Volcano's Land - Mercury Morn

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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Hi All,

I've been looking over submissions, and I will get back to you in the next day or two (holiday prep has been tiring, even though we're not going anywhere, but we're still trying to make things special for the kiddos)

Look for updates in the next day or so, and feel free to ask any questions!


@JonGarrett: Hey there! It's Carlos! It's always nice to see familiar faces.


It is nice to see folks, yeah! Hopefully we can play together more and this time I'm not the boss of you.


Would this feat, Change of Heart be OK? A chance to befriend anyone I hit hard enough seems like a lot of fun, but it could be rather disruptive.


I personally am a huge fan of that feat! I just think that an important part of it is that last sentence,

Quote:
You can use the benefits of this feat only against enemies who attacked you and whom you did not attack or otherwise provoke first.


Yeah, not being able to jump people with a vital strike attack while wielding the Hammer of Friendship does help a lot.


Emerik Albaras:

Male Medium Sunsoul Ifrit Hinayashi Feral Striker Brawler 7
Chaotic Neutral Medium Humanoid (Native Outsider)
Initiative; +2 Perception +10

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Defense
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AC 21, touch 17 flat-footed 14 (Base +10, Dex +2, +1 Natural Armour, Brawler AC Bonus +2, +6 Armour)
hp 74
Fort +9, Ref +8, Will +3 (Base Fort +5 - Ref +5 - Will +2 - Con+3 - Dex +2 - Wis +0 - Cloak of Resistance +1)
Resistance: None

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Offence
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Speed 30 ft.
Melee
Traveller’s Any-Tool - +17 to hit - 2d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - Strength x1.5)
(Damage: 2d6 base - Strength +4 - - +2 Magic Weapon - +2 Class Ability)

Traveller’s Any-Tool - Shikigami Style - +17 to hit - 6d6+10
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability)
(Damage: 2d6 base - Strength +4 - +2 Magic Weapon - +2 Class Ability - Shikigami Increases Weapon Size by 3 - Strength x1.5)

Traveller’s Any-Tool - Brawler’s Flurry - +15/+15/+10 to hit - 2d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - -2 For Flurry)
(Damage: 2d6 base - Strength +4 - - +2 Magic Weapon - +2 Class Ability)

Traveller’s Any-Tool - Brawler’s Flurry - +15/+15/+10 to hit - 6d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - -2 For Flurry)
(Damage: 2d6 base - Strength +4 - +2 Magic Weapon - +2 Class Ability - Shikigami Increases Weapon Size by 3)
Ranged

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Statistics
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Str 18
Dex 14
Con 16
Int 14
Wis 10
Cha 9
Base Atk +7; CMB +13; CMD 25

Bonus Feats
Hinayasi Brawler - Catch off Guard - Negate the penalties from using an Improvised Weapon. Unarmed foes are treated as flatfooted.
Brawler Combat Feat 5th - Shikigami Manipulation - When using a magic item as an improvised weapon it counts as magic weapon of ¼ the magic item’s caster level, to a minimum of +1.
Feats
1st - Shikigami Style - Improvised Weapons count as one size larger for each Shikigami Style feat used.
3rd - Additional Traits - Gain two more Traits.
5th - Shikigami Mimicry - When using Shikigami Style take a -2 penalty to add a weapon modification to a improvised weapon.
7th -

Traits
Illuminator (Religion) - Gain +2 to Diplomacy, and it becomes a class skill.
Student of Philosophy (Social) - Use Intelligence for Diplomacy and Bluff, except for Feint and Gathering Information.
Surprise Weapon (Combat) - Add +2 to hit with Improvised Weapons.
Former Bandit (Region) - Gain one ability score (Strength) to one Profession (Builder) in addition to Wisdom.

Racial Traits
Dark Vision - See up to 60ft in total darkness.
Energy Resistance (Fire) - Reduce fire damage by 5.
Efreeti Magic - Cast either enlarge or reduce person once a day.
Fire Affinity -
Sprinter - Gain +10 movement when charging, running or withdrawing.

Skills
Acrobatics - +2 (+2 Dex - 0 Ranks - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Untrained Skill)
Bluff - +3 (+2 Int - 0 Ranks - Untrained Skill)
Climb - +10 (+4 Str - 3 Ranks - Class Skill)
Craft (Food) - +10 (+2 Int - 5 Ranks - Class Skill)
Diplomacy - +14 (+0 Cha +2 Int - 7 Ranks - Class Skill - +2 Trait)
Disable Device - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Disguise - 0 (0 Cha - 0 Ranks - Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Class Skill )
Fly - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Handle Animal - 0 (0 Cha - 0 Ranks - Class Skill)
Heal - +2 (+2 Wis - 0 Ranks - Class Skill)
Intimidate - 0 (0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +1 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Engineering) - +7 (+2 Int - 5 Ranks - Untrained Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +9 (+2 Int - 4 Ranks - Class Skill)
Knowledge (Nature) - +9 (+2 Int - 4 Ranks - Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +12(+2 Int - 0 Ranks - Untrained Skill)
Linguistics - +8 (+2 Int - 6 Ranks - Untrained Skill)
Perception - +10 (+0 Wis - 7 Ranks - Class Skill)
Perform (Dance) - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Profession (Builder) - +12 (+0 Wis - 5 Ranks - Class Skill - + Strength)
Ride - +2 (+2 Dex - 0 Rank - Class Skill)
Sense Motive - +10 (+0 Wis - 7 Ranks - Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Untrained Skill)
Spellcraft - +1 (+2 Int - 0 Ranks - Untrained Skill)
Stealth - +2 (+2 Dex - 0 Rank - Class Skill)
Survival - +0 (+0 Wis - 0 Ranks - Untrained Skill)
Swim - +8 (4 Str - 1 Ranks - Class Skill)
Use Magic Device 5 (0 Cha - 5 Ranks - Untrained Skill)
Languages Common, Ifrit, Oread, Slyph, Undine, High Ifrit, Benthic, Maker Script, Sedime

Combat Gear Traveller’s Any-Tool x 2 (2d6 Bludgeoning, Piercing or Slashing, +2 Weapon), Living Steel Chain Shirt +2 (6AC - ACP2 - Max Dex 4)
Gear Monk’s Robe, Belt of Mighty Constitution +2, Clock or Resistance +1, Fetish of Natural Armour
Masterwork Backpack, Flint and Steel, Large Tent, Bedroll, Blanket, Collapsible Bathtub, Soul Candles x 10
Drill, Stretch Cords x3, Canvas 10sq yards,
Hemp Rope
(100ft), Animal Glue, Mending Kit, Bag of Nails, Bag of Screws, Chalk, Paper Sheets x 10, Charcoal.
Fire Ink Tattoos, Grooming Kit, Soap, Explorer’s Outfit x 2, Artisan’s Outfit x3, Belt Pouch x 6,
Cooking Kit, Canteen x3, Coffee Pot, Coffee Beans (6 lbs), Chocolate (1 lbs), Cinnamon (4 ounces), Honey (1 lbs), Flour (5 lbs), Beans (5 lbs), Nuts (3 lbs), Oregano (4 ounces), Salt (4 ounces), Pepper (4 ounces), Chillies (1 lbs), Cheese (1 lbs), Wandermeal x 14, Travel Cake Mix x 14
Money 0pp - 587gp - 73sp - 91cp

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Special Abilities
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AC Bonus - Gain +1 AC, with additional AC Bonuses at various levels.
Brawler’s Cunning - Intelligence always counts as 13 for purpose of qualifying for feat.
Brawler’s Flurry - Attack as though using two-weapon fighting, except only one weapon needs to be used, and full strength is added to all attacks.
Feral Aspect - Take on the Aspect of the Bull (+2 Strength) or Aspect of the Wolf (10ft Scent) as a swift action, or both as a move action. Usable in one minute increments for 3 = level minutes.
Martial Training - Count as both a Fighter and a Monk for Feat qualifications and using magic items.
Improvisation Training - Improvised weapons do the same base damage as an Unarmed Stike
Improvised Maneuver - When hitting a foe with an improvised weapon make a free combat maneuver at a -4 penalty.
Improvisation Mastery - Gain +2 to hit and damage with two-handed improvised weapons.
Proficiencies - All simple weapon, the handaxe, shortsword and any weapon from the fighter’s close weapon group as well as improvised weapons and Light armour.
Maneuver Training (Trip, Grapple) - Add +1 to enact and defend against one type of maneuver. At 7th level add +1 more and a second type of maneuver.
Unarmed Strike - Gain the Improved Unarmed Strike feat, and gain additional damage based on the level.
Favoured Class Bonus - +7 Skill Point

Appearance:
​Tall, standing well over 6ft, and broad in the shoulders, Emerik would be kindly described and having ‘strong features’ rather being called good looking or even handsome. As a result he tends to wear a heavy beard, as it tends to grow fast anyway and it softens the harsher lines of his face. His hair tends to be on the longer side, too, and a dark shade of reddish-brown which he keeps tied back.

His skin is a dark burgundy which has been darkened by long hours working in the sun. His skin is a little lined thanks to that, and his hands heavily calloused from practice with weapons and the use of tools. Notable tattoos in fire ink run down the left side of his neck, and over his shoulder and upper back. Some may be hidden under his beard, too.

Thanks to often working in the outdoors Emerik has retained the habit of wearing armour, often with a greatcoat over the top when the environment calls for it. His clothes, while often worn, are kept neat and well tended. He tends to avoid brighter colours in clothes as they draw the eye to him, and he isn’t a great fan of being the centre of attention anymore.

Emerik’s voice is a deep base tenor which suits his heavier build, and he tends to smell of whatever soap he happens to have purchased. He likes to stay clean and neat when he can, but mess isn’t the end of the world.

Personality:
Emerik is a kindhearted, generous man who truly wishes to help the community. Although not the most personable person ever and not naturally likable he’s gifted at talking, and whenever possible he talks his way out of his problems. Despite his skills in terms of violence he prefers to settle things with words. Of course, at least part of why he can settle things with words is because he has violence to fall back on.

He’s also a broken shell of a elan, haunted by his own weakness, his failure, his inability to do what he needed when he needed to, his love of violence and his past of destruction. His weak will leaves his feeling hollow, and anyone who talks to Emerik for a long period will realize that he has a deep melancholy, a deep desire to repent for his failures and to make things better. Whenever he does some a kindness a little voice reminds him that it doesn’t count as an act of generosity because, deep down, each good deed is for his own benefit, a ‘step to redemption’.

His faith is strong - at least in Volcano and the handful of people he feels he is able to trust. His faith in himself is, at best, limited. He struggles to believe that he has the capacity to do more good than he has done harm. He sees his sins very clearly, and constantly hears the voice in his head from his past - how easy it would be to take what he wants again, to hurt those that offend him. It makes believing that changing what he is hard, that he might never be what he wants to become. That he can never truly make a difference, to the world or himself.

But he desperately wants to.

10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Emerik is a former bandit who was converted to see how wrong he was, and nearly died in the process. He doesn’t feel anywhere close to having atoned for his sins.

2) Having done nothing but violence Emerik refuses to touch a weapon. This is not a significant limiting factor to how dangerous he is - if anything, he’s more dangerous with a chair than most people with a sword - but some see his refusal as odd.

3) Emerik’s tattoos are a source of pride and shame. The intention was to create his story in glowing ink for all to see, his greatest achievements and conquests. As a petty bandit these were...less than exceptional. The symbol for his bandit troop is hidden underneath his beard. He hopes, one day, to have a story worth telling in fire ink.

4) Finding peace in creation Emerik has spent the last several years making homes. While, on occasion, he has had to fight he finds making things much more satisfying.

5) Emerik is bisexual.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Emerik has the simple goal of making the world better than he found it. Simple, but incredibly grand and difficult. This is especially awkward given the level of harm he’s already brought in to it.

2) My hope is to see Emerik move towards his goal...but with stumbles, temptations and maybe the odd slide backwards. This should probably involve run ins with his former allies at some point...

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) Emerik is, not surprisingly, rather ashamed of his past and tends not to talk about it in detail. While he may mention his desire to atone, what he wants to atone for is not often mentioned.

2) Emerik’s real name is Diedi Vashta. He used some of his amassed wealth, the former owners of which no longer having a need nor a way to return it to their families, to move and change his name. He is aware his distinctive appearance means this might not last forever.

3) Several of his victim’s families are paying for Ashta, a Paladin of Volcano, to find and bring Emerik to justice for his crimes. Given the length of those crimes it will be...severe. Emerik believes that moving and changing his name

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Istas - A Oread that Emerik captured with the intention of ransoming for a magic item. The old monk shared his philosophy - at length - despite Emerik’s best efforts to stop him. Even after trading the man away the man’s words irritated the bandit, eventually leading to his change of heart.

2) Isan Wyrhta - A Slyph who was used to be Emerik’s lover and second in command. It was Isan that taught Emerik his woodworking skills, a hold over from life from before banditry. Now, Isan is...less than thrilled with Emerik’s change of career. Or at least that’s what Emerik assumes.

3) Ashta LaVenee - An Ifrit Paladin of Volcano. She swore to defeat and bring Emerik to justice shortly before he converted himself. Whether she is aware - or cares - that Emerik has changed is another matter.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Emerik hums when working, whether that’s making a building or preparing a meal. He tends to hum different ones depending on what he’s doing. He is not good at it.

2) Eating spicy food makes Emerik hiccup, which is a strange quirk for an Ifrit.

3) Having lived with outlaws of various races Emerik has worked hard to understand most tongues. He has focused on making his own accent as neutral as he can to aid in this.


The Lobster wrote:

With so few races allowed, what's your opinion on racially locked feats, archetypes, class features, etc (e.g., Brewmaster)? And with not all elens having favored class bonuses for the same classes, how do you feel about sharing them (e.g., sylphs being able to use the ifrit FCB for alchemist, lacking their own)?

I could definitely be open reasonable interpretations, for example brewmaster would be for sylphs, and I could be flexible about reasonable FCBs as well.


JonGarrett wrote:
Would this feat, Change of Heart be OK? A chance to befriend anyone I hit hard enough seems like a lot of fun, but it could be rather disruptive.

Too disruptive :) Especially since it's something I can't use against PCs (there's no way anyone would stand for having their PCs opinion changed just based on a diplomacy check)


The holidays have been a bit busier than anticipated (not in a bad way though), so all entries, including Emerik, will be looked at over the next few days.

Enjoy the holidays!


Not a problem. I'd left my 7th level slot open, so I'll just choose something else if I get chosen.


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Hi All!

I've made my decision:

--Phon Vo (Hubaris)

and

--Osna (Llaelian)

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The rest of you were great candidates, but these two fit the story I have in mind for Hearth.

----

Phon Vo and Osna, I will be posting in the Discussion tab later today, and we can hammer out your background a little more.


Thanks for selecting Osna. I’m looking forward to playing in Hearth.
As a note, today and tomorrow will be quite busy with the new year plus one of my daughter ´s birthday. I will be able to post more on Saturday.


Bad time of year (or years) right now. Going to be busy the next few days due to New Years and such. I will be back to full posting strength come Saturday.

Excited to do this!


1 person marked this as a favorite.

Hello Phon Vo and Osna!

I am one of the other players at the table, and it is a joy to make your acquaintance. With Miner's permission, I'll write up a TL;DR for the events of the previous campaign to fill you in on some of the back story.

A little about Samen:
Though gifted with brute strength, Samen would prefer nothing more than to spend all his days holed up in a laboratory performing elemental experiments. He has a heretical theory that all elenity was cursed in some bygone era to possess the various elemental aspects. There is more that they have in common (basic physiology, language, emotions, etc..) than true differences. He has tattooed himself thoroughly with various elemental symbols to channel his magic and understand the impacts and interactions of the elements.

He started out the prior campaign as NG, but fell to true neutral when trying circumstances proved out his selfish nature. Performing gruesome elemental infusion experiments upon animal subjects, then incinerating them when finished probably didn't help ;).

Recently, he has developed the ability to communicate with extraplanar elementals to further his studies, as well as take on the form of elens touched by elements beyond the basic four. Most see him as monstrous (partially due to his 5 charisma), and with his willingness to corrupt his own essence, they might not be wrong.


Please join me in the Discussion tab - I think that will be an easier place for character intros :)

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