Sebecloki Presents 'Secrets of the Ring of Storms', an Eberron Campaign with FFd20 Rules

Game Master Sebecloki


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Sebecloki wrote:
Monkeygod, try to guestimate yours, I want to see if we can make an allotment like you get roughly 150-200% of archetypes that can be composed of different combinations of different powers for different sides (so you could take 2 95% for one side, or 3 45% ones for two sides, etc.)

I honestly have no idea. The Fell Knight replaces Dark Knight casting(which is limited to 4th level spells) with Black Mage casting(that goes up to 6th, instead of 9th).

Aside from that, it trades out 6 class features. While the Reaver only replaces two.

The Skullshield replaces 7 class features, as does the Vampire.


Sabecloki wrote:
Ok, but we all do need to use the same rules -- we can't have some players doing different levels of gestalt, I'm just trying to hash out some parameters that will fit everyone's build ideas.

If we are doing standard Gestalt I am fine even though I am not a fan of gestalt to begin with. Adding these free gestalt archetypes is way too much for me though, especially when getting a feel for a system with so much more in the way of abilities to keep track of.

This is all getting far too complicated for me to understand how to build my character or even want to try to figure out. It sucks because I really want to try these rules out and I really like my character concept. Unfortunately adding all of this feels like it takes what I had built and finalized (except for equipment) and requires me to start over.

Sorry if that sounded harsh, I don't mean it to, it just has me a bit frustrated.


Yeah it's...a bit much, IMO. FFD20 is already a high power system. While free archetypes are nice, and gestalt is nice, it might be getting a little too "sweet" to really work out.

I think the way you could probably handle it if you want to do both is simple, and can help simplify the whole thing. If you want gestalt, with a free archetype on each side of the gestalt, that's fine. Easy enough to understand.

If you want to come up with special rules for the "total conversion archetypes", treat it as its own class. I see no reason why someone couldn't be, say, a Necromancer (Warlock)//Necromancer, since they're fundamentally different options. In this case, of course, the archetype isn't "free". It's a class.

Or, it might be better to just take the system as written, use ONLY gestalt, or ONLY free archetypes. Trust me when I say that the classes, taken baseline, are much stronger than you may anticipate, especially with your stat generation system.

I threw a level 4 Gunner villain at one of my party (a level 1 Knight (Judge Magister)) and I gave him 50/50 odds of coming out on top. He had enough HP and healing (remember the universal Limit Break, Second Wind) to tank a lot of what that level 4 bad guy was throwing at him, and have killed the bad guy in two hits of his Butchering Axe if he connected.

Or, perhaps, dispense with trying to make a single universal ruling and take everyone's class proposal on a case by case basis.

Say I were to tell you I want to play a Blue Mage (Savant/Mystic Savant)//Black Mage (Thaumaturge) with Savant and Thaumaturge as the free archetypes. Would that be acceptable?

You'd need to do that for every character, which is more work for you, but is probably better than trying to kludge together a one-size-fits-all approach to an inherently malleable set of situations.


Storm Dragon wrote:

Yeah it's...a bit much, IMO. FFD20 is already a high power system. While free archetypes are nice, and gestalt is nice, it might be getting a little too "sweet" to really work out.

I think the way you could probably handle it if you want to do both is simple, and can help simplify the whole thing. If you want gestalt, with a free archetype on each side of the gestalt, that's fine. Easy enough to understand.

If you want to come up with special rules for the "total conversion archetypes", treat it as its own class. I see no reason why someone couldn't be, say, a Necromancer (Warlock)//Necromancer, since they're fundamentally different options. In this case, of course, the archetype isn't "free". It's a class.

Or, it might be better to just take the system as written, use ONLY gestalt, or ONLY free archetypes. Trust me when I say that the classes, taken baseline, are much stronger than you may anticipate, especially with your stat generation system.

I threw a level 4 Gunner villain at one of my party (a level 1 Knight (Judge Magister)) and I gave him 50/50 odds of coming out on top. He had enough HP and healing (remember the universal Limit Break, Second Wind) to tank a lot of what that level 4 bad guy was throwing at him, and have killed the bad guy in two hits of his Butchering Axe if he connected.

Or, perhaps, dispense with trying to make a single universal ruling and take everyone's class proposal on a case by case basis.

Say I were to tell you I want to play a Blue Mage (Savant/Mystic Savant)//Black Mage (Thaumaturge) with Savant and Thaumaturge as the free archetypes. Would that be acceptable?

You'd need to do that for every character, which is more work for you, but is probably better than trying to kludge together a one-size-fits-all approach to an inherently malleable set of situations.

I don't have time or necessarily the ability to estimate all that -- I'd probably just count up class features vs. the class they're drawn from to make decisions, but I don't have time to do all that. I'm not going to be able to read through all the materials for all the characters and make decisions like that.

I think what we should do is have gestalt classes and 1 gestalt archetype on each side to keep things all simple and clear, and then we'll make sure everyone's 'benchmarks' are in the same ballpark once the characters have been finished.


So that would then mean each class you take one archetype's abilities and add to the class instead of replacing the features as you normally would with an archetype correct?


Vinexa wrote:
So that would then mean each class you take one archetype's abilities and add to the class instead of replacing the features as you normally would with an archetype correct?

yes


Then sadly I am out. Have fun guys.

Dark Archive

Storm Dragon wrote:
I think the way you could probably handle it if you want to do both is simple, and can help simplify the whole thing. If you want gestalt, with a free archetype on each side of the gestalt, that's fine. Easy enough to understand.

Yes 3000%. I'm glad Seb concurs. =)


Putting my stats here so I don't lose them.

Final dice pool:

(3, 4, 5, 6, 6, 5, 5, 2, 4, 3, 6, 4, 6, 3, 4, 6, 6, 3) = 91

2
3333
4444
555
666666

11 14 14 18 12 12

18 16 16 12 10 9

That second one seems fine, much better than a two 18 array since I mostly only need Int.

I hope Nu Mou is an okay choice for race? They fit pretty well in Eberron, since honestly Ivalice and Eberron aren't far off from each other in theming (being a mostly medieval themed, but still highly magitchnically advanced societies) for the most part.


Sebecloki wrote:
Ok, but we all do need to use the same rules -- we can't have some players doing different levels of gestalt, I'm just trying to hash out some parameters that will fit everyone's build ideas.

Thank you for answering my question. I think that maybe I should restructure and come up with something that would benefit this desired power-level. I'll see what I can come up with.


Storm Dragon wrote:
I hope Nu Mou is an okay choice for race? They fit pretty well in Eberron, since honestly Ivalice and Eberron aren't far off from each other in theming (being a mostly medieval themed, but still highly magitchnically advanced societies) for the most part.

I feel like they could probably be from be from the Eldeen Reaches.


Also, with gestalt how are we doing Mageries? Specifically the "you cna only pick each one up to two times" clause?

Quote:
At 1st level and every four black mage levels thereafter, a black mage increases his power with his spells of 1st level or higher. This ability applies only to spells that he casts as a black mage, not to those he might have by virtue of levels in another class. At each such opportunity, he can choose from the list of the following (with a maximum of 2 per):


Storm Dragon told me you were doing ffd20. That's awesome.

If it's cool, I was hoping to play a Dragon(Taninim) with the Draconic Exemplar class with Bard(Dragon Herald and Prankster archetypes)

Basically a small Copper Dragon who is growing abnormally fast by drinking in the experiences of life and adding to his repertoire of terrible jokes. I figure Eberron being as bombastic as it is, it wouldn't be too odd to have a dragon party mascot! Gyridonyth's(Giri for short) parents being somewhat airheaded and prone to jaunts of fancy accidentally left him behind in an inn while they were traveling in human form. Dragons being dragons, they kind of forgot they had a kid. For awhile, he's just been sneaking around and enjoying various performances whilst itching to do his own standup. Being pretty much a child, he desperately seeks approval from those who give him the time of day.

Dice Pool:

24d6: 24d6 ⇒ (6, 1, 5, 1, 5, 6, 3, 1, 1, 1, 1, 2, 4, 4, 2, 1, 3, 3, 5, 4, 3, 6, 4, 2) = 74
24d6: 24d6 ⇒ (2, 5, 6, 3, 6, 5, 4, 3, 4, 5, 3, 5, 6, 2, 2, 4, 3, 1, 3, 1, 3, 4, 1, 1) = 82
24d6: 24d6 ⇒ (2, 5, 2, 6, 1, 4, 5, 2, 6, 6, 1, 4, 2, 5, 2, 6, 2, 5, 4, 2, 6, 5, 6, 5) = 94
24d6: 24d6 ⇒ (5, 3, 1, 4, 5, 4, 2, 2, 6, 6, 3, 4, 1, 3, 3, 5, 1, 2, 2, 2, 6, 5, 6, 4) = 85
24d6: 24d6 ⇒ (6, 5, 3, 1, 4, 6, 5, 6, 3, 2, 2, 2, 4, 5, 3, 5, 6, 6, 1, 3, 5, 6, 4, 1) = 94
24d6: 24d6 ⇒ (2, 3, 4, 3, 2, 5, 6, 6, 3, 5, 5, 1, 3, 3, 1, 1, 5, 6, 3, 3, 4, 2, 1, 2) = 79
24d6: 24d6 ⇒ (5, 6, 2, 1, 1, 4, 2, 6, 5, 5, 6, 2, 4, 5, 2, 6, 3, 4, 4, 1, 6, 4, 2, 2) = 88
24d6: 24d6 ⇒ (5, 1, 3, 1, 2, 5, 2, 6, 2, 3, 6, 3, 6, 3, 1, 2, 5, 5, 6, 4, 1, 4, 4, 5) = 85
24d6: 24d6 ⇒ (6, 3, 3, 5, 3, 4, 6, 3, 2, 4, 5, 5, 6, 6, 4, 3, 2, 3, 4, 3, 2, 3, 2, 5) = 92
24d6: 24d6 ⇒ (6, 6, 6, 4, 3, 3, 2, 3, 4, 2, 5, 3, 5, 2, 6, 2, 6, 2, 3, 5, 6, 4, 6, 3) = 97
24d6: 24d6 ⇒ (5, 4, 3, 2, 1, 6, 3, 1, 2, 2, 5, 6, 6, 6, 3, 3, 5, 4, 6, 4, 6, 4, 2, 5) = 94
24d6: 24d6 ⇒ (6, 3, 3, 5, 6, 2, 6, 3, 6, 4, 6, 3, 3, 1, 4, 1, 2, 1, 6, 4, 4, 2, 1, 3) = 85

Reroll 1s:

7d6: 7d6 ⇒ (6, 6, 1, 2, 6, 6, 4) = 31
4d6: 4d6 ⇒ (6, 1, 4, 4) = 15
2d6: 2d6 ⇒ (6, 6) = 12
3d6: 3d6 ⇒ (2, 4, 3) = 9
3d6: 3d6 ⇒ (4, 3, 3) = 10
4d6: 4d6 ⇒ (3, 2, 5, 6) = 16
3d6: 3d6 ⇒ (5, 2, 2) = 9
4d6: 4d6 ⇒ (6, 3, 3, 5) = 17
2d6: 2d6 ⇒ (6, 2) = 8
3d6: 3d6 ⇒ (5, 2, 3) = 10


Forgot to reroll 1s for my stats, but that's fine because I think I've hit upon a more unique and fun character idea, which I'll tthrow up in more detail tomorrow.

Sets:

24d6 ⇒ (5, 3, 1, 2, 5, 5, 5, 5, 5, 3, 1, 6, 6, 2, 4, 4, 5, 2, 5, 2, 5, 4, 6, 3) = 94
Rerolls set 1: 2d6 ⇒ (2, 4) = 6

24d6 ⇒ (3, 2, 4, 5, 6, 2, 2, 6, 5, 5, 2, 2, 4, 3, 6, 1, 4, 6, 1, 3, 4, 6, 6, 3) = 91

Rerolls set 2: 2d6 ⇒ (5, 5) = 10

Best set is now: 24d6 ⇒ (4, 5, 6, 6, 5, 5, 4, 3, 6, 5, 4, 6, 5, 3, 4, 6, 6, 3)
--------
333
4444
55555
666666

Final stats(?): 18 18 14 14 12 10


Pathfinder Adventure Path, Rulebook Subscriber

I swear, I just want to play this too badly to just give up completely. I already know that my initial concept will not work the way I want it under these rules so I will try to work on a replacement concept. I have an idea of what I will try to put together already if I can figure out how.

As a question. If you take an archetype to the class that swaps out things to the point they are incompatible, like the magitech pilot does to chocobo knight, could you then apply the "free" archetype features to that archetyped class?


Just keeping track of where the character creation rules are at at the moment;

-Stats: Roll 24d6 twelve times, reroll 1's, pick a pool set
-Level 5
-Max HP with Static Base HP from Optional Systems
-Standard money for pathfinder, e.g. 10500gp, gil trade for gp at 1:1
-Background skills
-6 traits (none from the same category)
-get a feat at each lvl instead of every odd level
-Gestalt (e.g. you get 2 classes per level, and take the better progression from either) reference here: http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm
-Get a favored class bonus for both classes
-Get 1 free archetype for each class, getting the features they give but not replacing the abilities they normally take away.

Optional rules from the Optional Systems page here: https://www.finalfantasyd20.com/system-rules/optional-systems/
-Guardian Force Pacts (gotten through story it seems?)
-Hero Points
-Moogle in the Room (same thing as elephant in the room feat taxes)
-Revengeance Limits
-Spell Exhaustion
-Static Hit Points
-Variable MP (high magic)
-Variant Multiclassing is available


Drogeney wrote:
As a question. If you take an archetype to the class that swaps out things to the point they are incompatible, like the magitech pilot does to chocobo knight, could you then apply the "free" archetype features to that archetyped class?

Assuming the above question is correct in what can be done I have revised Vinexa after all. I found an easy way to do it without adding much to the already hefty load of skills to deal with.


Locmore's above post reminded me of something,

Unless I missed something, I don't think the GF pact rules are of any use to us, as I believe you need to be a member of the SEED Operative PrC to actually benefit from the pacts.


I reviewed all the archetypes and abilities. While I found many I wanted to play, none seemed to fit together just right to play the character I was wanting to. If you want to run a similar game eventually for just one class + a subjob max, then I'll hop in on that. Good luck to everyone joining. Have fun.


I dunno if this is my best set but I got tired of mathing it all out. It's still a lot more than what I'm used to!

Set 3: 24d6 ⇒ (2, 5, 2, 6, 1, 4, 5, 2, 6, 6, 1, 4, 2, 5, 2, 6, 2, 5, 4, 2, 6, 5, 6, 5) = 94

2d6: 2d6 ⇒ (6, 6) = 12

is now.

Set 3 = (5, 6, 6, 4, 5, 6, 6, 6, 4, 5, 6, 5, 4, 2, 6, 5, 6, 5)
-----------
2
444
555555
66666666

Probable Final Stats:
18 16 14 12 14 18


Drogeney wrote:

I swear, I just want to play this too badly to just give up completely. I already know that my initial concept will not work the way I want it under these rules so I will try to work on a replacement concept. I have an idea of what I will try to put together already if I can figure out how.

As a question. If you take an archetype to the class that swaps out things to the point they are incompatible, like the magitech pilot does to chocobo knight, could you then apply the "free" archetype features to that archetyped class?

You'll have to explain this more, I don't understand what you mean by incompatible


Vinexa wrote:
Drogeney wrote:
As a question. If you take an archetype to the class that swaps out things to the point they are incompatible, like the magitech pilot does to chocobo knight, could you then apply the "free" archetype features to that archetyped class?
Assuming the above question is correct in what can be done I have revised Vinexa after all. I found an easy way to do it without adding much to the already hefty load of skills to deal with.

I'm clarifying what the question is, so I can't say if that's correct or not.


The initial question about incompatibility isn't important at the moment (in that case though the magitech pilot gets a magitech armor instead of a chocobo which would make them incompatible since you can't ride both).

Basically I took the illusionist class and applied the incubus archetype as it normally would be. Then I added the free archetype to the modified illusionist class. Is that acceptable?


yes, you can also add archetypes as normal, you just get 1 free getalt one per class


Tyrant is mechanically done. I need to add a section for Dragon Form and Rage Tyrant, but it is done


This looks like quite something. I'm having fun just reading this new ruleset I haven't seen before. I'm currently designing a Dragoon. I haven't thought about gestalt or archetypes yet, so I think I'll just start with a Dragoon and then see where I want to go from there.

Stat 1: 24d6 ⇒ (3, 1, 6, 2, 2, 1, 4, 5, 6, 1, 5, 5, 5, 3, 1, 3, 6, 2, 4, 4, 6, 3, 2, 6) = 86
Stat 2: 24d6 ⇒ (3, 3, 2, 6, 3, 3, 3, 1, 3, 3, 4, 3, 6, 4, 2, 1, 6, 3, 6, 2, 1, 5, 4, 6) = 83
Stat 3: 24d6 ⇒ (5, 5, 2, 1, 5, 2, 4, 3, 5, 6, 2, 6, 4, 5, 4, 5, 1, 1, 6, 1, 1, 6, 6, 2) = 88
Stat 4: 24d6 ⇒ (4, 2, 3, 2, 1, 1, 6, 4, 5, 5, 1, 2, 6, 4, 1, 5, 5, 6, 5, 5, 5, 6, 3, 5) = 92
Stat 5: 24d6 ⇒ (6, 5, 4, 3, 6, 2, 1, 6, 1, 1, 5, 6, 3, 5, 3, 3, 2, 2, 2, 1, 3, 3, 4, 6) = 83
Stat 6: 24d6 ⇒ (1, 6, 5, 6, 4, 2, 6, 1, 5, 5, 2, 5, 6, 6, 1, 3, 1, 3, 4, 3, 1, 5, 3, 1) = 85
Stat 7: 24d6 ⇒ (1, 1, 3, 5, 3, 1, 3, 1, 2, 2, 5, 4, 4, 1, 1, 1, 1, 1, 5, 5, 1, 2, 4, 5) = 62
Stat 8: 24d6 ⇒ (6, 3, 5, 3, 2, 1, 3, 6, 5, 1, 4, 2, 2, 5, 1, 6, 5, 4, 2, 4, 5, 5, 1, 3) = 84
Stat 9: 24d6 ⇒ (4, 6, 4, 6, 2, 5, 5, 1, 5, 6, 1, 6, 4, 3, 5, 3, 5, 6, 4, 4, 6, 5, 6, 4) = 106
Stat 10: 24d6 ⇒ (5, 1, 6, 4, 5, 3, 1, 5, 3, 2, 2, 5, 2, 4, 4, 1, 2, 1, 3, 5, 5, 5, 3, 5) = 82
Stat 11: 24d6 ⇒ (6, 1, 2, 6, 1, 3, 4, 4, 1, 5, 6, 5, 6, 1, 4, 5, 3, 6, 4, 5, 1, 3, 5, 2) = 89
Stat 12: 24d6 ⇒ (1, 3, 4, 3, 3, 4, 6, 6, 2, 2, 3, 1, 5, 6, 4, 4, 5, 5, 5, 5, 4, 1, 6, 6) = 94
Pool of 1 Rerolls, hopefully 60 is enough: 60d6 ⇒ (1, 3, 4, 4, 2, 2, 1, 1, 2, 2, 6, 1, 6, 2, 4, 1, 2, 5, 4, 4, 3, 4, 6, 1, 2, 4, 5, 1, 1, 1, 3, 4, 6, 3, 3, 5, 2, 1, 2, 2, 4, 3, 5, 2, 5, 3, 5, 2, 5, 6, 3, 2, 5, 5, 4, 2, 3, 4, 5, 5) = 194


Seb, since we just sorta hammered out all the various rules, do you wanna extend the submission deadline??


Personally I'd love a little extra time. Been shuffling around quite a bit with the changes in rules and aa bit of extra time would help quite a bit.

With the starting point being in Q'barra, my idea for now is to have my character live in hiding among a local lizardfolk tribe (in the shape of a chameleon-like lizardfolk, fits quite well I'd say), with the entire tribe in on him actually being a changeling but they sympathise with his plight (being hunted by enemies) and he also pulls his weight within the tribe (though, being an outsider, he is banned from the most sacred rituals).


We can extend it.


Good to know. i have most of the tweaks for the optional rules factored in (I think correctly). I just need to do my equipment now.


Alright, I think I have everything done now. I revised feats a bit and have equipment selected now. I also have equipment done.

If there are any issues I need to resolve please let me know.


Hah! Just my luck that Bard got nerfed literally yesterday.

Crunch is done for my character I think. Sheet here. Since the Draconic Exemplar isn't an FFd20 class, all it really needs are limit breaks. The Dragoner's breath weapon limit break and one that lets him rage might be appropriate. The Bard ones are probably enough for me anyways.

Backstory I'm still working on. Since he has access to a humanoid form already, he gallivants about town as a street urchin. Probably has a strong connection to the dragonmarked houses in the city.


@Sebecloki: Before I finalize my new character (a Gambler//Time Mage), how do you feel about...causality manipulation in PBPs. Forced rerolls, redoing turns, etc.

I know they can be a bit difficult to adjudicate, so if you don't like it I can go back to Guiscard (the Black//Blue Mage).


I'm okay with it


Hullo, Hallowsinder here, finished up a character to submit.

Background:

Illiane grew up in Sharn, but she was not born there. Born in the countryside to wealthy parents, Illiane as a young child had her lot cast into the City of Knives when her parents were killed in a skycar collision. Unscrupulus estate managers listed her as dead alongside her parents despite the lack of body, and quickly called of all attempts to search for her.

Illiane was not dead, barely surviving the fall to the Lower City through fate or luck. Yet the rushing howl of winds in her descent awoke something inside of her. She was meant to fly, and this was a momentary setback. Granted, a momentary setback she would require aid to recover from. She was recovered by a gang of orphans and thieves, lead by one self-titled "Dagger". Dagger was a teen half-elf who, while not perhaps possessed of the best head for names, was possessed of a rob the rich feed the poor mentality, and took care of Illiane.

Illiane joined Dagger's crew for most of her youth, opting for an insanely dangerous method of jumping onto moving skycars, snatching luggage, and leaping off. Whatever blessed luck had graced her earlier in life became routine skill, as it seemed gravity had no claim on Illiane. Illiane at first snatched purses, with time grew strong enough entire cases. It wasn't all natural talent though, as she learned both the worship of Olladra and the handiness of a good stick from Dagger and the other thieves she had fallen in with.

Later in life, once she was fully grown, Illiane pulled off her greatest heist yet. She managed to track down the estate managers from dim childhood memories, and convince them that she had proof of her identity with Dagger's help. She managed to convince them to "settle" for giving her several thousand gp in return for her not pressing her claims to her estate. With this, she decided to invest into equipment for battle. This marked a clear point of separation between her and the thieves she grew up with, as she felt she wanted the strength to protect rather than just the speed to run. And while she wasn't opposed to stealing from necessity, she felt that now that she was grown up, she could search out an honest trade.

Of course, as a daredevil adrenaline addict who made a childhood of jumping around between skyscrapers, Illiane's definition of an honest trade includes such things as adventuring, temple plundering, and battle.

What I bring to the Table as a Player:

Someone who's not afraid to open doors. I'm cool with risking my character to go down halls that might be trapped.

I'm not so extreme that I'd prevent other players from pre-buffing for a fight by charging in screaming or anything like that. But if we spend a week* of real life time talking about which of two doors to open without making any progress, I'll pick a door and open it, even if it bites me in the face because it's a mimic door.

*varying depending on the particular campaign's posting rate

Misc Build Questions:

I am using Hume as Human, I'm pretty sure that's ok.
Reckless Luck is normally a trait from the Pathfinder NG halfing goddess Chaldira of Battle, luck, mischief, I substituted Olladra, Neutral Good goddess of Good Fortune, Feast, and Plenty, figuring that "Luck" and "NG" weren't bad unifying themes.
Right now I'm just a normally built, no Gestalt, no Gestalt Archetype character, and honestly... I feel pretty good with that, even after looking at some of the posted fully built up gestalt characters. My defenses and single attacks seem to be keeping pace just fine. Conceptually, all I need to fulfill my vision is Dragoon(Valkyrie) applied normally. So, I'm thinking I keep my gestalt/free archetypes in the back pocket, to fill any gaps after you pick a team. If you have a team you like but we need a healer I can nab White Mage or something like that, and so on. I posted my interest yesterday, so as you can see, I can build the other half of the gestalt VERY fast once we know what the party needs.

Statblock:
Illiane Vishruvel
Female Dragoon (Valkyrie) 5
CG Medium Humanoid (Human)
Init +9; Senses Perception +10
XP: ???
--------------------
DEFENSE
--------------------
AC 25, touch 13, flat-footed 22 (10 Base +8 Armor +4 Shield +3 Dex)
hp 95 (25 Start +50 Dragoon +20 Con)
Fort +10, Ref +11, Will +7
Resists Cold 2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Reapy +13 (5 BaB +5 Str +1 Enhancement +2 Dragoon) 1d10+8 (1d10 base +7 Str +1 Dragoon) 18-20/x2 Slashing, Reach and Trip
Bonky +13 (5 BaB +5 Str +1 Enhancement +2 Dragoon) 1d12+8 (1d2 base +7 Str +1 Dragoon) x2 Bludgeoning or Piercing, Reach and Brace
Ranged
. . .
--------------------
STATISTICS
--------------------
Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 18
Base Atk +5; CMB +10; CMD 23
Feats Combat Reflexes, Skill Focus (Acrobatics), Improved Initiative, Armor Focus (Medium), Extra Acrobatic Talent, Shield Focus
Traits Reckless Luck, Adopted, Armor Expert, Materia Savant, Bahamut's Legs, Extremely Fashionable
Skills Acrobatics +14[12 ACP, 29 on jumping, 39 on longjump], Handle Animal +8, Intimidate +8 [9 fancy], Knowledge (History, Local) +9/7, Linguistics +4, Perception +10, Sleight of Hand +8, Survival +6, Swim +9[7 ACP]
Languages Common, Elven
Combat Gear Reapy, Bonky, +1 Agile Breastplate, +1 Heavy Wooden Shield, Ice Materia lvl 1
Gear Ring of Jumping, Vigilante's Kit
Coin: 3156
--------------------
SPECIAL ABILITIES
--------------------
Racial:
Stats +2 Strength
Focused Study: Gain a Skill Focus feat at levels 1, 8, and 16. Chose Acrobatics for the first one.
Curiosity: +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Dragoon:
Myriad Jumping Abilities (Ex) Including Strengthened Agility, Jump, and Vault, may use Str instead of Dex for Jump checks, add Dragoon Level+4 to jump Checks (due to adding level and always being treated as jumping with a running start with the Run feat), DC Multiplier for high jump is x3 instead of x4, maximum jump length is twice movement as though charging, may jump during a charge to ignore that much rough terrain. Jumping does not provoke an AoO unless he jumps adjacent to someone, or moves past a flying person who is not his target, being AoO'd during a jump stops the jump and dumps him to the ground in front of the person making the AoO.
Deadly Lancer (Ex) As a move action or as part of a charge, before a melee attack with a spear, polearm, or lance, the dragoon may make an Acrobatics check to jump with a DC equal to his target’s CMD(+2 per Size category larger target is). If Successful, he gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage on that attack. For every five the dragoon beats the DC, he gains an additional +1 bonus to his AC and the attack roll, and deals an additional 1d6 damage. This bonus and the number of extra dice cannot exceed the dragoon’s level. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage.
Heroic Landing (Ice, Su) May deal Ice damage instead of normal bonus damage with deadly lancer, and it hits every target within 5 ft of main target other than user (Reflex 10 + 1/2 Dragoon + Str Mod for half) as well. Must be declared before roll to attack.
Pole Fighting (Ex) As an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
Armor Training (Ex) +1 Max Dex, -1 ACP, move full speed in medium armor.
Holy Grace (Su) Add Cha to saves
Phalanx Fighting (Ex) Gains shield proficiency (except tower), and can wield any polearm or spear of his size as a one-handed weapon while wielding a shield.
Divine-Forged Feathers (Su) +1 Deflection when in heavy armor, but I'm not in heavy armor.
Dragoon Training (Ex) At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms.
Pike Charge (Ex) Charge bonus changes to +4. No penalty to AC after charge. Both effects only applies with Spears, lances, and polarms.

Traits:
Reckless Luck: Religion (Olladra)- +2 to AC for a round after charging in the surprise round or first round of combat.
Adopted: Social- Gain Elven Reflexes for +2 on Initiative
Armor Expert: Combat- -1 ACP
Materia Savant: Magic- Doubled Materia EXP gain.
Bahamut's Legs: Regional- +4 trait bonus to Acrobatics checks made for jumping. Can fail by 5 more before taking adverse effects on acrobatics checks.
Extremely Fashionable: Equipment- +1 to Diplomacy, Bluff, and Intimidate as long as long as wearing fancy stuff and clean, gain diplomacy as a class skill.

Feats:
Combat Reflexes May make up to Dex extra AoO per round, and may make them while flat-footed.
Skill Focus (Acrobatics) +3(6 at 10 ranks) to Acrobatics.
Improved Initiative +4 to Initiative
Armor Focus (Medium) +1 to Armor AC in Medium Armor
Extra Acrobatic Talent Gain the Spear Brace Acrobatic Talent: +1 attack bonus while fighting with shield and polearm, may use a shield hand to wield a polearm even when that shield prevents the hand from being free.
Shield Focus +1 to Shield AC with a shield

Statblock Construction, only here so you know where the numbers come from, see Statblock for the nicely formatted final product:

Stats:
Str 20 18 Base +2 Racial
Dex 16
Con 14
Int 12
Wis 14
Cha 18

Basics:
BaB 5 (5 Dragoon)
HD 5 (25 Static + 50 Max'd Dragoon +20 Con)
Fort: 10 (4 Dragoon +2 Con +4 Cha)
Ref: 11 (4 Dragoon +3 Dex +4 Cha)
Will: 7 (1 Dragoon +2 Wis +4 Cha)
HP: 95 (25 Static + 50 Max'd Dragoon +20 Con)
Favored Class Bonus: ???

Race:
Stat: +2 Strength
Focused Study: Gain a Skill Focus feat at levels 1, 8, and 16. Chose Acrobatics for the first one.
Curiosity: +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Skills:
Class- Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Dungeoneering, Local), Perception, Perform, Profession, Ride, Survival, Swim

5 * (4 Dragoon +1 Int +2 Background +1 Human) = 40 Ranks to go around
Acrobatics 5 ranks +3 trained +3 Dex +3 feat = +14
Acrobatics (Jumping) 5 ranks +3 trained +5 Str +9 dragoon +4 trait +3 feat = +29 [+10 long jump with polearm]
Diplomacy 5 ranks +3 trained +4 Cha = +12 [+1 when fancy, +4 to gather information]
Handle Animal 1 rank +3 trained +4 Cha = +8
Intimidate 1 rank +3 trained +4 Cha = +8 [+1 when fancy]
Knowledge (history) 5 rank +3 trained +1 Int = +9
Knowledge (local) 1 rank +3 trained +1 Int +2 Racial = +7
Perception 5 ranks +3 trained + 2 Wis = +10
Sleight of Hand 5 ranks +3 Dex = +8
Survival 1 rank +3 trained +2 Wis = +6
Swim 1 rank +3 trained +5 Str = +9

Feats:
Lvl 1
(normal pick): Combat Reflexes
(Race pick): Skill Focus (Acrobatics)
Lvl 2
(normal pick): Improved Initiative
Lvl 3
(normal pick): Armor Focus (medium)
Level 4
(normal pick): Extra Acrobatic Talent
Level 5
(normal pick): Shield Focus

Dragoon:
Lvl 1:
Proficiencies
All simple weapons, all spears, lances, and polearms, all armors, no shields.

Strengthened Agility (Ex)
A dragoon may treat his Acrobatic skill, using his Strength modifier instead of Dexterity when making Jump checks.

Jump (Ex)
Add Dragoon Level to Jump checks. Always treated as running with Run Feat. As part of a charge action allows him to ignore difficult terrain for the distance he jumps. Maximum jump distance is 2x his base speed, as if charging.

DC Multiplier for high jump is x3, will be x2 at level 11, and x1 at 18th level. Does not provoke an attack of opportunity unless he passes through a square that is threatened by a flying creature that he is not attacking directly or jumping while adjacent to an enemy creature. If a dragoon is hit in this manner, he falls to the ground prone in the square in front of the creature.

Deadly Lancer (Ex)
As a move action or as part of a charge, before a melee attack with a spear, polearm, or lance, the dragoon may make an Acrobatics check to jump with a DC equal to his target’s CMD. The DC increases by +2 for each size category larger than the dragoon. If the dragoon beats the DC, he gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage on that attack. In addition, for every five the dragoon beats the DC, he gains an additional +1 bonus to his AC and the attack roll, and deals an additional 1d6 damage. This bonus and the number of extra dice cannot exceed the dragoon’s level. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage.

Shaft Trip (Ex)
A dragoon treats spears, lances, and polearms as trip weapons.

Lvl 2:

Heroic Landing (Ice, Su)
May deal Ice damage instead of normal bonus damage with deadly lancer, and it hits every target within 5 ft of main target other than user (Reflex 10 + 1/2 Dragoon + Str Mod for half) as well. Must be declared before roll to attack.

Pole Fighting (Ex)
As an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

Balanced Stride (Ex)
The dragoon gains a +1 bonus on Acrobatics checks to avoid attacks of opportunity. This bonus increases by 1 for every four dragoon levels he has beyond 2nd.

Lvl 3:
Armor Training (Ex)
A dragoon learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, a dragoon can also move at his normal speed while wearing medium armor. At 7th level, a dragoon can move at his normal speed while wearing heavy armor.

Holy Grace (Su)
Add Cha to all saving throws, don't stack with other things that do the same.

Lvl 4:

Phalanx Fighting (Ex)
Gains shield proficiency (except tower), and can wield any polearm or spear of his size as a one-handed weapon while wielding a shield.

Divine Forged Feathers (Su)
+1 Deflection bonus to AC while wearing heavy armor

Vault (Ex)
A dragoon gains a +10 bonus to Acrobatics skill checks when making a long jump while wielding a spear, lance, or polearm.

Lvl 5:
Dragoon Training (Ex)
A dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. This bonus increases by +1 for every five levels beyond 5th.

Pike Charge (Ex)
Receive a +4 bonus on melee attacks when charging with a spear, lance, or polearm (instead of the normal +2). In addition, the dragoon takes no penalty to his AC after making a charge attack with a spear, lance, or polearm.

Equipment:
10500 gp budget for 4th level character, 7344 spent, 3156 left to go
+1 Agile Breastplate: 1550 GP, 25 lbs, Armor bonus +7, Max Dex +3, ACP -3, ASF 25%, 20 ft speed, ACP reduced to -0 for Climb and Acrobatics Checks made to jump
+1 Heavy Wooden Shield: 1157 gp, 10 lbs, Shield bonus +3, -1 ACP, 15% spell fail,
"Reapy", Masterwork Fauchard: 314 gp, 10 lbs, 1d10 Slashing, 18-20/x2, polarm, with Reach and Trip, +1 Enhancement bonus to hit
"Bonky", Masterwork Lucerne Hammer: 315 gp, 12 lbs, 1d12 Bludgeoning or Piercing, x2, polearm with brace and reach, +1 Enhancement bonus to hit
Ring of Jumping: CL2, Faint transmutation, ring, 2,500 gp, +5 competence bonus on all acrobatics checks made to make high or long jumps
Ice Materia: Lvl 1, 1500 gp, faint elemental (ice), CL 5, Grants 2 Ice Resistance currently in Agile Breastplate.
Vigilante's Kit: 8 gp, 22 lbs, includes backpack, belt pouch, blanket, torches (10), trail rations (5 days), and a waterskin

Limits:

Bahamut Leaps (Su): This Limit Break allows the dragoon to jump further than ever before. For the duration of 1 round + 1 round per four dragoon levels after 1st, the dragoon can jump further than his speed allows, doubles the bonus to acrobatics granted to him by his jump class feature, reduces the DC multiplier for high jumps by 1 (minimum 1), and does not provoke when jumping. This limit break requires only a swift action.

Asgardian’s Conviction (Su): This Limit Break gives the valkyrie strength that could only come from true desperation, filling her with a battle fervor that could only come from the legendary warriors that make up the Einherjar themselves. For a duration of 1 round + an additional round for every four dragoon levels after 1st, the valkyrie gains a sacred bonus to her attack rolls, damage rolls, and Armor Class equal to 1 + an additional +1 for every four dragoon levels after 1st. This limit break requires only a swift action.


Sieghart's been finalized, I think. He uses standard Gunbreaker gestalted with the Gunstriker Archetype, and combines the Transporter Chocobo Knight with the Tactician Archetype. If anything's wrong with the sheet, be sure to let me know.


how are everyone's characters coming?


I'll need another couple days, work has me bogged down a little bit.


Sebecloki wrote:
how are everyone's characters coming?

I have my examn on friday, so realistically I'm too hopped up on nerves to sit down and write her out 'till then. Mechanically I'm fine calling her done though, the lack of typical adventuring equipment is intentional, she'll have to buy camping supplies if she is going adventuring in the traditional sense.

I've also decided the broad points of her story (and made her a CG follower of the church of the Silver Flame in the process). And I've picked up the Knave archetype, in part to represent her no longer actually being a serving military person, and in part to let her be CG despite the Knight's usual lawful alignment restriction.


I'm thinking of dropping Dragon Herald for Marshal. It doesn't really do much for me I can't already do vs all the nifty auras Marshal gives me. I'll have the paizo profile finished up tonight.


I also shuffled things around a bit, swapping Time Mage out for Astrologer with the Oracle archetype.

Also changing my background. I'm now looking at a changeling named Yit raised by her changeling mother in The Gray Tide in the Lhazaar Principalities where they were regularly visited by her father, a human member of House Orien, meaning my character strictly speaking also is a member of that house.

She has five main persona's she uses, some her own creations and some inherited from other family or friends. Just short descriptions of these persona's.

Her main person is Gaele, a female Dreamsight Shifter and a persona of her own creation. This persona is very close to my character's own personality though more outspoken than Yit would otherwise be.
This would be the persona they other characters would know assuming there is no pre-existing trust between them all.

Next is Hammer, a Warforged soldier, who more or less is coproduction of her and her father as he is pulled straight from the stories he told about her father's Warforged bodyguard and friend who got her father through the Last War only to be killed by bandits weeks after the war ended, though only her father knows this or cares.

Then there is Salandra d'Medani, an Elven inquisitive that's part of House Medani. This persona is a creation of Yit's grandmother and is actually shared within her family. This elf that is now middle aged works as a private eye or to assist city watch. It's also the persona used on Grey Tide when there is a crime to be solved. House Medani actually knows about this persona and that it is a changeling behind it but as long as they continue to do good work and just prop up the name of the house they don't really mind.

Hogar is a Gnoll smuggler with ties to both Daask and House Thrask. He is an occasional supplier for the former and has bribed several members of the latter. This is another shared persona, though only between Yit and her half brother, as it is his creation. It a rare one to use for her as Hogar has a massive cruel streak and is greedy, both things she isn't comfortable with, but his confidence, stealth and connections are very useful.

The last more developed persona is Ignaz Droranath, a Dwarven member of clan Droranath and a mercenary. Another of her own creations, though in this case based on a close personal friend who perished of some nasty tropical sickness or possibly poison in Xen'drik. Now my character uses him for his clan name as that opens doors for mercenary jobs and to grow his his legacy. He was a warrior who appeared to fight with the reckless abandon his clan is known for but he was in fact quite tactically minded. He has actually given her permission to let him live on as a persona.

Beyond this she does wear other faces but those are throwaway figures, used for a purpose and then discarded.


Found as an egg, Giridonyth was adopted by the major Dragonmarked Houses and their stewardship of him divided amongst the most dominant of their number within Newthrone. Whilst House Ghallanda and Jorasco tended to be more protective and nurturing, House Tharashk leaned towards cultivating his draconic heritage...by encouraging him to "tussle" with other children(the practice of which ended abruptly when a child who shoved him received a broken arm in response), drunkards and their own before taking him out on hunting expeditions to prey on animals. Despite the objections of the other Houses, House Tharashk continues to seek ever greater "tests" for their charge. Unfortunately for everyone, Giridonyth's sudden surge in growth has made him increasingly more difficult to control or guide.

Aside from the upper echelons of the Houses, to outsiders, he simply appears as a particularly gifted Dragonmarked Human boy of 10 years.

The pbp profile is finished now too.


Storm Dragon wrote:
I'll need another couple days, work has me bogged down a little bit.

I eventually decided the Gambler idea wasn't really going to work out to my satisfaction, so I went back to Guiscard. I'll migrate everything from Mythweavers to here in a bit.


Need some more players for 2 tables of a psionic AP if anyone's interested from this recruitment:

Build Rules:

Dreamscarred Press has a helpful From the Deep: Player's Guide that presents setting information and most of the race/class options. However, note that I modify a couple of these elements below.

Ability Scores: 25pt. or buy use the Dice Pool method where 1's are rerolled. You can attempt 4 sets if you want. You can try each method and decide what you want to keep.

Race:

*Anything from the Player's Guide. You can also pick Blues even though they aren't listed in the Player's Guide, as well as Arkhoon and Maedu.
*I am also open to other options that make sense within the setting, though I don't necessarily have a list. Reptilian, avian, and insectoid races, or other unusual options would be appropriate.

Class:

*1st level, with VMC allowed, with a 'half-gestalt', which means you take an archetype and stack the features instead of switching them out.
*You can pick anything from the Player's Guide or anything from the d20pfsrd.
*This is a psionics primary setting instead of a psionics only setting, so you can play a cleric, wizard, oracle, etc. However, if you pick a Vancian caster like a wizard, you have to take a psionic archetype for your half-gestalt. Additionally, there are no gods as commonly understood. There are 'god minds', which are like psionic deities, or clerics and other divine casters would have to be proponents of a philosophy or elemental or transitive power (i.e., a cleric of shadow/astral/ethereal energies).
*I would prefer Dreamscarred Press' akashic mysteries or Interjection games' ether magic builds to regular Vancian casters. Fluffwise, both veilweaving (akashic mysteries casting) and ethermancers are understood to be channeling the 'flow', a concept of psionic energy in the setting.
*There isn't much planar contact in Third Dawn, so characters with infernal etc. blood lines don't make much sense. Any planar connection should be to transitive or inner plane alignments.
*Gunslingers are available w/ the 'guns everywhere' setting for the campaign's technology level.
*Dreamscarred and Paizo sources are assumed to be allowed. I'd like to stay away from spheres of power except for akashic spheres and maybe a symbiat. Spheres of might are okay. I'd prefer to use akashic mysteries, path of war, and interjection games' ethermagic out of the available 3rd party stuff. I'm okay with things like Talented Rouge instead of Unchained Rouge, or Legendary Rouge etc.

Skills:

*We will be using the background skills system and skill unlocks from Pathfinder Unchained. For skill unlocks, all characters automatically get access to the expanded skill features when they achieve the requisite ranks in their skill. In other words, this is now a base part of the skill system.
*If anyone wants to play a rogue, I'll work out some additional feature with you to compensate for everyone getting the skill unlocks.

Feats:

*1 per level, with the Elephant in the Playground feat tax rules also in effect.
*Additionally, all martial characters get the Combat Stamina (Combat) and Push the Limits (Combat) feats for free as long as they fulfill the prerequisites. They also receive Extra Stamina (Combat) when they fulfill the prerequisites.

Equipment/Wealth: Roll or take average. This is a swashbuckling setting with ancient industrial level technology, so we will be using the 'guns everywhere' setting for technology.

Hit Points We will use the Wounds and Vigor system from the Gamemastering Guide instead of hit points. Take maximum values per level. For first level, take double vitality, and add constitution bonus at each level. The creatures will also receive maximum values.

Xp: I am not using xp, I'm just going to level you up at the appropriate level.

Traits: Up to six, but they have to be from each of the individual six categories OR you can take two, with two additional additional from potential drawbacks, and not be limited as regards categories. You can refluff stuff from a Paizo AP if you want.

Additional Notes:

*We will be using the Hero Points system from the Gamemaster Guide to convey the cinematic character of the setting's swashbuckling themes.
*All characters receive a Defense Bonus by class.
*I also forgot (!) that there are no, or very few, magical items. So we need some kind of ABP to keep up w/ the expected bonuses per level. Consequently we'll use the ABP from Pathfinder Unchained at the 'no magic' setting.
*Characters can swear Oaths if they wish.

Other Rules:

*I use a hex grid for combat, which changes the diagonal facing opportunities.
*Combat will have the enemies roll, and act, as a group for initiative.
*Called shots from the Gamemastering Guide are an option for combat.
*Artestia is also an option for combat.
*I will also employ some of the subsystems from Ultimate Intrigue and Horror Adventures to mechanically model the Lovecraftian and swashbuckling concepts in the campaign setting. I will apprise the group when I introduce one of these subsystems.


Working on the Freelancer side of my character at the moment and doing traits. A question on the latter:

You said 6 traits but all from different types. Would you allow using an Exemplar trait to get rid of the "all from different types part" to some extent? I linked them the traits above, but what they basically do is make it possible to take more traits of 1 type and give a scaling bonus depending on how many traits from that group you have. In return they take up 2 trait slots and you can only have 1 Exemplar trait.

In particular I'm looking at Charming Smile, Cunning Soul, the social exemplar trait. If allowed I would only have 5 total traits, one of them being that one but there would be no limit to the number of social traits I can have other than my total number of traits. The limit would remain for all other types.


Dicepool for Psionic AP:

Pool 1: 24d6 ⇒ (2, 4, 2, 2, 5, 2, 4, 4, 6, 2, 5, 1, 5, 1, 3, 3, 1, 3, 3, 1, 6, 5, 1, 1) = 72
Pool 2: 24d6 ⇒ (6, 2, 5, 2, 2, 3, 6, 5, 3, 4, 6, 6, 4, 1, 2, 2, 2, 1, 5, 5, 2, 6, 2, 4) = 86
Pool 3: 24d6 ⇒ (5, 1, 3, 1, 3, 4, 4, 2, 1, 6, 5, 5, 6, 3, 5, 5, 3, 6, 3, 6, 6, 2, 2, 1) = 88
Pool 4: 24d6 ⇒ (3, 2, 1, 4, 6, 4, 5, 2, 4, 2, 3, 1, 1, 3, 3, 5, 2, 1, 1, 1, 6, 3, 2, 6) = 71
Reroll 1s: 10d6 ⇒ (4, 4, 6, 6, 2, 4, 3, 6, 1, 1) = 37

Pool 3 becomes
222
33333
4444
55555
6666666

Dropping lowest 6
33
4444
55555
6666666

18 (6,6,6), 18 (6,6,6), 16 (6, 5, 5), 13 (5, 4, 4) 12 (5, 4, 3), 12 (5, 4, 3)


Hokay. Got pretty much everything migrated from Mythweavers except for basic stats (HP, MP, etc.).

Guiscard is a proud son of Breland, and carries on its equally proud magical tradition with an almost insane fervor. Graduating valedictorian in his classes at Morgrave University, his only god, only master, is magic itself, with a respectful, though not worshipful nod at Aureon for his role in encouraging its study.

His manner is typically reserved, with a quiet, thoughtful air...but he doesn't suffer fools gladly. The ignorant are another story, being empty vessels he is glad, nay, REQUIRED to fill to the brim with trivia of varying usefulness on most any subject under the sun. Whether it be the mating habits of the common flan or the metaphysical implications of time magic, he's always ready to talk someone's ear off, whether they know they want to be enlightened or not.


Sebecloki wrote:

Need some more players for 2 tables of a psionic AP if anyone's interested from this recruitment:

Where would you like said characters posted when they are complete?

Right now I'm working on a Half-Giant Psychic Warrior(Pathwalker) using feats to access Veilweaving to have fun with being a jack of all trades of all the rare subsystems on showing.


Verm wrote:
Sebecloki wrote:

Need some more players for 2 tables of a psionic AP if anyone's interested from this recruitment:

Where would you like said characters posted when they are complete?

Right now I'm working on a Half-Giant Psychic Warrior(Pathwalker) using feats to access Veilweaving to have fun with being a jack of all trades of all the rare subsystems on showing.

If you go through my profile you should be able to find the campaign page for table 2 of this ap. Please post there.


When is recruitment going to close? I don't remember a date being specified.

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