The end of all days

Game Master TheNine


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Timeskeeper wrote:
It would be the Valkyrie race. I also have the PDF if you'd like to read that before making a call!

Nice Monster Class,

I might be thinking of using a monster class myself


This one isn't a class like those are, it is built more like a race for Pathfinder. But thank you either way!


I have a number of books from the same series as the one you put up, race is there along with a Paragon/Monster class and feats...


Those ones are from Dreamscape press, mine is from Rite Publishing. They don't have racial levels.


Timeskeeper wrote:
Those ones are from Dreamscape press, mine is from Rite Publishing. They don't have racial levels.

The In the Company of Monsters books series, has race and a Paragon/Monster class that goes with the race, yes?

And to quote the Store Page for the book that your using does have monster/paragon class levels.

This book also includes:

-A slew of new feats, items, and magical meads
-The Valkyrie paragon class, with more than 50 unique talents and other options to power up your character.
-The Shield Maiden prestige class. Onward, to Battle!

so you can't say there isn't a monster class there


Sounds like the taninim. A stand alone race with an optional class which suits them.


Gul gra-Dushnikh wrote:
Sounds like the taninim. A stand alone race with an optional class which suits them.

That is from In the Commpany of Dragons

So same series of book as the Valkyries


Ah! I see what you're meaning now, my mistake is mistook what you meant. My apologies.

Yes there is a Paragon racial class in the book. I though you were talking about the races that came with their own level boosts.

Scarab Sages

From looking at the race It is fine. Works well with the plan. I dont know if I would consider it a monster class or race if her base creature the original form so to speak wasnt a monster.

For those who havent started to figure it out, (some of you have clearly)

Your poor dead brave souls are about to become champions of the world and the gods, battling against the scariest thing one can think of... The Rough Beast is stirring and it might mean the end for Golarion.


I’m going to need a bigger axe...

Grand Lodge

I'm going to get an alchemist build up but I don't know if I can bring enough bombs for the task ahead.

Sovereign Court

Alright I am going to go with a Kitsune sorcerer/wizard enchantrer who everybody just loves, opposition schools necromancy and divination most likely.


I have an idea for a unerring spear user that I've been dying to make work.

Let's see the roles.

10 + 2d4 ⇒ 10 + (4, 4) = 18
10 + 2d4 ⇒ 10 + (2, 4) = 16
10 + 1d6 ⇒ 10 + (1) = 11
10 + 1d6 ⇒ 10 + (1) = 11
14 - 1d6 ⇒ 14 - (1) = 13
14 - 1d6 ⇒ 14 - (6) = 8

Ugh, those are some brutal rolls right there. It's a fighter then.

Edit: Wait we get a second shot.

10 + 2d4 ⇒ 10 + (3, 1) = 14
10 + 2d4 ⇒ 10 + (1, 1) = 12
10 + 1d6 ⇒ 10 + (5) = 15
10 + 1d6 ⇒ 10 + (1) = 11
14 - 1d6 ⇒ 14 - (5) = 9
14 - 1d6 ⇒ 14 - (5) = 9

Eh, I'll go with the first set.


So, I'm thinking a Monk (Zen Archer), though I'm waffling on race, yet. Aasimar, Dwarf, Half-Orc, or Human. I'm not sure. Each has advantages, and both the Dwarf and Half-Orc, as a monk, could be fun role-play.

Still think the quiver with the right arrows is a cooler signature item than a bow, though. Mechanically harder than the bow, too, though, as it tends to stray outside the defined mechanics for items.

Primaries would be Wisdom and Dextarity. (16 & 15)
Secondaries would be Strength and Constitution. (16 & 12)
Tertiaries would be Intelligence and Charisma. (Both 13)

The quiver would be "Erastil's Gift", and the monk would have died trying to defend a village/hamlet from a marauding dragon. Let's say a black one. Dragon's breath is what did the monk in. Sometimes trading away evasion hurts more than others.


To be honest, everything you wrote points to dwarf.

“Primaries would be Wisdom and Dextarity. (16 & 15)
Secondaries would be Strength and Constitution. (16 & 12)
Tertiaries would be Intelligence and Charisma. (Both 13)”

So the stats become Str (16) Dex (15) Con (14) Int (13) Wis (18) Cha (11)

Pretty much perfect zen archer stats.

And he died fighting a dragon?

“Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning”

Or

“Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.”

It would explain why he thought he could take on a dragon.

——-

Though a half-orc would be able to take an Orc Hornbow. 2d6 instead of 1d8 damage would be nothing to scoff at


Also, totally forgot.

“What kind of weapon,(or armor if you choose that option,or if you are a caster your favored item be it wand, staff, orb, book what have you) were you known for, treasured etc... Did this item have a name it was known by?”

Soulbinder
This oversized axe is Gul’s most prized possession. Passed down from mother to daughter, this axe has taken the lives of countless victims since its creation. Family legend says that it attaches to the soul of the wielder, and that when given it shares the strength of the previous owners. The axe was given to Gul when she proved that she was strong enough to wield it in battle.


Main: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Main: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Sub: 14 - 1d6 ⇒ 14 - (2) = 12
Sub: 14 - 1d6 ⇒ 14 - (5) = 9

Some thoughts I'm still working on, read if you wish it is mostly for Nine.:
Weapon being a spear known as Ibenholt (Literally meaning Ebony).
She stood as a last line for some of her people as they fled a warring region, all she had was an old spear and a small buckler but she held enemies off long enough... at the cost of her own life. One of the enemy warrior ran her through with her own spear. When darkness came there was no light to walk to, just new breath, a new life at the cost of who she once was.

Awakening to remember nothing, the name Eir came to her as well as a spear that was somehow tied to her very being. It was black instead of the silver of steel, and it continued down part of the wooden shaft. Thus she named it Ibenholt and became known as Eir of the Ebony Spear.


Updated Grûndaev's profile.

Here is the basics of his background, death and item.

Background & Death

Grûndaev was raised by his father, Aazos, a shaitan and devoted follower of Irori. They lived in an ruined temple of Irori set high in the Zho Mountains.

Upon coming of age, he was gifted the Staff of Jani'ah, a three section metallic staff adorned by an fist grasping a brilliant gem. Normally a six-foot staff, with a quick twist, it can separate into three pieces, connected by light-weight chains. The bottom of the staff is sharpened to a point while the head of the staff is a fist clinching a .

Sent visions by Irori, he traveled across Golarion bringing balance and enlightenment as he was able. Throughout his travels, he opened himself to the mysteries of the cosmos, learning to transform himself into a more perfect reflection of Irori with arcane magic. He continued with these studies of mind and body until his demise.

He died over 200 years ago, betrayed by his friends, He was imprisoned in a cage and submerged in a deep pool of water in a subterranean cavern. Knowing his death would come soon, Grûndaev centered himself and accepted his fate, knowing that while he had not completed the path upon which he had started, he had committed himself to it and was true to his convictions.

Personality

Grûndaev Is calm under pressure. He speaks slowly and a rhythmic cadence. He refers to those that he respects by their title and given name, but to those he does not respect, he refers to them simply by thier race.

The syntax of his native tongue, Terran, is SOV; subject, object and verb. He tends to speak common in the same manner.

He is dedicated to Irori, praying every morning and every night. When he rests, he aligns his body so that his feet always point towards his home. He keeps detailed maps of his location and is always searching for information regarding the history of the lands he travels.

He is honest to a fault. Speaking his mind, often before he thinks of how those words may affect those around him. He is distrustful at first of those he meets, but, given time, he builds strong bonds with those that prove themselves loyal and committed.

He respects those that hold title or position above him and demands it from those beneath him.

He is idealistic and stubborn. He has spent decades observing the world to form his opinion of them and is not swayed easily from his beliefs.

He has a gentle nature about him. He’s fascinated by nature and the beauty of the world. He often draws that which inspires him in the margins of his scrolls.

Appearance

His spell book is tattooed upon his bodies. The dark indigo ink meticulously in scribed into his flesh.

Standing just 5 feet tall he is well muscled. His skin is a light gray flecked with white and earthen tones. He is hairless, with eyes as green as emeralds.


Thinking of something divine for submission.....

Grand Lodge

I'll try this out--I have kind of an unusual idea, I hope...

Set 1:

Main Stats:
Strength: 2d4 + 10 ⇒ (3, 1) + 10 = 14
Dexterity: 2d4 + 10 ⇒ (1, 2) + 10 = 13

Normal Stats:
Constitution: 1d6 + 10 ⇒ (3) + 10 = 13
Charisma: 1d6 + 10 ⇒ (4) + 10 = 14

Sub Stats:
Intelligence: 14 - 1d6 ⇒ 14 - (4) = 10
Wisdom: 14 - 1d6 ⇒ 14 - (3) = 11

Set 2:

Main Stats:
Strength: 2d4 + 10 ⇒ (2, 3) + 10 = 15
Dexterity: 2d4 + 10 ⇒ (4, 2) + 10 = 16

Normal Stats:
Constitution: 1d6 + 10 ⇒ (2) + 10 = 12
Charisma: 1d6 + 10 ⇒ (4) + 10 = 14

Sub Stats:
Intelligence: 14 - 1d6 ⇒ 14 - (1) = 13
Wisdom: 14 - 1d6 ⇒ 14 - (6) = 8

Grand Lodge

Item greatsword and symbol of a dying religion of brand justice whose name was Justice's edge. Death was likely an assassination either in battle or out.

I'm willing to leave things open to allow the maximum amount of crazy.

Peronsality and Backstory:

Alastar was a battlefield medic. A stern warrior-healer often burdened with the role of defending the sick and dying in battlefield conditions. His role was not that of the typical role of a soldier, more delicate, like surgery. Because of this, he learned to fight strategically and meticulously. This experience translates to his personality. He learns everything he can before entering the fray. Bedside manner has never been his strong suit, but he cares none the less. His lacking talent is more due to an absence of experience.

The balance that he has alway performed allows him to keep his head in most situations, though when need his injections and concoctions will enable him to put aside cautiousness and attack with his full might.

Death:

After dragging a body into his tent, clearing the operating, Alastar begins to close up the wound in the chest of a fellow soiler. The injury was a calculated risk. The bomb Alastar threw took out three men, only injuring his fellow soldier, but by his estimation saved the man's life if he could stabilize him. As he was suturing the wound, Alaster looked down to see his blood. He died, not knowing if he saved that man.

Alastar Revin:

Male human (ulfen) alchemist (grenadier) 1
NONE Medium humanoid (human)
Init +1; Senses Perception +5

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1

OFFENSE
Speed 30 ft.
Special Attacks bomb, throw anything

STATISTICS
Str 18, Dex 13, Con 15, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 15

Feats Martial Weapon Proficiency (Greatsword), Point-Blank Shot, Precise Shot, Throw Anything

Skills Disable Device +5 , Knowledge (Arcana) +7 , Knowledge (Nature) +7 , Knowledge (Planes) +4 , Knowledge (Religion) +4 , Perception +5 , Spellcraft +7 , Use Magic Device +3

Languages Common, Skald
SQ alchemy, bonus feat, formulae, martial weapon proficiency, mutagen, skilled
Gear formula book

Formula Book
SPECIAL ABILITIES

Spoiler:

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Bomb (Su) You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.

Bonus Feat Humans select one extra feat at 1st level.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Grand Lodge

What kind of weapon,(or armor if you choose that option,or if you are a caster your favored item be it wand, staff, orb, book what have you) were you known for, treasured etc... Did this item have a name it was known by?

ZigZag treasured his one, true, possession--a nice sharp spike that master called a Pie-Ton. ZigZag knows better, though, and in secret he calls it "Spike", on account of he learned how to attach it to his tail and poke holes in things with it.

Lastly perhaps more importantly...How did you die?

ZigZag always carries heavy stuff for master, and that makes him strong, even though he is just a little kobold. That is why master calls him "ZigZag", because he has trouble walking straight carrying all that stuff. Sometimes, though, ZigZag gets mad and attacks the enemy with the fury of a dragon, just like master!

Then one night it happened--the big people came and attacked master while he slept! ZigZag got angry and fights very hard, but big people in shiny armor and swords killed him dead. Zigzag did not know what happened to master after, cause HE WAS DEAD.

Scarab Sages

Brother_Guiness wrote:

What kind of weapon,(or armor if you choose that option,or if you are a caster your favored item be it wand, staff, orb, book what have you) were you known for, treasured etc... Did this item have a name it was known by?

ZigZag treasured his one, true, possession--a nice sharp spike that master called a Pie-Ton. ZigZag knows better, though, and in secret he calls it "Spike", on account of he learned how to attach it to his tail and poke holes in things with it.

Lastly perhaps more importantly...How did you die?

ZigZag always carries heavy stuff for master, and that makes him strong, even though he is just a little kobold. That is why master calls him "ZigZag", because he has trouble walking straight carrying all that stuff. Sometimes, though, ZigZag gets mad and attacks the enemy with the fury of a dragon, just like master!

Then one night it happened--the big people came and attacked master while he slept! ZigZag got angry and fights very hard, but big people in shiny armor and swords killed him dead. Zigzag did not know what happened to master after, cause HE WAS DEAD.

what color scales did master have?

Grand Lodge

TheNine wrote:
Brother_Guiness wrote:

What kind of weapon,(or armor if you choose that option,or if you are a caster your favored item be it wand, staff, orb, book what have you) were you known for, treasured etc... Did this item have a name it was known by?

ZigZag treasured his one, true, possession--a nice sharp spike that master called a Pie-Ton. ZigZag knows better, though, and in secret he calls it "Spike", on account of he learned how to attach it to his tail and poke holes in things with it.

Lastly perhaps more importantly...How did you die?

ZigZag always carries heavy stuff for master, and that makes him strong, even though he is just a little kobold. That is why master calls him "ZigZag", because he has trouble walking straight carrying all that stuff. Sometimes, though, ZigZag gets mad and attacks the enemy with the fury of a dragon, just like master!

Then one night it happened--the big people came and attacked master while he slept! ZigZag got angry and fights very hard, but big people in shiny armor and swords killed him dead. Zigzag did not know what happened to master after, cause HE WAS DEAD.

what color scales did master have?

Master and ZigZag both had black scales, although that part of the story can flex a bit if needed to fit into the campaign. I based it off the default choices for a kobold (chromatic dragons only).

Grand Lodge

ZigZag @ Level 1 has a basic character sheet at this link, in case more detail is desired.


I apologise for a lack of a stat block, I decided to hold off till the starting level is announced.


Main: 10 + 2d4 ⇒ 10 + (2, 4) = 16
Main: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Sub Tier: 14 - 1d6 ⇒ 14 - (4) = 10
Sub Tier: 14 - 1d6 ⇒ 14 - (6) = 8

Grand Lodge

For our information, what flexibility is there in assigning the ability scores? Most people have used the three categories for the ability scores (main, normal, sub), but not necessarily rolled in order for each attribute.

Do the abilities need to be used exactly in order, flexible withing categories (main, normal, and sub), or totally flexible (any score for any attribute)?


Well, based on the intent suggested by the OP, I used them by category in the order that I cared about the roll.

For a monk, Wisdom is more important than Dexterity, so it got the first primary roll, as an example.

Scarab Sages

Its is based on intent. But there is some leeway.

I just found it usually gives a nice mix of rolling if you best roll was a 16 but it was in your 'normal' bracket even though you are say a two handed weapon fighter so str would be a "main" stat its fine with me if you put it there.

I just found that all 4d6's and random rolling can lead to a large difference in peoples stats and this way sort of keeps it close.


I had previously posted my item. I have tweaked that a bit, as well as written my death scene (and rolled a 2nd set of stats).

2nd set:

con: 10 + 2d4 ⇒ 10 + (2, 2) = 14
int: 10 + 2d4 ⇒ 10 + (4, 4) = 18
str: 10 + 1d6 ⇒ 10 + (5) = 15
dex: 10 + 1d6 ⇒ 10 + (5) = 15
cha: 14 - 1d6 ⇒ 14 - (6) = 8
wis: 14 - 1d6 ⇒ 14 - (2) = 12

ITEM - Deathmask of the Warseer
The darksteel mask is a masterful piece of craftsmanship. Perfect symmetry from one side to the other, with not a hint of indent or imperfection left from the untold number of hammer blows it took to forge the piece. The raised points and edges offer a burnished bronze touch, as though the softer metal had been formed into an alloy with the alien black metal. The mask is polished to a strange shine that almost seems to absorb light, yet the thin, finely detailed runes etched into its surface emanate a faint, pale blue glow, an echo of the arcane power that once resided within.

ASPECT OF NOTE
It is said the the beating heart of a dwarven clanhold is echoed in the ring of hammer on steel and pick on stone. Within this rhythm lies the will of the dwarven people, and in its melody, a mysterious magic can be found. The Warseers of Kurn-Branak are the sacred servants charged with mastering this arcane rhythm. Though their pursuits of its nature can take on several forms, all are defined by three aspects of self - the smith, the warrior, and the arcanist. The warseers stand beside their brethren in battle, using the rhythm of the forge to build a great might within their kin, driving them to astounding feats of heroism. Their ringing hammers and chanting voices can turn aside blows, bolster spirits, and seemingly defy the fates. Thus do the warseers enter battle, as the moving heart of their people.

DEATH
The Halls of Hammerfall had found themselves thrice cursed. First, the plague had struck. The origin was never determined, but in the end that mattered little as it claimed more than twenty percent of the population before being eradicated. Then came the dragon. It was a fell beast, descending from realms far to the north. Though not an ancient wyrm, the beast was both large and cunning, and countless more dwarves fell before the creature was finally laid low. When the dust settled, a full third of Hammerfall’s population had traveled to the Forge beyond.

So it was, in their weakened state barely clinging on to life, that the dwarves’ of Hammerfall saw the rise of their ancient foe, the traitorous kinsmen known as the Duergar. They launched blitz strikes against the outposts overlooking the entrances to the Darklands. At one such outpost, the Forgefire Citadel, two dozen dwarven clansmen stood against a horde of more than three hundred Duergar. Horribly outmanned, the clansmen held firm. At the center of their battle line was one of the fabled warseers, and he seemed to bend the tide of combat to the will of his allies. Yet in time, even he could not prevent oblivion, and one by one, the twenty-four fell. Driven back from the citadel, the dwarves regrouped on the eastern edge of the chasm leading back to the city. Five remained standing, including the captain of the citadel and the warseer Kurdran. The Duergar, seeing their goal within reach, unleashed an abyssal ally upon the five, who tore into them with claw and fang.

Bloodied and battered, Kurdran found himself alone. Stepping back onto the thin bridge across the hundred foot chasm, the warseer let the rhythm build in his chant and his heart. There was no other recourse, the Duergar could not be allowed to claim the foothold. A runner had been sent, but he would not return in time. No, this was the only way. He raised his hammer, and calling to the strength of the earth, he swung it down brutally into the side of the bridge. Several cracks emerged and strange shifting sounds echoed across the chambers. Two arrows found purchase in his thigh and shoulder. The hammer rose again, descending once more into the spidering cracks, causing large sections of the bridge to explode outward. A bolt of lightning slammed into his chest, but somehow he remained standing. He closed his eyes, could feel the pounding of the hammer, the fire kissing him from the forge. He carried the heart of his people within his own, and he knew without a doubt they would survive. Raising the hammer one last time, he thanked his ancestors, and let the hammer swing down, shattering the stone causeway that crossed the canyon. As the bridge crumbled beneath him and he fell into darkness, he could be heard chanting the rhythm of Hammerfall.

In the end, the dwarves were able to turn back the Duergar, due in large part to the valiant stand executed by Kurdran and his comrades. Making their way deep into the chasm below the ruined bridge, the dwarves searched for their fallen warseer. The rubble was highly unstable, preventing them from digging down, but resting atop the pile was his mask... a mask that would become memorialized as the deathmask of the warseer.

build:

I have waited to build the character as you requested, focusing on the story. My ideas were for either a witch or magus, though other potential could be considered as well.

Scarab Sages

Just to give you an idea of why I asked about the named item.

Ibenholt

This weighted spear was created Haelphatross, a creature created by the gods to outfit their armies for the last battle.

Its made from a strange black metal material, called starstone by some. It maintains the properties of standard steel except that it counts as good aligned and cold iron against creatures with those weaknesses.

It counts as a +3 spear /+2 mace in battle.

Shattered in its founding, the spear can now at its wielders choice become 2 weapons. It is a move equivalent action to split the weapon into two parts and it is a move equivalent action to rejoin them.

The weapons spear head functions as a keen, frost weapon
The weapons Mace head functions as a legbreaking weapon.

Due to the nature of the weapon if its ever lost or disarmed from its wielder it can recalled to their hand as a standard action.

Perfectly crafted Ibenholt may be wielded with one hand (spear end only) if the wielder is using a shield.


So, are we to come up with our named item with any special ability we can conjure? Or is there a rule set?

Scarab Sages

Really you just need to give me a name for it. I'll do the rest :)

Sovereign Court

The staff of friends


Oh, I like that!

I posted my death story last page. The warhammer is elven and named Hakarmai.


Deathmask of the Warseer (cont'd
Though the recovered relic take it's name from the tale of it's once bearer, the name is in fact a misnomer, as the mask has no relationship to necromancy or death. The Warseers of Kurn-Branak each forged a metal visor, and though they offered a modicum of protection, they primarily served the purpose of marking them for their station and amplifying their capabilities. The masks were not a single layer of metal, but in fact multiple layers, with arcane echo chambers between. This worked to both bolster the impact of their words, and extend the duration of the powers the used to enhance their brethren and torment their foes.

Scarab Sages

Now that the holidays are mostly over and Im somewhat caught up time to start prepping this heavily. Anyone have any further questions?


No questions


I was beginning to think this had died. Good to see you are still around.

Sovereign Court

TheNine wrote:
Now that the holidays are mostly over and Im somewhat caught up time to start prepping this heavily. Anyone have any further questions?

Is this recruitment over?

Scarab Sages

Its not over, but if you dont have things somewhat mulled over, an item named and decided on and at least sort of an idea how you died, you should hurry.

and its not dead, i just work in the hotel industry and wouldnt you know it, despite being bad weather lots of folk travel around turkey day. weird. :)


Glad to see this is still open I’ll have an idea about weapon and death in a bit.

Main: 10 + 2d4 ⇒ 10 + (1, 4) = 15
Main: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Normal: 10 + 1d6 ⇒ 10 + (6) = 16
Sub: 14 - 1d6 ⇒ 14 - (6) = 8
Sub: 14 - 1d6 ⇒ 14 - (6) = 8

Main: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (3) = 13
Sub: 14 - 1d6 ⇒ 14 - (1) = 13
Sub: 14 - 1d6 ⇒ 14 - (2) = 12


Here is my submission Khellithor. I see him as a bard with maybe a touch of swashbuckler. I will create an alias and work on the crunch if selected.

Weapon
Melody - The Reapers Song. A Rapier, rumored to be made from a fallen star.

Background:

The bard known as Khellithor was born to a life of privilege to a family who could trace their linage back to the first emperors of Taldor.

Khellithor’s earliest memories were of music, the tone, pitch, and melody of his mother’s rich and vibrant voice lifted in song. But for him music was much more than a harmonious verse, music was alive, thick sensual, and intoxicating. Music was a mystical force that touched his soul to its very core, a thing of beauty. It wasn’t until he was about eight years old that he realized most people did not understand music in this way. It was true that most people enjoyed music, but they got the same enjoyment from watching a horse race or partaking of a fine meal. No for him music was pure joy and it was like a language that communicated with his very essence.

Khellithor had the honor of attending the Kitharodian Academy becoming a Lion Blade and trained in the secret shadow schools under the Library of the Lion. The talented bard quickly showed his worth and rose through the ranks of the secretive organization where he proved to be just as gifted with the sword as he was with music.

The tales do not tell how or when Khellithor came into possession of the rapier Melody. Many rumors surround the bard and the blade; did he steal it from the treasury of Padishah Emperor Kalish XXII, win it in a wager with Djinn, or receive it as reward for writing a poem for a noble to win back his estranged wife. Perhaps we will never know but one thing is certain they made beautiful music together, a symphony of death.

Death:

Khellithor hoped the Bard’s would sing about his death and perhaps he got his wish.

Who can say for sure what events set the stage for Khellithor’s death. You could look back hundreds of years and try to pinpoint the events that led to the the slow decline of the once mighty Taldor and conclude that these same forces ultimately put Khellithor in a position to die.

Was it the Hubris of fallen emperors or the incompetence of the recent regime? Probably both.

Nevertheless, the bard, Khellithor found himself a victim of these circumstances when he was in the company of Princes Eutropia, heir to the throne of Taldor. Without warning the Princess was attacked by traitorous members of the Ulfen Guard seeking to end her family’s reign. Unfortunately for the traitors Khellithor and his blade Melody were on hand to defend the Princess. Before anyone knew what was going on three of the traitors lay dead and the bard fled with the Princess.

Thus began the game of cat and mouse with the bard and the Princess being hunted throughout the halls of the palace. With no other option the bard put the Princess in a secret passage that led out of the place and to the Kitharodian Academy while he held off her pursuers.

Eventually, with the dead stacked up around him like cordwood Khellithor fell to the sword of Kol Kodranson commander of the Ulfen Guard.


Appearance:

Khellithor is tall and lanky, standing a bit over six feet tall, with a lithe but well-muscled build. The willowy bard has an open and bemused face that always looks like he’s about to laugh. His handsome face is framed by long flowing blond hair that is always askew. Khellithor’s smoldering gaze appears knowing and penetrating with eyes like gems. The slender bard is most often dressed in well made expensive clothes.

Personality:

Khellithor is at heart a product of the cosmopolitan lifestyle offered by the city of Oppara, enjoying the theater and sharing a drink with freinds. However there is more to Khellithor then meets the eye. He is open and inquisitive as well as a lover of debate and is quick to laugh at himself and others. He is a fun loving, free spirit, quick of tongue and wit which often lands him in trouble. Khellithor has a story for every occasion and he believes everyone has a story waiting to be told.He finds it amusing to give advice in riddles, aphorisms, and metaphors.

Grand Lodge

main: 2d4 + 10 ⇒ (2, 2) + 10 = 14
main: 2d4 + 10 ⇒ (1, 1) + 10 = 12
normal: 1d6 + 10 ⇒ (3) + 10 = 13
normal: 1d6 + 10 ⇒ (4) + 10 = 14
sub: 14 - 1d4 ⇒ 14 - (3) = 11
sub: 14 - 1d4 ⇒ 14 - (1) = 13

Grand Lodge

Main: 2d4 + 10 ⇒ (1, 4) + 10 = 15
Main: 2d4 + 10 ⇒ (3, 4) + 10 = 17
normal: 1d6 + 10 ⇒ (2) + 10 = 12
normal: 1d6 + 10 ⇒ (2) + 10 = 12
sub: 14 - 1d4 ⇒ 14 - (2) = 12
sub: 14 - 1d4 ⇒ 14 - (1) = 13

Grand Lodge

Have a couple of ideas

Grand Lodge

Thinking drow arcanist who focuses on enchantment spells, with Scorpions or spiders as her familiars

Grand Lodge

Primaries are Int and Cha
Normal are Wisdom and Con
Subs are DeX and Str cause why not I didnt get below a 12!

Grand Lodge

Str13
Dex12
Con12
Int12
Wis19
Cha15

Changed my mind.

Abelard Argosse' was a traveling preacher. One who sang and sought to spread the word of his beloved goddess. Her teachings of love and art and acceptance of all. A man who sought peace before violence was a very well respected traveler amongst the various roads he traveled. Eventually the welder of Harmony they rainbow-hued Glaive brought peace and joy to all who he met.

Having amassed experience through his travelers he began to find it harder and harder to solve the grievances with words and had to begin to fight harder. This leads him and a group of adventurers to seek out and claim a piece of the River kingdoms for themselves. They fought hard and well slowly inching across the wilderness. His Harmonious Glaive cleaving through the horrors that plagued the lands. As he did they established a realm that he was in charge of the clergy, Which when the dust cleared and the nation was settled came to the knife, an assassin form one of the deities minions he had decreed working against the kingdom, the Cult of the Gray Master, the blade envenomed bit deep, and as he sought to fight off the effects found himself weakening more and more, another assassin and then another came, stab retreat stab retreat, the irony of it all Abelard found the rhythm almost a macabre dance, a Dance of Death in which would be his last. Noting his mortality the cleric stood up with his Glaive getting to his feet weak and feeble from the poison and injuries singing as loud as he could until in the end the last dagger came and he croaked falling to his knees clutching his Glaive and holy symbol, his death the last performance he would have and thus his swan song to the Eternal Rose.

Harmony:
Harmony is a magical rainbow-hued glaive that is sharp and true a multicolored feather-like tail curling down from under the blade along the shaft that fades into a series of etched feathers blowing away. its end is topped with what looks like a sphere that holds init a Lap Harp

Personality:
Abelard is a peace-loving cleric believing in the power of diplomacy and fellowship. he was always an easy-going guy who sought to bring the word of his goddess into the world with song and hospitality. When he has to resort to violence, for him it is a dance, his blade work, and faith carrying him through the fight. He speaks calmly and warmly to most people hoping to keep their attention as well as make sure they understand love is the way.

Appearance:
Abelard is a tall 6-foot tall chestnut skinned man with a braided goatee with no mustache and trimmed sideburns and wears his hair in a bun. Abelard's' eyes are violet with his face almost always in a soft smile[think stoner face]. He is passionate about the arts, especially dance and vocal music. In fact, his body is lean like a dancer through his often loose clothing hides it as the myriad of colors help him accent and entertain those around him. All in all the jovial priest is well-groomed well dressed and often sweet-smelling.

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