Windsheer Chronicles (Inactive)

Game Master EltonJ

Adventures at the frontier of Aundair. In the little town of Windsheer, on the Aundair/Eldeen Reaches border.


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Chantal Pinegrove wrote:

One druid herbalist, reporting for duty! All of her information is on this profile. Please take a look and tell me what you think.

If we end up with a backup healer in the party, like a paladin or bard, or even a primary healer like a cleric, I'll stick with base druid because I like spontaneously casting summon nature's ally spells. If not, I'll give her the Restorer archetype and go full healer.

Okay. Sounds like a plan. I like her though.


This is SmooshieBanana's submission, Sona! She is an Arcanist with a focus on damage-dealing with devastating effects.

Liberty's Edge

Been working on an Warforged Artificer with a VMC for Wood Elemental Wizard. He is made from Darkwood rather than standard metals.

Here is the character link:
Ale the Artificer

Is that all acceptable for your standards?

What is the general climate like in the area we would be around? If there is a set climate?

Thanks!


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From what I can recall, Aundair is temperate with rolling hills. It has forests of darkwood and old oaks but also has wild reaches stretching into it on the western side from the Eldeen Reaches (near to where we are starting). It is fertile land, giving way to large crops, wineries, and farms. While they do have large cities, they are also known for natural things such as horsemanship. I always pictured it like Tuscany or something similar to the Mediterranean climate in real-world terms.


DinosaursOnIce wrote:

Been working on an Warforged Artificer with a VMC for Wood Elemental Wizard. He is made from Darkwood rather than standard metals.

Here is the character link:
Ale the Artificer

Is that all acceptable for your standards?

What is the general climate like in the area we would be around? If there is a set climate?

Thanks!

Where is VMC Wizard from? It's unfamiliar to me. Otherwise, it looks solid.

Liberty's Edge

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EltonJ wrote:
DinosaursOnIce wrote:

Been working on an Warforged Artificer with a VMC for Wood Elemental Wizard. He is made from Darkwood rather than standard metals.

Here is the character link:
Ale the Artificer

Is that all acceptable for your standards?

What is the general climate like in the area we would be around? If there is a set climate?

Thanks!

Where is VMC Wizard from? It's unfamiliar to me. Otherwise, it looks solid.

It was an optional way of multiclassing that was introduced in Unchained. Basically you give up feats at levels 3, 7, 11, 15, and 19 to gain class abilities associated the the "multiclass".

Link below shows what you get for each class.

Variant Multiclassing

in my case I would gain the following instead of feats at the following character levels:

3rd level) Wizard Familiar
7th level) 1st Level Wood School Wizard abilities
11) Wizard cantrip as a SpA
15) Wizard Discovery or Feat
19) 8th Level Wood school ability.

Outside of the Wood themed abilities, I'm looking at getting a Familiar with the Valet Archetype to be a little crafting buddy and, if we ever saw 15th level, there is a crafting focused Arcane Discovery.


DinosaursOnIce wrote:

It was an optional way of multiclassing that was introduced in Unchained. Basically you give up feats at levels 3, 7, 11, 15, and 19 to gain class abilities associated the the "multiclass".

Link below shows what you get for each class.

Variant Multiclassing

** spoiler omitted **

Now I remember.


hmm, may have to come up with a "beat-stick" since the casting/psionic/skilled stuff is pretty well covered. Mebbe something along the lines of a Shifter Fighter with the Gloomblade archetype [possibly even adding in the Siegebreaker archetype as well]...may go with some sorta VMC too.


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Today is a good day to... halp wrote:
hmm, may have to come up with a "beat-stick" since the casting/psionic/skilled stuff is pretty well covered. Mebbe something along the lines of a Shifter Fighter with the Gloomblade archetype [possibly even adding in the Siegebreaker archetype as well]...may go with some sorta VMC too.

Good to see you add something in the ring.


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Let me know if you still want either my Dragonmarked Heir or a Kalashtar Psion? I'm not sure if you posted a decision date :)


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Evindyl wrote:
Let me know if you still want either my Dragonmarked Heir or a Kalashtar Psion? I'm not sure if you posted a decision date :)

It's tomorrow. I make a decision tomorrow. Which one do you want to play the most?


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Um...Me? I will fight anyone who tries to stop me with the beatstick of friendship and party cohesion.


Evindyl wrote:
Let me know if you still want either my Dragonmarked Heir or a Kalashtar Psion? I'm not sure if you posted a decision date :)

@Evindyl: If it'll help any, mebbe you could fill both characters out [or mebbe even combine them?]; whichever one gets you to fill out the most voluntarily is prolly the character to go with [as opposed to the one that just seems like a slog to go thru].

Sona Tanaka wrote:
Um...Me? I will fight anyone who tries to stop me with the beatstick of friendship and party cohesion.

Heh, good thing I gots it to where some non-lethal stuff can be put on a shadowy beat-stick. ;)

EltonJ wrote:
Good to see you add something in the ring.

Made a slight adjustment to the archetypes used; I'll go with the Druman Blackjacket Mercenary "Beastjacket (reflavored)" archetype instead of the Siegebreaker archetype.

Height Modif.: 2d8 ⇒ (7, 8) = 15.


Concept: Former "Beastjacket" Mercenary touched by sun and shadow during the Mourning

Name: Faven Canolar

Str: 16 +3 [18 +4; Shifting]
Dex: 15 +2
Con: 14 +2
Int: 10 -
Wis: 14 +2
Cha: 13 +1

Init: +2
Base Speed/Movement: 30'
Languages: Common

AC: 19 [+2 NArmor; Scalemail] [15; Hide Shirt]
Touch AC: 12
F-F AC: 17 [+2 NArmor; Scalemail] [15; Hide Shirt]

Fort: +4
Ref: +2
Will: +3

Level/Class: 1st Fighter Gloomblade/Blackjacket;"Mercenary Beastjacket reflavor"; VMC: Sorceror [Solar]
Race/Gender/Size: Male Gorebrute Shifter [Medium Humanoid (Shapechanger Subtype) and Animal (due to Wilding)]
Alignment: LN

Vision: Low-Light
FCB: +1 skill
Hit Points: 12

Traits:

Trunau Windshire Native [Campaign] [Shifter native?]
You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.

Sargavan Mercenary Guard [Region]
When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Feats:

Wilding
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.

Modified Weapon Proficiency (Combat) [with Shadow Weapon]
Prerequisites: Proficiency with the selected weapon.
Benefit: Select one type of weapon, such as longsword. You are always considered to be proficient with modified weapons of that type.
Normal: A modified weapon is treated as one category more difficult to wield.

Background Skills [2/Lvl]: Class: Artistry (Int), Craft (Int), Knowledge (engineering) (Int), Lore (Int), Profession (Wis)

Non-Class: Appraise (Int), Handle Animal (Cha), Linguistics (Int), Perform (Cha), Sleight of Hand (Dex), Knowledge (nobility) (Int), Knowledge (geography) (Int), Knowledge (history) (Int)

Trained: +1 Knowledge (history) (Int), +6 Profession:Soldier (Wis)

Adventuring Skills [2+/Lvl]: [ACP= -?]

Class: Acrobatics (Dex; ACP), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Stealth (Dex; ACP), Survival (Wis)

Non-Class: Bluff (Cha), Climb (Str; ACP), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex; ACP), Fly (Dex; ACP), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Ride(Dex; ACP), Sense Motive (Wis), Spellcraft (Int), Swim (Str; ACP), Use Magic Device (Cha)

Trained: +1 Knowledge (local) (Int), +4 Knowledge (planes) (Int), +6 Stealth (Dex; ACP)

Armor Profic: Light and Medium Armor only; no shields

Weapon Profic: Simple and Martial Weapons [plus Modified Weapons due to Modified Weapons Profic.]

Height: 4' 7" (male) base + 15"; 5'10"
Weight: 100 lbs (male) base + 105 lbs.; 205 lbs.
Modifier: 15 / Weight Modifier: x7

Shifter Racial Abilities:

Ability Score Racial Traits: +2 to Dexterity, +2 to Wisdom, -2 to Charisma.

Child of the Pits: Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 natural armor bonus. This natural armor bonus to constant and stacks with shifting. This racial trait replaces child of the wild.

Low-Light Vision: Shifters can see twice as far as humans in dim light

Monstrous Heritage: Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters. For each Monster Feat taken by the shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability. Shifters must still qualify for these feats normally.

Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power. At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Many shifter traits give a single natural attack. These follow the normal rules for natural attacks. The benefits while shifting (natural attacks, movement rates, etc) qualify for prerequisites, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify. To gain the the benefit of this shifter trait, it must be activated through shifting, during which the shifter is visibly more feral and animalistic. Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to twice the shifter's character level before she must revert back to her normal form. It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies. This is technically a limited polymorph ability and thus subject to effects that would target such an ability.

Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).

Class Abilities:

Gloomblade

Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills. This alters the fighter’s class skills.

Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a moveaction. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

Weapons copied: Nodachi;Falchion;Greattsword [8 lbs] [modifications :Razorsharp/Tactically Adapted=nonlethal;blocking;brace];[sawtoothed]

Thrown: Kunai[2 lbs;10']/Trident[4 lbs;10']/Syringe Spear[6 lbs;20']/Phalerum[3 lbs;20']/Pilum[4 lbs.;20']

Druman Mercenary Blackjacket "Beastjacket" [Aundair Shifter Merc Company ]

Bonus Feats: In addition to combat feats, a Blackjacket can choose Improved Iron Will, Iron Will, or any teamwork feat as bonus feats.

Equipment: [carry capacity=16[76/153/230];=18[100/200/300]] tba

Appearance: Muttonchop sideburns/Very hirsute/Unruly, reddish-hair.

Background: Former Member of an "Elite" Aundair Shifter Mercenary Company known as the Mercenary 'Beastjackets', Faven had an unfortunate personal experience with the Day of Mourning that resulted in both his Gloomblade and Solar VMC powers.


Equipment List [updated]:

MW Dagger [free; 1 lb]: +1 hit; 1d4 P/S [19-20/x2; 10']
Explorer's Outfit [free; 8 lbs]

Alchem.Silver Traveling Kettle [25 gp; 2 lbs]: 1d6 B [20/x2]
Cold-Iron Boarding Axe [12 gp; 3 lbs]: 1d6 P/S [20/x3; +2 Climb]

Shortbow [30 gp; 2 lbs]; 1d6 P [20/x3; 60']
20 Arrows [1 gp; 3 lbs]
1 Durable Targath Arrow [4gp;-]: unbreakable; -1 hit/dmg; +2 save vs disease

Hide Shirt [20 gp; 18 lbs]: Light;+3 AC/+4 dex/- ACP; -1 normally plus campaign trait
Scalemail [50 gp; 30 lbs]: Medium; +5 AC/+3 dex/-3 ACP; -4 normally plus campaign trait

MW Backpack [50 gp; 4 lbs]: +2 Carrying Capacity Str
Waterskin [1 gp; 4 lbs]
Filter Scarf [5 gp; -]: +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.
Flint&Steel [1 gp;-]
Acid Flask [10 gp; 1 lb]: 1d6 acid (splash) [20/x2; 10']
Holy Water [25 gp; 1 lb]: 2d4 holy vs undead/evil outsiders [20/x2; 10']

Identity Papers; no picture [2 gp; .5 lb]
Ioun Torch [75 gp;-]

Poncho [2 sp; 2 lbs]
Bandolier [5 sp;-]
Bedroll [1 sp; 5 lbs]
Mess Kit [2 sp; 1 lb]

Whetstone [2 cp; 1 lb]
1 Wandermeal [1 cp; .5 lb]
Traveling Papers [2 sp;-]
[+8 lbs shadow weapons=96 lbs; +12 lbs shadow weapons=100 lbs]
Candle Lamp [5 gp; 1 lb]: used to store Ioun Torch when it's not in use

Coins: 6 gp, 7 sp, 7 cp
Encumbrance: 88-100 lbs. [Light]
Age: 35yr. [20+15 height modif. result]

Shadow Weapon Forms:

Melee:
Nodachi [8 lbs]: 1d10 S/P [18-20/x2; brace]
Falchion [8 lbs]: 2d4 S [18-20/x2]
Greatsword [8 lbs]: 2d6 S [19-20/x2]

[Modifications: Razorsharp/+1 damage for 4 attacks]
[Modifications: Tactically Adapted/Nonlethal;Blocking;Brace]
[Sawtoothed: act as a crude Saw; Slashing only]

Thrown:
Kunai [2 lbs; 10']: 1d4 P/B [20/x2; crowbar function]
Syringe Spear [6 lbs; 20']: 1d8 P [20/x3; brace; inject potion/poison]
Pilum [4 lbs.; 20']: 1d8 P [20/x2; hit vs shielded enemy=no shield AC; standard action to pry off]

Reach:
Lucerne hammer [12 lbs.]: 1d12 B/P [20/x2; brace/10' reach/+2 sunder armor: medium and heavy]
Sarissa [12 lbs.]: 1d8 P [20/x3; brace/15' reach]


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Applications so far:
* Faven Canolar -- cc.
* Sona Tanaka -- SmooshieBanana
* Zylbella Irohel -- DjinnBob
* Nevitash -- Malinor
* Chantal Pinegrove -- Linnea the Diviner
* Ale the Artificer -- DinosaursOnIce


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EltonJ wrote:

Applications so far:

* Faven Canolar -- cc.
* Sona Tanaka -- SmooshieBanana
* Zylbella Irohel -- DjinnBob
* Nevitash -- Malinor
* Chantal Pinegrove -- Linnea the Diviner
* Ale the Artificer -- DinosaursOnIce

Sorry to have missed you yesterday: def the Dragonmarked Heir, Jacen d'Orien, is the most interesting to me.


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Evindyl wrote:
EltonJ wrote:

Applications so far:

* Faven Canolar -- cc.
* Sona Tanaka -- SmooshieBanana
* Zylbella Irohel -- DjinnBob
* Nevitash -- Malinor
* Chantal Pinegrove -- Linnea the Diviner
* Ale the Artificer -- DinosaursOnIce
Sorry to have missed you yesterday: def the Dragonmarked Heir, Jacen d'Orien, is the most interesting to me.

Alrighty.


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I'm going to bow out.


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That's fine. You have your reasons.


Hey good morning!

LMK if you want to see more of him, can enter a statblok here
Have a great day!


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Yeah, go ahead and give me a stat block. ;)


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EltonJ wrote:

Yeah, go ahead and give me a stat block. ;)

Give me just a moment please!


At first lvl, Jacen is a Falconer blessed with the Lesser Mark of Passage.
He knows his Dragonmark is the reason his family cares about him:

LVL1:
Jacen d'Orien
Versatile human (Aundair) ranger (falconer) 1 (Pathfinder RPG Ultimate Combat 67)
CG Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—mount
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 18
Base Atk +1; CMB +2; CMD 13
Feats Least Dragonmark
Traits charming, natural flier
Skills Acrobatics +1 (+2 while flying), Bluff +4 (+5 vs. characters who could be attracted to you), Diplomacy +4 (+5 vs. characters who could be attracted to you), Fly +6, Handle Animal +8, Heal +7, Intimidate +8, Knowledge (Birds) +2, Perception +7, Sense Motive +4, Spellcraft +5, Survival +9
Languages Common, Sylvan
SQ track +1, versatile human[ARG]
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Least Dragonmark (Mark of Passage) You have a least dragonmark.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to Survival checks made to track.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Because of that, he will focus all his efforts on developing it, becoming a Dragonmarked Heir at lvl5:

LVL5:
Jacen d'Orien
Versatile human (Aundair) ranger (falconer) 4/dragonmark heir 1 (Eberron Campaign Setting 73, Pathfinder RPG Ultimate Combat 67)
CG Medium humanoid (human)
Init +1; Senses Perception +11
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 53 (5 HD; 1d8+4d10+5)
Fort +6, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks combat style (two-handed weapon[APG]), favored enemy (humans +2)
Spell-Like Abilities (CL 5th; concentration +9)
. . 2/day—mount
. . 1/day—phantom steed
Ranger (Falconer) Spells Prepared (CL 1st; concentration +5)
. . 1st—aspect of the falcon[APG]
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 18
Base Atk +4; CMB +5; CMD 16
Feats Animal Affinity, Endurance, Favored In House, Least Dragonmark, Lesser Dragonmark
Traits charming, natural flier
Skills Acrobatics +1 (+2 while flying), Bluff +9 (+10 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Fly +10, Handle Animal +14, Heal +11, Intimidate +12, Knowledge (Birds) +6, Perception +11, Ride +3, Sense Motive +11, Spellcraft +9, Survival +10
Languages Common, Sylvan
SQ favored terrain (plains +2), house status, lesser dragonmark, track +2, versatile human[ARG]
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored In House You are a member of one of the dragonmarked mercantile houses and wield some influence in that house.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in plains terrain.
House Status A dragonmark heir uses her level in this class as a bonus on all Charisma-related checks when dealing with members of her own house.
Least Dragonmark (Mark of Passage) You have a least dragonmark.
Lesser Dragonmark You receives the Lesser Dragonmark feat as a bonus feat.
Lesser Dragonmark You have a lesser true dragonmark.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Track +2 Add the listed bonus to Survival checks made to track.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

He will stay in the Prestige Class for all 5 lvls until he has an Improved Greater Dragonmark (and can both Fly & Teleport):

LVL9:
Jacen d'Orien
Versatile human (Aundair) ranger (falconer) 4/dragonmark heir 5 (Eberron Campaign Setting 73, Pathfinder RPG Ultimate Combat 67)
CG Medium humanoid (human)
Init +1; Senses Perception +15
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 89 (9 HD; 5d8+4d10+9)
Fort +8, Ref +8, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks combat style (two-handed weapon[APG]), favored enemy (humans +2)
Spell-Like Abilities (CL 9th; concentration +13)
. . 3/day—dimension leap (DC 15), mount
. . 2/day—dimension door, phantom steed
. . 1/day—overland flight, teleport
Ranger (Falconer) Spells Prepared (CL 1st; concentration +5)
. . 1st—aspect of the falcon[APG]
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 19
Base Atk +6; CMB +7; CMD 18
Feats Andoren Falconry[ISWG], Animal Affinity, Endurance, Favored In House, Greater Dragonmark, Huntmaster[ARG], Least Dragonmark, Lesser Dragonmark
Traits charming, natural flier
Skills Acrobatics +1 (+2 while flying), Bluff +12 (+13 vs. characters who could be attracted to you), Diplomacy +12 (+13 vs. characters who could be attracted to you), Fly +14, Handle Animal +18 (+20 with selected animal type, +20 train or control birds of prey), Heal +15, Intimidate +15, Knowledge (Birds) +10, Perception +15, Ride +3, Sense Motive +11, Spellcraft +10, Survival +12
Languages Common, Sylvan
SQ additional action points, favored terrain (plains +2), greater dragonmark, house status, improved greater dragonmark, improved least dragonmark, improved lesser dragonmark, lesser dragonmark, track +2, versatile human[ARG]
--------------------
Special Abilities
--------------------
Additional Action Points You maximum action points per level is increased by 2.
Andoren Falconry (AC Bonus) Bonuses when dealing with birds of prey class feature
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored In House You are a member of one of the dragonmarked mercantile houses and wield some influence in that house.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in plains terrain.
Greater Dragonmark At 4th level, a dragonmark heir manifests the greater dragonmark of her house. She receives the Greater Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite.
Greater Dragonmark You have a greater true dragonmark.
House Status A dragonmark heir uses her level in this class as a bonus on all Charisma-related checks when dealing with members of her own house.
Huntmaster (Birds) +2 bonus to Handle Animal/Knowledge Nature with selected animal type.
Improved Greater Dragonmark (2nd Spell-like Ability) At 5th level, a dragonmark heir gains improved mastery of her greater dragonmark. She can use the greater dragonmark spell-like ability she already possesses one additional time per day.
Improved Least Dragonmark (2nd Spell-like Ability) Beginning at 2nd level, a dragonmark heir gains improved mastery of her least dragonmark. She can select a second spell-like ability associated with the least dragonmark for her house, or she can use the least dragonmark spell-like ability she alread
Improved Lesser Dragonmark (2nd Spell-like Ability) Starting at 3rd level, a dragonmark heir gains improved mastery of her lesser dragonmark. She can select a second spell-like ability associated with the lesser dragonmark for her house, or she can use the lesser dragonmark spell-like ability she alre
Least Dragonmark (Mark of Passage) You have a least dragonmark.
Lesser Dragonmark You receives the Lesser Dragonmark feat as a bonus feat.
Lesser Dragonmark You have a lesser true dragonmark.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Track +2 Add the listed bonus to Survival checks made to track.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.


Clearly we can rename the Falconry Feat, but to me, it's a VERY cool character with a VERY cool progression, with the full flavor of Eberron behind it. Jacen d'Orien!


Aligned Backstory (Jacen d'Orien):

The child of prominent scions of the Orien family, an entire convoy including Jacen's parents were lost in the hills southwest of Arcanix when he was a child. No one expected to see him again. No one expected to see him again, no one expected to see him with a conjured horse, and very much so no one expected to see him ride into Passage with a fully developed Dragonmark of the House.

He represented both a problem and an opportunity to the house, and so he was assigned to a 'development' project. One of the reasons there was a wild wild west attitude in places that were remote is, well, that they were remote. No group was more dedicated to eliminating that than House Orien. So Jacen was directed to go to Windshire, learn as much as he could about the area, and plan to be a guide/teleport anchor in the future when the house was looking to connect the area better.

House Orien's interest could represent the end of lawlessness for the area ...


Cool!


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EltonJ wrote:
It's tomorrow. I make a decision tomorrow.

Sorry if I'm impatient or pushy. I'm sure you're busy, but did you make a decision? I'm one of those people who hate it when a song ends on a high note, or there is an episode leaving a cliffhanger for next week. :P


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Hehe. Sorry Smooshie, I got sidetracked.

Those playing include:
* Sona Tanaka
* Jacen d'Orien
* Zylbella Irohel
* Nevitash
* Ale the Artificer


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Awesome. I look forward to this game starting!


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Mal already has his profile built out ...
LOL I will have mine complete later this afternoon.

Thanks again, this is going to be VERY cool!


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Well, darn. Maybe next time.


A bit late to respond but I'll do it anyways. ;p

Congrats to all of the chosen Defenders of Windsheer. :)

Now go and do Aundair proud. ;)


Jacen d'Orien wrote:

Let's just get it in the sheet.

I feel like we are close
50% is the ratio of hunting/grazing success I was thinking, and it needs t account for the trip back as well.


We have 120gp in the pool, and Jacen is still willing to spring for a cart. Consuming half of what we had ported foodwise on the outbound journey leaves good room for the loot haul ;)

Sheet updated. 36 ration units covers all of the organic people for like 9 days each.

As of the post above, we had 120gp pooled:
44 - SONA
56 - JACEN
20 - NEV
I think everyone agrees with almost everything (Ale's .5gp isn't really a thing, but he also doesn't have the needs everyone else has)

Chantel, maybe put in 40-50 and Jacen will make up the difference.

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