Army of Stone

Game Master Matt Adams 259


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Firearms don't bother me. Words of power is a clunky subsystem. Use it if you want.


Let's see
4d6 ⇒ (4, 1, 3, 2) = 10
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (6, 2, 5, 3) = 16
4d6 ⇒ (4, 1, 2, 1) = 8
4d6 ⇒ (5, 4, 3, 3) = 15
4d6 ⇒ (3, 2, 5, 1) = 11

...I think that ends up equaling a 4 point buy. So 20 it is.


@DM: Is Aasimar ok?


Yes. We even have one all ready submitted. In fact, Aasimar have a prominent role in your home country because of the widespread angelic temples.


All right. Here's my submission. I'm only submitting one character.

Massielo Cirus:

Appearance and personality
Massielo is a kind looking man. Tall and beautiful, his celestial traits show mainly from his golden eyes which match the golden rings that pierce his ears against dark brown skin. Having a deep soothing voice makes him naturally agreeable. Someone who looks at him more attently notices he has sad eyes. He wears simple clothes, which shows he doesn't want to appear pompous, and gives the impression of honesty. His pants are usually beige in color and usually new. His shirt is white, which he usually keeps under a simple vest when he is unarmored, or just under his armor, in order to keep it clean. When in his combat gear, a heavy mace hangs from his belt and a light crossbow is tied to his back next to his backpack. He also carries a heavy steel shield on his left hand. Finally, he has a weird birthmark which resemble a smile on his belly which he hides.

Background
Massielo Cirus was born into a comfortable merchant's life in Celestia. The origins of his aasimar heritage is unknown, but his mother Zarate was so thankful that she turned to a pious life after his birth. Left to attend to the business alone, Massielo's father Titus grew resentful of the boy for taking his wife from her duties. Overly harsh, Titus only contributed to Zarate's attempts to make Massielo a disciplined young man, however this young man grew to dedicate himself to talking to people and understanding them. He became so sympathetic that he began to understand people well and foresee what they were about to do.

Over time, he realized that he was destined to help people, only the more he learned about this destined, the more confused he became. At his mother's request, he started visiting temples nearby and no one could tell what was happening to him. It wasn't the work of the powerful entities, but it was somehow divine. After a while, he decided he would need to figure it out on his own. He set out to be the assistant to an important person, a wizard named Shirota, who was a mildly irritating person, but who saw value in how others found Massielo so agreeable. He agreed to trade his social traits for help in figuring out his newfound power. It was with Shirota's help that Massielo managed to magically heal for the first time. After that, in only one month, the aasimar had discovered many new abilities which he loved to use to help others. However, he was given a break to participate in Prince Zoran's birthday's celebrations.

Personality
Massielo cannot see injustice, but he is not without planning and patience, so he doens't run in mindlessly to attack a bully at every opportunity. He prefers words and talks calmly. Undoubtfully his large size and impressive presence help him have things his way, yet he doesn't try to get advantage of this. He tries to make the best for the less fortunate and calls out to his mother when he succeeds. He calls out to his father when violence is about to burst. It is easy to see he has strong ties to his family and tries to do right by them, and that includes whoever he considers family.

STR 16, DEX 10, CON 14, INT 10, WIS 10, CHA 18
Aasimar (Angelkin)
Male
Medium Size
Oracle lvl 1 (Life mistery)

BaB 0
Init +0; Senses: Perception +4
CMB +3 (0BaB +3strength)
CMD 13 (0BaB +3strength +10)
Favored Class Oracle (+1 HP)
Darkvision

Defense
AC 17, touch 10 flat-footed 17 (+5 Armor +2 Shield) - Has uncanny dodge
HP 11 (8 + 2 (1*3Con) + 1 (1*1FavClass))
Fort +2 (+0 base +2 Con)
Ref +0 (+0 base)
Will +2 (+2 base) (add 2 trait bonus against charms and compulsions)
Acid resistance 5, cold resistance 5, electricity resistance 5

Offense
Speed 30 ft
Melee Heavy mace +3 (1d8+3/20x2)
Ranged light crossbow +0 (1d8/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Life mysteries
Revelations:
1 - Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Oracle's curse: Powerless Prophecy - You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

Spells
CL 1
Concentration (Oracle level + Cha + trait): +7

DC: 14+spell level

Spell level: Known (Slots)
Cantrips: 4 (n/a)
1: 2 (3+1)

Spells known
Cantrips: Create Water, Detect Magic, Guidance, Light
1: Bless, Protection from evil + Cure Light wounds

Spell-like abilities
1/day: Alter self

Traits:
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Fast Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Feats:
Lvl 1 - Selective channelling

Skills (2 class + 2 int + 1 fav class = 5 ranks/level):
Bluff +9 (+1 Rank, +4 Cha, +3 Class skill +1 trait)
Diplomacy +8 (+1 Rank, +4 Cha, +3 Class skill)
Heal +6 (1 Rank, +3 Class skill +2 racial)
Sense Motive +4 (+1 Rank, +3 Class skill)

Background skills:
Handle animal +8 (+1 Rank, +4 Cha, +3 Class skill)
Knowledge history +4 (+1 Rank, +3 Class skill)

Languages: Common, Celestial

Equipment
Not yet bought


Submissions so far:

TheWaskally - Alcott Halas - aasimar cleric
The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle


SodiumTelluride wrote:
TheWaskally - Alcott Halas - aasimar cleric

Correction: Alcott Halas is a paladin.


SodiumTelluride wrote:

Submissions so far:

TheWaskally - Alcott Halas - aasimar cleric
The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle

From all the chatter it seems like so many more submissions. Great to see the possible cast all in one place.


Anthorg wrote:
SodiumTelluride wrote:
TheWaskally - Alcott Halas - aasimar cleric
Correction: Alcott Halas is a paladin.

tips fedora @Anthorg.


The.Squirrel.Ninja wrote:
SodiumTelluride wrote:

Submissions so far:

TheWaskally - Alcott Halas - aasimar cleric
The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle

From all the chatter it seems like so many more submissions. Great to see the possible cast all in one place.

You missed Elbowtotheface-Aelwulf-Human Rogue


Yeah you hurt my feeling lol.

Since there is a celebration is it possible that other countries would have delegations of some sort?


Updated list:

TheWaskally - Alcott Halas - aasimar paladin
The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
ElbowtotheFace - Aelwulf - human rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle


ElbowtotheFace wrote:

Yeah you hurt my feeling lol.

Since there is a celebration is it possible that other countries would have delegations of some sort?

Yes. Princes tend to draw far reaching crowds.


@Emerald Duke yeah, those wouldn't be legal for a point buy, but all the point values follow a pattern. other than 11 (and 10 of course) they cost or give points equal to their bonus or penalty. so 6 gives you 6 points (one for 8, one for 9, two for 7, and two for 6), and 4 gives you a total of 12 points back. too bad you can't spend them. :(

so you rolled a -21.

anyway, i'll have my submissions posted a little later today.


Bolkvar Stonebeam wrote:
Imagine doing 4d6 without dropping the lowest. Someone could start off with a 24 in a stat. No idea how a gm would balance that.

Shrug. I don't know, honestly. Part of me thinks that if you happen to be that lucky that perhaps you should be able to keep it... and frankly having an 18 off the bat isn't much better, balance wise IMO.

My best guess would be to say that you reroll any set that is over 18 or under 8, but then I am not a GM.

Goldmyr wrote:
Dropping the lowest of 4d6 is the default and the method used in the core rulebook, so I didn’t feel like I needed to specify that. It seems to have come across regardless in the recruitment thread.

You know... I actually had cause to look at the player's guide from the Beginner's Box shortly after this, and you are absolutely correct. That is the method they list. I guess I am just so used to seeing odd variants of it (or more often than not straight "thou shalt buy x many points worth of stats") that it had slipped from memory.

cuatroespada wrote:

@Emerald Duke yeah, those wouldn't be legal for a point buy, but all the point values follow a pattern. other than 11 (and 10 of course) they cost or give points equal to their bonus or penalty. so 6 gives you 6 points (one for 8, one for 9, two for 7, and two for 6), and 4 gives you a total of 12 points back. too bad you can't spend them. :(

so you rolled a -21.

Wow... I got 1 under the inverse of the alternative point buy alternative. I think that might be a personal worst record. Thanks for the conversion.

@All: Good luck, everyone's submissions look pretty awesome!


Best stat generation is 2d6+6 IMHO, wish it saw more use.


ElbowtotheFace wrote:
Best stat generation is 2d6+6 IMHO, wish it saw more use.

Just for giggles....

stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16

I could see that being great. Lowest is 8, highest is 18. I could see it being a more average stat build.


Dotting....what's one more game, AMR?

4d6 - 1 ⇒ (3, 2, 1, 3) - 1 = 8
4d6 - 2 ⇒ (3, 2, 3, 5) - 2 = 11
4d6 - 2 ⇒ (2, 2, 6, 4) - 2 = 12
4d6 - 1 ⇒ (4, 1, 4, 3) - 1 = 11
4d6 - 1 ⇒ (1, 4, 2, 1) - 1 = 7
4d6 - 3 ⇒ (3, 4, 4, 6) - 3 = 14


The.Squirrel.Ninja wrote:
ElbowtotheFace wrote:
Best stat generation is 2d6+6 IMHO, wish it saw more use.

Just for giggles....

[dice=stat]2d6+6

I could see that being great. Lowest is 8, highest is 18. I could see it being a more average stat build.

My preferred method is 1d2+16. :)

2d6+6 is going to produce higher rolls on average than other methods. 3d6 averages to 11, 4d6-lowest averages to 12, 2d6+6 averages to 13. And of course with fewer dice higher rolls are more likely, so you'll see a lot more 18's. We all like high stats, but it does affect game balance.


You'd also see alot more 8's. too. it's the average that's more interesting, however. average 13 is almost a 20 point buy.


I'm always up for homebrew games! Let's see what I get!

4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 2 ⇒ (6, 6, 1, 4) - 2 = 15
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 2 ⇒ (5, 3, 2, 3) - 2 = 11
4d6 - 2 ⇒ (1, 1, 6, 4) - 2 = 10

Hm, nothing too outstanding, I'll go with the point buy too. I'll try to get something whipped up tonight or tomorrow.


Ok! I've got a Kobold Paladin by the name of Pikpok Brighteyes, take a look!

Story:
Krutulmak was the queen of her tribe, and she ruled it with an iron fist. She had clawed her way up to the top of the tribe as soon as she reached adulthood, crushing those that stood in her way. Now, the Horned Queen could go or do whatever she pleased, all while her subjects groveled at her feet. Life was good. But such happy days were not to last, for one day, Krutulmak's tribe had a visitor. Vallerfax the blue dragon. He had come to take the tribe for his own.

Krutulmak, in her arrogance, refused. She sought to crush the dragon as all her competitors before him. The people of the tribe however, saw their chance. Working together, they hounded their former queen with spears, forcing her to flee. It seemed as if every corner held more of the traitorous whelps and no matter how many of them she tore through, there were always more coming. Soon, the Horned Queen stood at the precipice of a cliff, with nowhere to go but a brace of spears. With a final howl, the tyrant was hurled from the cliff, never to be seen again.

Or so it should have been. Somehow, in what she believes to be a miracle, Krutulmak survived the fall. She lay there broken, bleeding and near death when a group of adventurers came to investigate the noise. The heavily injured kobold soon lost consciousness as the adventurers argued her fate. Days later, she awoke to the sensation of being carried. She couldn't see clearly, but the man spoke to her in admittedly poor Draconic. He was a paladin and he was taking her to his monastery, where she'd be safe. Though he continued talking, the kobold's injuries overcame her and she fell back asleep.

The kobold, taking the assumed name "Pikpok", was schooled in various aspects of monastic life, and slowly recovered from her injuries. It took years, but eventually the lizard was able to move without aid, though still nowhere as well as she once had. The nuns tried to convince her to stay with them, but Pikpok was determined to take her new lease on life and become a paladin, like her savior. She trained for a few more years with the retired paladins before finally reaching the rank of Gallant. With high hopes, and perhaps a chip on the shoulder, the little paladin was set to patrol the relatively safe streets of Celestia.


Crunchy bits:
Pikpok Brighteyes
LG Small Kobold Paladin
HP: 9/9
AC: 17 (FF: 15, Touch: 13)
CMD: 1
Fortitude: +1
Reflex: +2
Will: +2

BAB: +1
CMB: -1
STR: 8 (-1)
DEX: 14 (+2)
CON: 8 (-1)
INT: 13 (+1)
WIS: 10 (0)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Low Light vision (Dayraider): 60ft
Wild Forest Kobold: +2 to Perception and Survival, Survival and Stealth are class skills
Armor: +1AC Natural Armor
Magical Knack - Paladin
Unwelcome Business - Disguise,Halfling
Iron Liver
Aura of Good 1
Detect Evil
Smite Evil (1/1)
Resist Electricity 5

Feats
Draconic Aspect - Blue

Skills
Stealth +10, Disguise +8, Diplomacy +7
Background Skills
Perform (storytelling) +4, Sleight of Hand +3
Equipment 30/30
Masterwork Backpack
Signal Whistle
Skeleton Key
Waterskin
Whetstone
Explorer’s Outfit
Monster Mask (Kobold)
Leather Armor
Buckler
Longsword
Shortsword
Shortbow
Arrows (20)
Bedroll
Flint and Steel
Silver Holy Symbol
Gold Bar (1lb)
Oldlaw whiskey
10g 8c


Gonna bow out here; nothing's really gripping me as fun to play.


4d6 ⇒ (6, 1, 5, 6) = 18
4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (6, 2, 4, 2) = 14
4d6 ⇒ (3, 1, 2, 3) = 9
4d6 ⇒ (6, 6, 6, 4) = 22


got busier than i thought yesterday :p

anyway...

Lowell (dpr frontliner):
Lowell is a blacksmith from a dwarven settlement near the capital. He's about average height for a dwarf with a lean, muscular build and a grumpy face behind his grizzled brown hair and beard. He traveled to the capital with his goat friend, Billy, looking to ply his trade in a new place. He'd been feeling a bit restless back home and thought maybe a slight change of scenery would help.

LOWELL McSTANLEY
Dwarf Fighter (Eldritch Guardian Foehammer) 1
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
-------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 trait)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +1

OFFENSE
-------------
Speed 20 ft.
Melee warhammer +5 (1d8+4/x3)
Ranged
Space 5 ft.; Reach 5 ft.

STATISTICS
-------------
Str 17, Dex 17, Con 16, Int 10, Wis 11, Cha 6
Base Atk +1; CMB +4; CMD 17
Traits Defender of the Society, Indomitable Faith, Militia
Feats Two-Weapon Fighting
Skills Craft (armor) +4, Craft (weapons) +4, Handle Animals +2, Perception +4
Languages Common, Dwarven
SQ craftsman (+2 on craft and profession checks relating to metal or stone), familiar (mauler, goat named Billy, +3 to survival checks), iron within (1 ki point that can be used as a swift action to gain +2 dodge bonus to AC or increase base speed by 20 ft. for 1 round), militia (+1 trait bonus to attack when flanking)
Combat Gear —; Other Gear breastplate, outfit, masterworked warhammer (x2) [40 lbs.]
Wealth 25gp 3sp 7cp

SPECIAL ABILITIES
-------------

or...

Orran (support frontliner):
At 6'4" with a thick, muscular frame, Orran is only slightly taller than his tribe's average male. As is customary among the men, his head is clean shaven, but where he would normally have a tattoo of the tribe's sacred animal the bear, he possesses a birthmark resembling the holy symbol of the Archangel Aphrael, his tribe's patron who is represented by a great bear. His bushy brows and the stubble darkening his face are brown.

Like any other member of the tribe, Orran was raised with a weapon in his hand and a song to the gods on his lips. Though due to his particular situation, he feels the call to serve a little stronger than his tribesmen, and it is due to this feeling he finds himself in the capital of the city dwellers. He cannot discern exactly from whence it came, but something compelled him to be there on that day.

ORRAN GÖDENKAHL
Angel-blooded Aasimar Skald (Fated Champion) 1
CN Medium outsider (native) and humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +3

DEFENSE
-------------
AC 15, touch 10, flat-footed 15 (+5 armor, +0 Dex)
hp 11 (1d8+3)
Fort +5, Ref +0, Will +1
weaknesses take 1 extra damage from cold iron

Spell-like Abilities
1/day—alter self

OFFENSE
-------------
Speed 20 ft.
Melee greatsword +4 (2d6+6/19-20)
Ranged
Space 5 ft.; Reach 5 ft.

Skald Spells Known (CL 1st; concentration +3)
¤ Cantrips (at will)detect magic, haunted fey aspect, light, read magic
¤ 1st (2/day)charm person (DC 13), windy escape

STATISTICS
-------------
Str 19, Dex 10, Con 17, Int 9, Wis 8, Cha 16
Base Atk +0; CMB +4; CMD 14
Traits Birthmark, Magical Knack, Spirit-singer
Feats Fey Foundling, Scribe Scroll
Skills Knowledge (religion) +4, Linguistics +3, Perception +3, Perform (sing) +7, Profession (herbalist) +3
Languages Celestial, Common
SQ birthmark (+2 vs charm and compulsion effects), deathless spirit (negative energy resistance 5, doesn't lose hit points from negative levels, +2 vs death effects/energy drain/negative energy/necromancy spells and spell-like abilites), fate's favored (luck bonuses increase by 1), fey foundling (+2 healing per die rolled, +2 vs death effects, take 1 extra damage from cold iron weapons), magical knack (+2 Oracle CL up to total HD), scion of humanity (count as outsider (native) and humanoid (human), pass for human without disguise skill)
Combat Gear —; Other Gear explorer's outfit, greatsword, scale mail [46 lbs.]
Wealth 80gp

SPECIAL ABILITIES
-------------
Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Raging Song (Su):A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.

Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.

Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.

still need to finish minor purchases.


Okay, here's my submission:

Orion Starsong:

CG Halfling Sorcerer 1

str 6
dex 13
con 12
int 7
wis 11
cha 16

HP 8
AC: 13/14/17; T: 12; FF: 12/13/16 (10 base +1 dex +1 size +1 natural armor/+1 Force Block/+4 Force Shield)
BAB 0
Init +1

Fort +2
Ref +2
Will +6/8 vs. Fear

Speed 30'

Weapons:
1) Ranged Touch: +2 to hit

2) Melee Touch: -1 to hit

Skills:
Craft (Tattoo) r1 +2
Perception r0 +4
Sense Motive r0 +2

Languages:
*Common
*Halfling

Alternate Class Features:
Fleet of Foot (30' speed; replaces slow speed and sure-footed)

Class Features:
*Archetype (Tattooed Sorcerer)
- Varisian Tattoo (gain Varisian Tattoo instead of Eschew Materials)
- Familiar Tattoo (gain familiar that can turn into a tattoo)
- Familiar (Turtle named Fredrick)

*Bloodline (Psychic)
- Bloodline Arcana (Spells are Psychic instead of Arcane)

Traits:
*Focused (+2 to Concentration checks; magic)
*Indomitable Faith (+1 bonus to Will Saves; faith)

Feats:
Iron Will
Varisian Tattoo (Evocation)

Spells:
Spell DC: 13 +Spell Level
Spells Slots/Day: -/4

*Target Words:
- Cone (level 0; 10' cone; Boost #1: increase cone to 20', which increases target word level by 2; Boost #2: increase cone to 40', which increases target word level by 4)

- Personal (level 0)

- Selected (level 0; close range; Boost: change it from 1 target to 1 target/level, which increases the level of the effect words by 3 levels)

- Burst (level 1; close range; 10' radius burst; can be emanations too; Boost #1: change the area to 20' radius burst, which increases target word level by 2; Boost #2: change area to 40' radius, which increases target word level by 4)

- Line (level 1; range 20'; Boost #1: increase line to 60', which increases target word level by 1; Boost #2: increase line to 120', which increases target word level by 2)

- Barrier (level 3; close range; creates a visible barrier that is 10' long/caster level and 10' high. Anyone touching or passing through the barrier are subject to the barrier's effect. The barrier doesn't hinder people unless noted by the spell effect. Creatures occupying the barrier's space when it is created are effected by it. Wall is 1' wide and must be anchored to a solid surface; Boost: The wall is 20' long/caster level and 20' high, and can be shaped, as long as it remains a vertical surface)

*0 level Effect Words:
- Decipher (Level 0; 1 min/level; can pick a language and read it for the duration; can also pick magic language and read scrolls glyphs and other magic writing without triggering them. The caster can't just pick a language they see, they have to know what the language is or guess what language the writing is in to do so.)

- Force Block (Level 0; 1 round; target restriction: personal, selected; gain a +1 armor bonus to AC. AC applies to incorporeal creatures; Boost: can cast this as an immediate action, which lasts until the end of the next turn. This boost can't be used if the spell contains another effect word. This boost increases the effect word's level by 1)

- Sense Magic (Level 0; concentration, up to 1 minute/level; Can detect magic auras. can use knowledge: arcana to identify school of magic. Works like detect magic)

- Spark (Level 0; deals 1d4 electricity damage)

*1st level Effect Words:
- Force Shield (Level 1; 1 minute/level; +4 armor bonus to AC)

- Shock Arc (Level 1; deals 1d4 electicity damage, max 5d4)

*Meta Words:
- Wordspell Boost (level 0; allows Boost effects on wordspells)

Equipment:
Clothes
Spell Book

Backstory:

Orion was born on a summer day during a flash thunderstorm.

His birth cries echoed with the sounds of thunder in the distance, and after the storm passed, Orion slept like a proverbial baby.

As Orion grew, his mood would match the weather: when it was stormy, he proved tempramental, and when it was nice he was calm and pliable.

Orion's magic first surfaced when he was 7 years old, unsurprisingly during a thunderstorm, where during a temper tantrum electricity began arcing off of his body, forcing his parents to set him outside until the storm, and his temper, passed.

After this, his parents sought a tutor to teach Orion to control his power, and eventually a Dwarf who lived in a cave near his hometown was selected.

Orion's new master, Fenthin, did not cast magic in the normal way that most spellcasters in the world did; instead, he used runes (each represented by a single word that summed up the concept) that he, in turn, learned from a Fey traveler in exchange for 10 years of servitude.

As hoped, Fenthin's training helped Orion control his abilities and focused his mind. While he never learned Dwarven, he did learn the words in Dwarven that matched the runes.

When Orion came of age, he decided to open a shop that specialized in tattooing people. He found he had some talent in it, and his shop was quickly began doing well enough to allow him to live comfortably.


Jak Of Fangwood, AKA Nimble Jak.

Here is the Crunch for a vanilla human ranger. The dice were pretty good to me so I decided to put my +2 racial into intelligence. I don't mind playing the strong silent type, but I'm not keen on the strong silent stupid type.

I'll work on the Backstory a little later. What I have in mind is that he was an elite scout for the army. He was in the city for the coronation, which is why he is wearing parade armor.

Build Plan 1:

Ranger1: Point Blank Shot, Precise Shot
Ranger2: Rapid Shot
Ranger3: Deadly Aim
Ranger5: Weapon Focus (Longbow)
Ranger6: Improved Precise Shot
Ranger7: Manyshot/Combat Reflexes
Ranger9: Snap Shot
Ranger10: Point Blank Master (Longbow)
Ranger11: Improved snap shot
Ranger13: Manyshot/Combat Reflexes
Ranger14: Empty Feat Slot
Ranger15: Favored Defense/Clustered Shot

Combat Information::

Initiative +6 (+6 Dexterity)
Perception +7 (+9 against Favored Enemy)

CMB: + 5[+1 BAB +4Str]
CMD: 21 [10+ 1 BAB +4Str +6Dex]

Defenses
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 Parade Armor)
hp 13 (1d0 +2con+1FC)
Fort +4, Ref +8, Will +3

Offense
BAB: +1
Speed: 30

Melee: 1d20+5
Longsword : 1d8, 19-20/x2, S

Ranged: 1d20+6
Composite Long Bow 1d8, x3, P 110ft

Ability Scores: :
Ability Scores
Strength 18 - 4d6 ⇒ (6, 1, 5, 6) = 18
Dexterity 22 - 4d6 ⇒ (6, 6, 6, 4) = 22
Constitution: 14 - 4d6 ⇒ (6, 2, 4, 2) = 14
Intelligence: 13 - 4d6 ⇒ (3, 1, 6, 1) = 11 +2Human
Wisdom 17 - 4d6 ⇒ (2, 5, 6, 4) = 17
Charisma: 9 - 4d6 ⇒ (3, 1, 2, 3) = 9

Ability Modifiers
Strength +4
Dexterity +6
Constitution: +2
Intelligence: 1
Wisdom +3
Charisma: 0

Skills: :

Skill Ranks per Level: 8 (6Ranger+1Int+1HumanTrait)

Trained Skills
Climb: +8 (1Rank+4Str+3InClass)
Handle Animal: +4 (1Rank+3inClass+0Cha)
Knowledge (Nature): 4 (1Rank+3inClass)
Perception +7 (1Rank+3inClass+3Wis)
Ride: +10 (1Rank+6Dex+3inClass)
Stealth +10 (1Rank+6Dex+3inClass)
Survival +6 (1Rank+2Wis+3InClass)
Acrobatics +10 (1Rank+6Dex+3inClass)

Untrained Skills

Appraise +1Int
Bluff +0Cha
Diplomacy +0Cha
Disguise +0Cha
Escape Artist +6Dex
Fly +6Dex
Heal +3Wis
Intimidate +0Cha
Perform +0Chat
Sense Motive +3Wis
Swim +4Str

List of Class Skills
Ride (Dex)
Stealth (Dex)
Perception (Wis)
Profession (Wis)
Survival (Wis)
Heal (Wis)
Climb (Str)
Swim (Str)
Craft (Int)
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Spellcraft (Int)

Languages::

Common

Traits, Feats and Class Abilities: :

Traits

Armor Expert: Jak has worn armor as long as he can remember. His childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and he grew used to moving in such suits with relative grace.

Benefit: When Jak wears armor of any sort, that suit’s armor check penalty is reduced by 1, to a minimum check penalty of 0.[/i]

Trait Magical Knack: For a time Nimble Jak was raised by a community of Fey. This constant exposure to magic has made its mysteries easy for him to understand, even as he turned his mind to other devotions and tasks.

Benefit: Jak’s caster level in ranger gains a +2 trait bonus as long as this bonus doesn’t raise his caster level above his current Hit Dice.

Feats

Point-Blank Shot (Combat) Jak is especially accurate when making ranged attacks against close targets.
Benefit: Jak gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat) Jake is adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: Jak can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Favored Enemy (Humans): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.

Track: Jak adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): Jake can improve the initial attitude of animals

Equipment: :

Carried by Jak of Fangwood
Backpack
Canteen
bedroll
flint and steel
fish hook
whetstone
signal whistle
60 Arrows
Poncho
Long Bow


Racial Abilities and Traits: :

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Spells: :

None


4d6 drop lowest


Oops! I almost forgot Pikpok's appearance, which is actually kind of important.

Appearance:
Pikpok is typically disguised, knowing full well that kobolds are not the most popular of races. She wears a hooded cloak with little pockets to cover her horns and a kobold mask. The stage mask hides her reptilian features well, whilst not being too far from the truth. Tucking her tail under her cloak and wearing thin gloves to cover her clawed graspers, the lizard might pass as a Halfling Bard. To complete the look, she carries a large instrument case and goes by the stage name "Gildor Lightfoot". 'He' has a reputation as a decent storyteller.

Out of her urbane disguise, Pikpok is a reddish-copper colored reptillain with yellow eyes. She stands at a staggering 2'9 and weighs 25 pounds.

Even while disguised, she wears the emblem of her angelic patron, identity of which is left to GM.


1 person marked this as a favorite.

More submissions! Updated list:

TheWaskally - Alcott Halas - aasimar paladin
The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
ElbowtotheFace - Aelwulf - human rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle
Origami Dog - PikPok Brighteyes - kobold paladin
cuatroespada (1/2) - Lowell McStanley - dwarf fighter
cuatroespada (2/2) - Orran Gödenkahl - aasimar skald
Vrog Skyreaver - Orion Starsong - halfling sorcerer
johnnygeeksheek - Jak of Fangwood - human ranger (needs to update ability scores)


Get your last submissions in everyone. Recruitment closes at midnight.


All I can think of is the guy from Family Guy: Oh nooh!


Here is my submission, Vianna, Bloodmarked Skinwalker Witch (Ashtifah)Level 1, for consideration.

Stats and background can be seen by clicking on the name.

The character was re-purposed from another campaign that died almost before it started. Hence the "of Crete" and some other things in the background that reflect that setting not this one. I can change these to suit the GMs homebrew setting if selected. I don't have the knowledge of the setting to do it now, and it is much of what gives the character an identity and colour.


At the last moment, presenting Morvan dun Rhaedwhyn, mercantile scion, prolific duelist, and wrongfully disgraced warrior!

Stats:

Morvan dun Rhaedwhyn
Male Human Swashbuckler (Rhaedwhyn Bravo) 1
Chaotic Good Medium Humanoid (Human)
Init +4; Senses vision type range; Perception +4
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 13 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +1, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
MeleeDueling Sword +5 (1d8+4/19-20/x2)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Exotic Weapon Proficiency (dueling sword), Weapon Focus (dueling sword),
Traits armor expert, imposing scion
Skills (6 ranks)
Acrobatics +8 (1 rank, +3 class, +4 dex)
Diplomacy +6 (1 rank, +3 class, +2 cha)
Intimidate +7 (1 rank, +3 class, +2 cha, +1 trait)
Perception +4 (1 rank, +3 class)
Knowledge (nobility) +5 (1 rank, +3 class, +1 int)
Sense Motive +4 (1 rank, +3 class)
Languages Common, Cindranian, Draconic
Other Gear Dueling sword, mwk lamellar armor, courtier’s outfit w/ jewelry, gear maintenance kit, whetstone, 50 GP
--------------------
Swashbuckler Abilities
--------------------
Panache (2 to start each day):
Spend on deeds, regain from crits or killing blows
Swashbuckler Finesse: Gain benefits of weapon finesse with and count as having for pre-reqs. also use cha in place of int for combat feat pre-reqs.
Deeds:
Derring-Do: Spend 1 panache to add 1d6 to Acro, Climb, Escape Artist, Fly, Ride, or Swim
Dodging Panache: When attacked, spend 1 panache as an immediate to move five feet and gain dodge bonus equal to Cha
Opportune Parry and Riposte: Spend AtOp to make attack roll, if it’s higher than the enemy’s attack they miss. spend 1 panache to attack them as an immediate
Rhaedwhyn Swashbuckler: Gain proficiency with dueling sword, lose Climb and Swim as class skills, buckler proficiency

Background:

The city-state of Cindrani lies to the east of Thethambia. It is a vast, sprawling city, one of the largest in the world. It began as a small center of worship for the gold dragon Cindra, situated at the mouth of a river in a large swathe of marshlands surrounded by mountains, all at the edge of the large Merendian Ocean. However, any city with plentiful fresh water, a defensible position, and a powerful draconic protector was bound to grow in power and influence. Trade flowed through it, and people flocked to the city, attracted by the promise of prosperity, safety, and justice. Many who came to trade decided they would stay, and through it the city became a mercantile powerhouse ruled by a council of eleven powerful merchant houses.

It was into one of these eleven houses, House Rhaedwhyn, that Morvan was born. Their house was descended from a nomadic mercenary clan that was hired early into the city’s development. The strong draconic influence affected their fighting style, using bold and daring strikes in conjunction with an agile, unarmored fighting style. Their signature weapon, the Rhaedwhyn dueling sword, was born of the city’s cosmopolitan nature, incorporating aspects of longswords, scimitars, and even the katanas of distant Yamashu.

Morvan, as the third son of one of the Patrician’s honor guard, was never destined to rule. Rather, he was to train as a warrior, as many of his family were. They maintained their mercenary ways, and elite squadrons of Rhaedwhyn duelists could be found on many battlefields. Morvan took naturally to dueling, studying under his house’s fencing masters with gusto. He found the formulaic and traditional fencing styles to be boring and restrictive. Rather, he took after the style of the bravos, bold, striking, and spontaneous.

His ambitions didn’t end with fencing, and he pursued a higher standing within the Rhaedwhyn honor guard. He found he had a knack for political intrigue, using a combination of honeyed words and swordpoint encouragement to secure a position guarding the palace of a high ranking patrician of House Attenzo, another one of the eleven houses. His position was tenuous though, and he made several enemies. His fiercest rival was one of his many third cousins, a woman named Ealdria. They feuded constantly even before Morvan gained his position, and after Ealdria was passed up for appointment their rivalry reached a new fever pitch.

Their feud simmered for a time, both of them keeping their distance. However, nearly everything changed with the grand celebration for House Rhaedwhyn’s patrician. It was, at least in theory, to be a time of celebration and House unity. In truth, any major gathering of the house would be thick with intrigue and byzantine machinations. Ealdria saw her chance, and using carefully fabricated evidence managed to convince the patrician that he had been spreading vicious rumors about the house’s inner circle.

He was stripped of his post, demoted to a lowly ambassadorial guard. There was no glory in standing around a party full of bored aristocrats next to a bored diplomat who just wanted to get back to Cindrani. His next assignment was to guard the envoy to Prince Zoran’s birthday. This would be as boring as the rest of them, surely.

Appearance and Personality:

Morvan is a young Cindranian man, though with the distinctive appearance of House Rhaedwhyn. His olive complexion is contrasted by reddish brown hair tied into a knot, along with amber brown eyes. He wears the lacquered leather armor typical to Rhaedwhyn duelists, over an elaborately embroidered yellow and maroon surcoat, the colors of his merchant house, along with pointed boots adapted from archaic cavalry boots. He carries no other weapons than his dueling sword, a weapon he cares for almost more than himself, carefully sharpening, oiling, and polishing it every morning.

Full of bluster and bravado as most of the Rhaedwhyn bravos are, Morvan is a proud man, always sure of his place in the world. Even with his recent disgrace, he is a man with iron convictions that his place in the world is his alone. That does not mean he thinks his place is at the top, nor that he is above others. His House placed a great value on individual liberty, and he sees helping others to live as fully as he does as a calling. Though quite charming and gregarious, in battle he is absolutely terrifying. The bravos believe that victory is only achieved once the foe knows that you cannot be bested, and Morvan takes that to heart. Feats of skill are combined with cutting remarks to shake opponents to their core. Out of battle, Morvan retains some traits of a noble layabout, and deeply enjoys the final things in life.


Good luck to all!


Recruitment is closed. Accepted characters will be posted tonight.


Good luck folks!


Good luck all! Final list:

Submissions wrote:

TheWaskally - Alcott Halas - aasimar paladin

The.Squirrel.Ninja - Thom Boxdell - human wizard (wood elementalist)
Daniel Stewart - Chu-Ko - tengu rogue
ElbowtotheFace - Aelwulf - human rogue
Grumbaki - Bolkvar Stonebeam - dwarf monk
SodiumTelluride (me) - Baranin - half-elf cavalier
Anthorg - Massielo Cirus - aasimar oracle
Origami Dog - PikPok Brighteyes - kobold paladin
cuatroespada (1/2) - Lowell McStanley - dwarf fighter
cuatroespada (2/2) - Orran Gödenkahl - aasimar skald
Vrog Skyreaver - Orion Starsong - halfling sorcerer
johnnygeeksheek - Jak of Fangwood - human ranger (needs to update ability scores)
Joynt Jezebel - Vianna of (Crete) - skinwalker witch
Simeon - Morvan dun Rhaedwhyn - human swashbuckler

I'm kinda surprised, there's actually more full-BAB classes than anything else. Should make for a good party, though, whoever gets chosen.


The suspense is setting in..... even though it was said the cast will be selected tonight... (hit refresh - hit refresh - hit refresh) lol


ERROR 404: REFRESH NOT FOUND!


Such suspense...


(Final Jeopardy theme)


Sorry about that. Last night got away from me. It'll be up tonight.

Stupid dog. You made me look bad.


bu-bu-but... whatever it was he just did it for love <3


Sorry doggo!


I didn't mean to, I swears!


Here are the accepted characters.
Alcott Halas, the Aasimar Paladin
Orran Godenkahl, the Aasimar Skald
Vianna, Skinwalker Witch
Aelwulf, Human Rogue
Jak, the Human Ranger
Pikpok, the Kobold Paladin
Orion Starsong, Halfling Sorcerer


Darn. Have fun all!


congrats, everyone who made it! good luck in future applications to everyone else!


Good luck and have fun!!

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