiler:

AC 26, touch 14, flat-footed 24 (+2 DEX, +6 Armor, +3 Shield, +3 NA, +2 Deflect) [+2 vs rays]
HP 100 (1d10) (+1 Favored Class Ranger)
Fort +11, Ref +11, Will +7 (+2 vs fear)

Glamered, Deathless Hide Armor +2 (11715 gp)
(AC +6, DEX +4, AP -2, AF 20%, Move speed 15ft)
Animated Medium Wooden Shield +2
(AC+3, AP -1)
Amulet of Natural Armor +2 (8000 gp)
Ring of Protection +2 (8000 gp)
Cloak of Resistance +2 (8000 gp)


--------------------
Offense:

--------------------

Spoiler:

Speed 15 ft. w/ armor
One Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+6] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+12]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

Two Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+9] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+18]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

+1 Trait bonus damage vs undead
+6 Attack and Damage vs undead, evil outsiders, and magical beasts


--------------------
Skills:

--------------------

Spoiler:

Bluff -1 (+6 vs undead, evil outsiders and magical beasts)
Climb +12 (+10) [+9]
Heal +11
Knowledge (Dungeoneering) +8 (+6 vs undead, evil outsiders and magical beasts)
Knowledge (Geography) +4 (+4 while underground or in urban terrain)
Knowledge (Nature) +8
Perception +16 (+4 while underground or in urban terrain)
Ride +6
Sense Motive +2 (+6 vs undead, evil outsiders and magical beasts)
Spellcraft +6
Stealth +16 (+4 while underground or in urban terrain)
Survival +16 (+6 vs undead, evil outsiders and magical beasts) (+4 while underground or in urban terrain)
Swim +12 (+10) [+9]


I think Senna is finished, aside from a few mundane gear purchases. She is a solid, though not optimized, sorcerer build. If you've got any questions, or if I violated any of your pre-reqs, please let me know.
Thanks for considering her!


Senna Proviso wrote:
...if I violated any of your pre-reqs, please let me know.

Just a heads up that some of the spells you've chosen aren't core. Fire Snake, Boneshatter, Force Punch, Burning Arc, and Scrivener's Chant are the ones I noticed.


Nevaal wrote:
Ok, here is the crunch, it is mostly complete.

I think you mixed up "greatsword" and "scimitar" at various points.


Dαedαlus wrote:
The only thing is, the 6th-level bonus spell is from the ARG. How does that work with 'core only' spells? Do I get a different one?

Hmmm. What would be a thematic core replacement? Wind Walk, maybe, or Flame Strike?

Grand Lodge

Sour Heck wrote:
Nevaal wrote:
Ok, here is the crunch, it is mostly complete.

I think you mixed up "greatsword" and "scimitar" at various points.

You are correct, I had it originally as a greatsword but sarenrae fit in more with the character idea. Thanks for pointing it out


Badblood wrote:
I'm seeing that there's a ton of partial arcane casters though...

Yeah, that's why I was creeping on other people's submissions: seeing if there was a lot of overlap in our spell selections. There is. :) Presumably the GM will let us tweak our builds after the party is chosen so we can make our abilities more complementary and less redundant.

Grand Lodge

*Edit: replaced greatsword with scimitar in two places. Thanks to Sour Heck for pointing it out

Batoh Rocksteady

Divine Tracker Ranger Lvl 11
NG Medium Oread [Native Outsider] (featured race if allowed, otherwise I will switch to Half-Orc)
Init +2 (+4 while underground or in urban terrain); Senses Perception +16

Statistics:

--------------------

Spoiler:

Str 19 (23), Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +11/+6/+1; CMB +15; CMD 27
Deity: Iomedae
Languages: Common, Terran

Racial Traits
Slow Speed (base speed 20 ft)
Darkvision 60 ft
Treacherous Earth (Transform 10 ft Radius patch into difficult terrain for 1 minute/level
Granite Skin (+1 Natural Armor)
Crystalline Form (+2 AC vs Rays)

Traits
Subject of Study (+1 Damage to Undead)
Courageous (+2 on saves vs fear effects)

Feats
Lvl 1: Weapon Focus (Scimitar)
Style lvl 2: Power Attack
Lvl 3: Weapon of the Chosen
Class lvl 3: Endurance
Lvl 5: Improved Weapon of the Chosen
Style lvl 6: Furious Focus
Lvl 7: Greater Weapon of the Chosen
Lvl 9: Improved Critical (Scimitar)
Style lvl 10: Improved Sunder
Lvl 11: Sundering Strike

Class Features
Combat Style: Two-Handed Weapon
Favored Enemy: +6 Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival versus Undead, Evil Outsiders, and Magical Beasts
Favored Terrain: +4 Initiative, Knowledge (Geography), Perception, Stealth and Survival while in Underground or Urban terrain
Evasion
Quarry: As a standard action, denote one target within LOS as the quarry. +2 insight on attack rolls and all critical threats are automatically confirmed. Can take 10 on survival check while moving at normal speed without penalty.
Swift Tracker
Track
Woodland Stride

Blessings:
Good Blessing:
Holy Strike (minor) Touch one weapon and bless it to deal an extra 1d6 points of damage against evil creatures for 1 minute. The weapon is treated as good for the purpose of overcoming damage reduction.
Battle Companion (major) Functions as summon monster IV for 1 minute but can only summon good outsiders or an animal with the celestial template. For every 2 levels beyond 10th the level of summon monster spell increases by 1.

Sun blessing:
Blinding Strike (minor) Blind a target for 1 round; Reflex Save reduces to dazzled for 1 round
Cleansing Fire (major) Touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute

--------------------
Defense:

--------------------

Spoiler:

AC 26, touch 14, flat-footed 24 (+2 DEX, +6 Armor, +3 Shield, +3 NA, +2 Deflect) [+2 vs rays]
HP 100 (1d10) (+1 Favored Class Ranger)
Fort +11, Ref +11, Will +7 (+2 vs fear)

Glamered, Deathless Hide Armor +2 (11715 gp)
(AC +6, DEX +4, AP -2, AF 20%, Move speed 15ft)
Animated Medium Wooden Shield +2
(AC+3, AP -1)
Amulet of Natural Armor +2 (8000 gp)
Ring of Protection +2 (8000 gp)
Cloak of Resistance +2 (8000 gp)

--------------------
Offense:

--------------------

Spoiler:

Speed 15 ft. w/ armor
One Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+6] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+12]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

Two Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+9] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+18]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

+1 Trait bonus damage vs undead
+6 Attack and Damage vs undead, evil outsiders, and magical beasts


--------------------
Skills:

--------------------

Spoiler:

Bluff -1 (+6 vs undead, evil outsiders and magical beasts)
Climb +12 (+10) [+9]
Heal +11
Knowledge (Dungeoneering) +8 (+6 vs undead, evil outsiders and magical beasts)
Knowledge (Geography) +4 (+4 while underground or in urban terrain)
Knowledge (Nature) +8
Perception +16 (+4 while underground or in urban terrain)
Ride +6
Sense Motive +2 (+6 vs undead, evil outsiders and magical beasts)
Spellcraft +6
Stealth +16 (+4 while underground or in urban terrain)
Survival +16 (+6 vs undead, evil outsiders and magical beasts) (+4 while underground or in urban terrain)
Swim +12 (+10) [+9]


Nevaal wrote:
Thanks for pointing it out

Thanks for being cool about it!

I should also mention that you should just have one favored enemy at +6, and the other two should be at +2...this is a mistake I made myself not long ago. (You could also have the bonuses at +4/+4/+2)


Sour Heck wrote:
Just a heads up that some of the spells you've chosen aren't core. Fire Snake, Boneshatter, Force Punch, Burning Arc, and Scrivener's Chant are the ones I noticed.

You're right. Thanks for the sanity check, Sour. I'm not sure where my brain was at when I read 'core spells' but I wasn't thinking the main book only. I'll have to bust out my copy and see what equivalent mayhem I can churn up.

Grand Lodge

Sour Heck wrote:
Nevaal wrote:
Thanks for pointing it out

Thanks for being cool about it!

I should also mention that you should just have one favored enemy at +6, and the other two should be at +2...this is a mistake I made myself not long ago. (You could also have the bonuses at +4/+4/+2)

Oh, ok. I had to read that a few more times to understand what you were talking about. Ok, I made the changes to my sheet. I won't post it again for now in case there are any other edits that I have to make first.


Working on an investigator, two questions:
Am I correct in assuming we are jumping directly into Ashes at Dawn, and our characters have not done the previous adventures?
Would you allow the Sleepless Detective prestige class, given that it has 2 non-core spells worked into its main abilities? If not, I can just make a full investigator.


Captain collateral damage wrote:

Working on an investigator, two questions:

Am I correct in assuming we are jumping directly into Ashes at Dawn, and our characters have not done the previous adventures?
Would you allow the Sleepless Detective prestige class, given that it has 2 non-core spells worked into its main abilities? If not, I can just make a full investigator.

1. You are correct

2. Prestige class is fine as are spells


MrStr4ng3 wrote:

Here is my Shadow dancer, when thinking over his background he ended up with a dip in cleric.

** spoiler omitted **...

How did you get DR/10? That's a 10th level shadowdancer ability.


Well, when two DR/5's love each other very much...


Senna Proviso wrote:
Well, when two DR/5's love each other very much...

DR doesn't stack like that- they just merge what needs to be met to overcome it. So, if you have DR 5/silver and DR 5/Cold Iron, you don't get DR 10. You get DR 5/Cold Iron and Silver (however that works).


Here we go, all done I think. Daedalus if you get a chance I'm happy to tweak background so we can pair up.

Crunch:
Natalya ‘the Firebird’
Female Aasimar Warrior of Holy Light Paladin 11 with the Oath against Undead
LG Outsider (Native)/Humanoid (Human)
Init +3 (+1 dex, +2 trait)
Senses: Perception +0.

DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 dex, +2 deflection).
DR 3/-, Resist Fire 10

HP 93/93 (10 + (10x6) + 22 con + 1 FCB)

Fort +14 (7 base, +2 Con, +5 Cha)
Ref +9 (3 base, +1 Dex, +5 Cha)
Will +12 (7 base, 0 Wis, +5 Cha)

OFFENSE
Heavy Flail +19/+14/+9, d10+11, 19-20x2. B.
(Smite: +6 to hit, +11/22 damage, ignore DR)

Spd 20 ft / Fly 20ft (poor).
Space 5 ft.; Reach 5 ft.

Base Atk +11/+6/+1 (+11 Paladin)
CMB 17 (11 BAB, 6 Str)
CMD 28 (10, 11 BAB, 1 Dex, 6 Str)

STATISTICS
Str 22 (+6) [16 base, +2 racial, +4 enhancement]
Dex 12 (+1)
Con 14 (+2) [13 base, +1 level 8]
Int 12 (+1)
Wis 10 (0)
Cha 20 (+5) [13 base, +2 racial, +1 level 4, +4 enhancement]

FEATS
Angel Blood [Level 1]: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Greater Mercy [Level 3]: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Outflank [Level 5]: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Beast Speaker [Level 7]: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.
You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.
Ultimate Mercy [Level 9]: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Angelic Wings [Level 11]: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

TRAITS
Chance Encounter (Campaign): You gain a +2 trait bonus on Initiative checks.
Blessed Touch (Faith): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

SKILLS
Diplomacy +13 (7 ranks, +3 Cha, +3 class)
Handle Animal* +13 (7 ranks, +3 Cha, +3 class)
Heal +8 (3 ranks, +0 Wis, +3 class, +2 racial)
Knowledge (Planes) +4 (2 ranks, +0 Int, +2 racial)
Knowledge (Religion) +5 (7 ranks, +0 Int, +3 class)
Linguistics +2 (2 ranks, +0 Int)
Sense Motive +8 (5 ranks, +0 Wis, +3 class)

Total Points: 33 [11x(2 Paladin + 1 Int)]
AC penalty is -5

LANGUAGES
Common, Celestial, Necril.

EQUIPMENT
Explorer’s Outfit (free)
Headband of Charisma +4 (16,000)
Belt of Strength +4 (16,000)
+2 Adamantine Full Plate (20,500)
+2 Adamantine Ghost Touch Heavy Flail (21,315)
+2 Ring of Protection (8,000)
Sleeves of Many Garments (200)

35 gold 100 silver 0 copper
Weight Carried: -lbs.

SPECIAL ABILITIES
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Skilled: Angel-blooded Aasimar have a +2 racial bonus to Heal and Knowledge Planes checks.
Spell-like Ability: Angel-blooded Aasimar can use Alter Self as a spell-like ability once per day (caster level equal to their class level).

Favoured Class Bonuses (Paladin): 10x Human FCB, 1x HP.

Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Evil: Four times per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Detect Undead: This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil.
This ability replaces detect evil.
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Ghost Touch Aura: At 3rd level, the paladin’s armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin’s shield.
This ability replaces the paladin’s 3rd-level and 9th-level mercies.
Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.
Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Power of Faith: At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Aura of Life: At 8th level, the paladin gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
This ability replaces aura of resolve.
Superior Channeler: At 11th level, a paladin can channel positive energy to harm undead by expending a single usage of her lay on hands ability instead of two.
This ability replaces aura of justice.


Appearance/Personality:
-------------------------------------------------------
APPEARANCE/PERSONALITY
Eyes – glowing, Hands – leave contrails, Wings – feathered, fire-like, Unusual temperature – much hotter than human norm. (From Aasimar physical features table)

Natalya stands at around five and a half feet, dwarfed by her own wings, which extend in a fiery wave almost twelve feet across when fully extended. From her smooth, lightly browned skin, to her glowing eyes and flaming red hair she is ever inch the woman who has been kissed by fire. Even her hands seem to glow. Her more exuberant gestures often leaving faint lines in the air behind her and, if sufficiently riled, she can almost end up cocooned in light strands left behind by her own gesticulating.

As a Lightbringer of Ra Natalya takes the concepts of duty, loyalty and rulership very seriously. Leadership is a duty, not a right, to her and everyone should be prepared to lead if they are the best person for the job at hand. She has also sworn solemn vows to oppose and destroy the undead at every turn, both because Ra frowns on those who flee Anubis and the afterlife, and more personally because she despises those who pervert the gift of life bestowed upon them.

When she is not immediately on duty, a rare occurrence, Natalya is a relaxed and open personality although capable of sudden mood shifts and quick tempered if provoked. She, perhaps oddly, loves rain and asks nothing better than to sit outside in a rainstorm, delighting in the feeling of water against her skin – a fact that makes Septu miserable, especially in dark and cold Ustalav.

Background:
---------------------------------------------------------
BACKGROUND
Born in Oppara to two of the famous Ulfen Guard, Natalya Aleksandrovna left her homeland very young when her parents were assigned to guard a spoilt young Stavian princeling after he declared his intent to travel to Thuvia and secure a dose of Sun Orchid Elixir for himself. The mission was a disaster, despite his guards best efforts the Prince soon burned through the vast funds he had been provided with and was reduced to dismissing his retainers to afford his own, sadly diminished, passage home. Stranded in the desert heat far from home Natalya’s parent made the best of things and settled down to raise their daughter in the sun.

Unable to afford a fine house Natalya, her parents and the children that followed her, lived in a ramshackle old fort on the edge of the desert where her father hunted and worked as a guide for travellers and the occasional merchant with dreams of Sun Orchids and more money than sense. Natalya and her siblings often played amongst the ruins and it was there that Natalya one day found a true treasure – a large round sphere, deep red and warm to the touch, which hadn’t been there the day before. Sensing that this was something more than the ‘treasures’ she and her siblings normally uncovered Natalya kept her discovery quiet, but went to check on it daily – spending hours stroking the strange gem and examining it from every angle.

Then one night raiders came out of the desert, vicious gnolls and their hyena mounts. Such raids were part and parcel of desert life and the family took refuge in their fortified basement, hidden behind the storage room. Natalya however snuck out to go and protect her gemstone when she heard two gnolls tossing the storeroom looking for ‘the egg’. She knew her home better than the gnolls and reached the egg first, but the hyenas had her scent and a fourteen-year old girl, burdened by a three foot egg, was never going to outrun a hunting pack.

Natalya fought to the last, until one of the gnoll raiders grew tired of the girl threatening his pets with a sharpened stick and brutally cut her throat, spraying blood all over the egg that Natalya tried so hard to protect. The last thing she saw was the shell cracking and erupting in a brilliant column of flame, burning the gnoll to ash . Her own flesh charred and crumbled before her dying eyes but Natalya felt no pain – only a gentle warmth…

She awoke – unexpectedly, to find herself in the centre of a blackened crater in the desert with a huge, glowing bird standing over her protectively. The legendary phoenix bent down to nuzzle the girl before lifting its wing to show the chick nestled protectively beneath its glorious wing. The smaller bird hopped forward onto her chest and nestled there contentedly for a few moments until a trill from its mother had it scrambling into the air on its fledgling wings. Natalya was left, alive, confused and awed beyond measure by the sight she had just witnessed.

Her resurrection left her physically changed too. No longer the blonde haired, blue-eyed Ulfen child Natalya found herself taller, darker and possessed of an almost unearthly glow, an inner fire which shone from her eyes and turned her hair a rich, flaming scarlet – the colour of the phoenix’s own plumes. The phoenix gave more intangible gifts too, an affinity for healing magic which made Natalya a young woman of renown among the desert tribes, who brought their sick children and animals to her for healing, as well as consulting her against all sorts of dangers that roamed the deserts, including gnolls, djinns and the restless dead of the ancient battlefield, submerged beneath desert sands. Thus Natalya grew to adulthood, respected and capable far beyond her years. She soon earned the nickname ‘Eanqa’ or ‘Firebird’ in the desert tongue and that name described her well, because she lived every waking moment hoping to meet her legendary patron once more.

One of her many deeds in the deserts was to rescue an academic, a Professor Lorrimor, who had been journeying to find a sphinx lair in the desert. Natalya, unable to dissuade the polite, but intractable, researcher eventually accompanied him on his journey and dragged Lorrimor, dishevelled but alive, away from the wreckage of his caravan and saw him safely back to civilisation. The Professor thanked her profusely and promised never to forget her heroism. Natalya on the other hand, forgot him almost immediately – not least because her cherished dream finally came true shortly after.

After a particularly arduous journey into the desert Natalya was journeying home to her now aging parents, when a familiar figure appeared in front of her. Lacking its parent’s magnificent size the small phoenix was still a majestic sight and Natalya willingly followed as it introduced itself as ‘Septu’ and led her to a ziggurat nestled deep in the hollow of the dunes, swathed in shadow even in the heat of the noon-day sun. Natalya fought her way through the tomb, striking down a dozen undead soldiers before duelling a corrupted shade near the summit of the tower. It was only when she grappled with the spirit and fled to the top of the ziggurat that she triumphed – burning it alive in the sun as it tried to claw its way from her grasp.

With Septu’s help Natalya cleansed the pyramid, reconsecrating it to Ra, the Sun God of Osirion and receiving in exchange a fine set of armour, harder than steel and shimmering with burnished gold and sunlight, and a mighty flail – the weapon of the Pharaoh God, which could strike both the living and the dead with the might of Ra himself. Her final gift, as she placed the winged helm upon her head, were the mighty wings which erupted from her back and carried her steadily home across the desert sands. Fully twelve feet wide the wings were Natalya’s crowning glory – she was the Firebird at last!

Two years later Natalya received a letter from Professor Lorrimor. It was pleasant and invited her to come and visit him in Ravensgro to discuss ‘matters of mutual interest’. Busy with a renewed incursion of efreeti led undead into ‘her’ desert, Natalya disregarded the letter until another followed it, in which the Professor predicted his own demise, and requested Natalya’s presence at his funeral.

Unable to ignore the request from the dying, Natalya, with Septu’s consent and company, headed north across the sea and her homeland of Taldor before swinging west into the mist-shrouded lands of Ustalav. By the time she arrived in Ravensgro Lorrimor was (once again) safely interred, but rumours of vampires and a mighty undead ‘Tyrant’ led her north again, to Caliphas – capital of Ustalav and harbour of darkness which even the Firebird might need to fear…


When is your cutoff. Looking to toss my hat in the ring, by leveling Rhia here.


Dαedαlus wrote:
So, if you have DR 5/silver and DR 5/Cold Iron, you don't get DR 10. You get DR 5/Cold Iron and Silver (however that works).

A +3 weapon would beat that!


Rhia Van der Geist wrote:
When is your cutoff. Looking to toss my hat in the ring, by leveling Rhia here.

TOMORROW AT 6:00 PM EST IS THE DEADLINE.


Here is the Link to my character's alias page. I wasn't sure if we could use feats, subschools and familiars from other books or not. Also I put the feat improved familiar down, but I don't yet have an improved familiar. If it is not allowed let me know. If not then I will have to make some modifications.

Thadoline the Seer


So, it looks like the route I went with my backstory, Nikolaus, seems to be pretty much the opposite of yours. I mean, we could try and make them fit together, but I don't see much of a natural way to do so. Regardless, I present Zolaire, pyromancer.

Spoiler:
Zolaire Aratha
Gender Human Sorcerer 11
NG Medium Humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 [+3 Dex, +4 Armor, +2 Deflection, +2 Natural]
hp 68 (11 HD; 11d6+22)
Fort +5, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft., Fly 60 ft. (good)
Melee Weapon +[To Hit] (Damage/Crit Range) | Feat +[To Hit] (Damage/Crit Range)
Ranged Weapon +[To Hit] (Damage/Crit Range) | Feat +[To Hit] (Damage/Crit Range)
Special Attacks Blood Intensity (3/day, +5 level cap), Blood Havoc (+1/die on Evocation spells)
Sorcerer Spells Known(CL 11th; concentration +18)
. . 5th (5/day) - Wall of Force, Telekinesis, Break Enchantment
. . 4th (7/day) - Wall of Ice, Elemental Body I, Ice Storm, Dimension Door, Greater Invisibility, Wall of Fire
. . 3rd (8/day) - Shrink Item, Daylight, Haste, Phantom Steed, Dispel Magic, Fireball, Magic Circle Against Evil
. . 2nd (8/day) - Resist Energy, Gust of Wind, Invisibility, False Life, Pyrotechnics, Flaming Sphere, Scorching Ray, See Invisibility
. . 1st (8/day) - Grease, Endure Elements, Protection from Evil, Enlarge Person, Magic Missile, Mage Armor, Burning Hands, Color Spray
. . 0th (at will) - Detect Magic, Prestidigitation, Dancing Lights, Ray of Frost, Mage Hand, Mending, Arcane Mark, Ghost Sound, Light, Disrupt Undead

Spell-like Abilities (CL 11th; Concentration +18)
. . 3/day- Dancing Lights
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 14, Wis 10, Cha 24
Base Atk +5; CMB +4; CMD 19
Skills Spellcraft +16, Knowledge (arcana) +16, Knowledge (religion) +10, Use Magic Device +21, Fly +17, Intimidate +13
Feats Spell Penetration, Greater Spell Focus (evocation), Intensified Spell, Spell Specialization (fireball), Spell Focus (evocation), Quicken Spell, Varisian Tattoo (evocation), Burning Amplification, Eschew Materials
Traits Magical Lineage (fireball),
Languages Common, Varisian, Celestial, Orc
SQ Bloodline Arcana (can heal living targets with fire spells 1/2 instead of damage), Bloodline Mutation (Blood Havoc, Blood Intensity), Bloodline Power (Vermillion Wings)
Gear 25,000, Headband of Alluring Charisma +4, Cloak of Resistance +3, Ring of Protection +2, Amulet of Natural Armor +2, Belt of Physical Prowess (Dex, Con) +2, Quarterstaff, Cold Iron Dagger, Silver Dagger
--------------------
Special Abilities
--------------------
Name of Ability
FCB: Every level, extra spell known of level below (+3 0-level, +2 1st, +2 2nd, +2 3rd, +2 4th)

Encountering Zolaire (backstory):

The orc rushes forward, heedless of the blood streaming from its wounds, as Velar, soldier of Lastwall, stumbled backwards over the bleeding bodies of the grievously wounded. This is the end, then he thinks, as the sword is drawn back. Then, out of nowhere, he feels heat on his back, and the sound of rushing wind behind him. Three rays of golden-orange fire arc down from the sky, striking the orc, leaving a charred hole in its chest, and it topples over, dead and on fire. Turning around, he sees a figure, wreathed in wings of flames, flying between him and the light of the sun, and the figure descends to the ground, looking around at the wounded and falling. The fire-angel man mutters a spell, and his wings of fire flare brightly, golden flames bursting out across the battlefield, and where the flames touch Velar and his fallen companions, it burns away wounds, cuts closing and broken bones mending as a wash of warmth flows over your body. As Velar struggles to stand, the winged man, clothed in the white, red and gold robes akin to a priest of Sarenrae, turns toward him, and quickly moves over, wings crumbling away to dust, reaching out a hand to help him rise, "Stand strong soldier," he says, his voice gentle yet strong, "What's your name? Velar? Good to meet you. I'm Zolaire. Don't worry about continuing the fight, I'll finish it for you. Good work this far, though. Is your commander still alive?" Velar points out where his officer is struggling to stand up, and Zolaire strides over, careful to avoid stepping on the wounded. The two converse for a moment, before Zolaire nods, steps back, and summons an enormous wall of golden flames, which bathes all the fallen in its warmth, healing what remained of their wounds, then leaps into the air, massive red-golden wings erupting from his back in a burst of flames, and Zolaire flies off into the distance. Shortly thereafter, the warcries of orcs drifted over the battlefield, but the rushing sound of magical fire quickly changed the cries to that of pain.

As the sun begins to set, and soldiers settle in for the night in their encampment, all talk is about the 'angel' that turned the tides of battle, and a hush falls over the soldiers as wings of fire descend from the sky into the center of camp. With a look, the sentries move aside as Zolaire enters the command tent. Sometime after, he emerges alongside the General, who looks around and triumphantly announces, "The orcs have been routed!" there is much rejoicing, and many questions had. Velar joins a group of other soldiers questioning Velar about who he is. Eventually, after several mis-starts, they all sit down around a fire to hear Zolaire's tale, his voice captivating, "Well, I was born in a small Varisian town on the Storval Plateau, and my fire magic developed from a young age. People used to laugh when my grandad said he'd had a phoenix as a pet- but when my magic first showed its nature, people stopped laughing." He smirks, then muses that, "If you've ever met a phoenix, you'd know they would never be a pet, but it's still likely that he met one at some point, and something happened to put fire in his blood. Anyway, I digress. I had some minor tricks I could use, but of more help were my healing flames- they always had a use, and I didn't really mind people always asking me for healing- I was happy to do it. My town lived in harmony. Then, everything changed when the orc nations attacked. Only my mentor, a master of arcane rune magic, could have stopped them. But, when the town needed him most, he vanished. Only a few days had passed when our town was completely destroyed and the orcs moved on to the next town. I and a few survivors hid in the hills- I was twelve at the time- until the orcs returned to Belkzen. Although my pyromancy skills were great, I had a lot to learn before I was ready to save anyone. Still, I believed that I could save the other villages on the Plateau." He paused to take a breath and drink a sip of water, "And you know what? I did. It took the better part of a year, but eventually my powers grew to where I was able to defeat every last one of the orcs, and they all burned. I helped the few survivors of my village rebuild, but I knew it wasn't enough. So, I headed into Belkzen, and I spent about five years, living off the land and growing my magic. I killed orc after orc, but it was never enough. I came down here for a while- met your general when he was just a Captain, actually. But, eventually, I heard rumors of an undead menace growing in Ustalav, so I joined the Knights of Ozem for a few years- fought back several necromancers, put down an aspiring lich, and burned a few Walkers to cinders. That's where I've been for about the last decade, but when General Callum sent a message saying a massive army was gearing up to attack, I had to come help. Soon, though, I need to head back. That answer all your questions?"

Naturally, it didn't, and Zolaire was still talking when Velar went to bed. When he got up in the morning, the pyromancer was gone.


[spoiler=Miscellaneous Info]
Zolaire is kind of like Superman, kind and gentle, endlessly patient, and always willing to help out the 'good guys.' However, unlike Superman, Zolaire has a core of fire, and so he can be prone to snap judgements and emotional reactions. However, he knows this, and so prefers to fight enemies where it's easy to tell who's in the right. That's why he's spent his life fighting the Orc Hordes of Belkzen and the undead of Ustalav- they are very straightforward, easy to identify enemies, with few 'good' members of their kind, and most importantly, they know how to burn. He has to use his powers, he rationalizes, and he loves the thrill of the fight, burning evil away in his holy fire, and so makes sure he points it towards the right foes. While obviously skeptical of any who claim to be good, he isn't hostile towards half-orcs, as he realizes that in any population, there are outliers, and so long as they have witnesses who can verify their goodness, he is willing to accept even full-blooded orcs and the occasional undead into his company, though usually keeping a wary eye on them until they prove themselves.

He does have, quite literally, hot blood, and is prone to anger, but is usually good at keeping himself from lashing out, and when he does, he always makes sure he heals any who might have been injured. He's also never quite still, fingers always dancing when he's sitting, and is likely to summon small flames and play with them to keep himself occupied if he's likely to be waiting. He does, though, absolutely love flying, and goes soaring at almost any chance he gets.


Appearance:

Zolaire stands at a bit below six feet, but when his wings are out, they reach much higher. With green eyes and brown hair, he doesn't look all that impressive, though he does have some sort of invisible presence that makes him impossible to ignore. He usually wears white robes, with red highlights and some gold ornamentation (including a small holy symbol of Sarenrae), and a red cloak that flutters behind him when he's flying.

When he summons his wings, though, his unassuming appearance is completely gone, as they cloak him completely, wings made of both feather and fire, weightless and almost insubstantial when needed, or with a heavy presence that fills the room depending on what he wants. When he dismisses them, they collapse into ash, crumbling away without a trace until he rebirths them in a plume of fire. His flames, unlike his wings, though, are golden, and when he uses his magic, his eyes and tattoo (hidden under the sleeve of his left arm) glow, and his voice takes on an echoey timbre, as though hundreds of people with different voices were speaking at the same time. His healing flames are a golden-white color, not unlike divine magic, but when he uses them to burn, they are a much deeper orange-gold hue.


Still have some fun if we get into the game together Daedalus. Our meeting in particular could be spectacular! :D


It would certainly be explosive, that's for certain. ;P

Good luck to all!


Good luck everyone and may the Schwartz be with you. Or may the odds ever be in your favor


Dαedαlus wrote:

It would certainly be explosive, that's for certain. ;P

Good luck to all!

How did you manage to do the nesting spoilers? I've wanted to manage that for ages...


Nikolaus de'Shade wrote:
Dαedαlus wrote:

It would certainly be explosive, that's for certain. ;P

Good luck to all!

How did you manage to do the nesting spoilers? I've wanted to manage that for ages...

Magic.

I’m reality, it’s just that, if you have a named spoiler, you can have one unnamed spoiler inside of it, and vice versa for unnamed spoilers. So, you can never have (so far as I can tell) more than one hidden spoiler. So, as above, my outermost spoiler wasn’t named, so I could have one named spoiler inside of it, but when I tried to fit two spoilers inside, it didn’t work, even if they’re both named.


Spoiler:
This is a test post.

Apologies:
Sorry for cluttering the thread, but I wanted to try this!

The question is, did it work?

Yes!


Hey all, was fighting a fever all day yesterday so the selections will be announced later today.


Death-Lok asked wrote:
How did you get DR/10? That's a 10th level shadowdancer ability.

I honestly do not know why Hero Lab thinks I have DR/10 I went forward and back a few times but never near 10th level shadowdancer and it doesn't seem contingent, I'll rebuild from scratch. Sorry for the trouble


Okay, feeling much better, so time to announce the 4 selected players:

Sour Heck
Batoh Rocksteady
Natalya ‘the Firebird’
Zolaire

Thanks for everyone's interest and good luck in your future gaming endeavors. Players may report to: Link


Thanks for the select!

Best of luck to everyone in your future endeavors!

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