Heroes of Cormyr (Inactive)

Game Master EltonJ

A short campaign set in the Forgotten Realms. We are using the 1e grey box. Pathfinder is the game system.


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EltonJ wrote:
Yes, I have been. I'm just waiting for Evindyl to submit his spellfire wielder.

Just need to write up a little background, give me 90 minutes or so?


EltonJ wrote:
Zinnath the Scary wrote:
EltonJ wrote:
Yes, I have been. I'm just waiting for Evindyl to submit his spellfire wielder.
Evindyl? Spellfire?
Yes. Is there a problem?

No problem at all, there had just been no discussion from an "Evindyl" or a "spellfire caster," so I didn't know the reference.


Kendryl of Elturel
Male Human Bard 6 / Spellfire Channeler 1
CG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 72 (7 HD; 1d4+6d8+35)
Fort +6, Ref +6, Will +6; +4 vs. bardic performance, language-dependent, and sonic
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 17], inspire competence +2, inspire courage +2, suggestion [DC 17])
Bard Spells Known (CL 6th; concentration +10)
. . 2nd (4/day)—apport object[OA] (DC 16), cure moderate wounds, greater detect magic[UI], light prison (DC 16)
. . 1st (5/day)—animate rope, cure light wounds, dancing lantern[APG], detect charm, ear-piercing scream[UM] (DC 15), identify, unseen servant
. . 0 (at will)—dancing lights, detect magic, light, mage hand, mending, prestidigitation, read magic, scrivener's chant, spark[APG] (DC 14)
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Statistics
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Str 7, Dex 12, Con 18, Int 12, Wis 12, Cha 18
Base Atk +4; CMB +2; CMD 13
Feats Spellfire Wielder, Additional Traits, Endurance, Toughness
Traits caretaker, charming, charming smile/cunning soul, natural flier
Skills Acrobatics -5 (-9 to jump, -4 while flying), Appraise +7, Bluff +11 (+9 for 24 hours when you fail an opposed Charisma based check, +12 vs. characters who could be attracted to you), Diplomacy +11 (+9 for 24 hours when you fail an opposed Charisma based check, +12 vs. characters who could be attracted to you), Disguise +10 (+8 for 24 hours when you fail an opposed Charisma based check), Fly +6, Heal +10, Intimidate +12 (+10 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +11, Knowledge (planes) +9, Knowledge (religion) +9, Lore (Spellfire) +11, Perform (act) +9 (+7 for 24 hours when you fail an opposed Charisma based check), Perform (oratory) +9 (+7 for 24 hours when you fail an opposed Charisma based check), Sense Motive +10, Spellcraft +11, Use Magic Device +12 (+10 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Elven
SQ bardic knowledge +3, lore master 1/day, vain, versatile performances (act, oratory)
Other Gear 2,350 pp
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Special Abilities
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Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 18 rounds/day) Your performances can create magical effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Versatile Performance (Acting) +9 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Spellfire Wielder
(Magic of Faerun, p. 23)

[General]
You are one of the rare people who have the innate talent to contro thel raw magic of the Weave in the form of spellfire.

Benefit
You can use spellfire to absorb spell energy, fire destructive blasts, or heal others.

SPELLFIRE CHANNELER 1
Drain Charged Item (Sp): As a standard action, a spellfire channeler can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Increased Storage (Ex): The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:
Constitution +1 to Constitution ×2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires.

BACKSTORY:

Attempting to take the “youth” of a young maiden was commonplace. Attempting to do the same with a young mage a great deal less so. Finding that the young inacantrix wielded spellfire, that was, well, unheard of. It remained unheard of too: the blast from her eyes turned her master to ash, the blast from her body turned his tower to rubble, and the meandering flames which lingered afterwards destroyed everything she had known for decades. She left with her power, her dignity, and the few coins she had on her person. It was enough.

In so many ways, Dammasae had no idea what had happened to her: she knew nothing of men & women, and she knew less of spellfire. But she knew the offer from the young mages who found her was genuine. She knew they would care for her, she knew they knew she was with child, and she knew they would love the child when she left him. So she bore the child, kissed his right hand, and left with a healing potion inside her where her child had been.

Kendryl knew nothing of this mother, he knew only that his fathers loved him very very fiercely, and it seemed, loved him rather magically too. Outside of Elturel, in his youth, noone knew of him … or could. People would leave town and it seemed all knowledge of the boy left with them. This purchased an unprecedented period of peace for the young man, one he would come to respect deeply when he left the city to pursue his studies. He knew he had spellfire, his fathers had helped him learn more, and in spite of their dream that he would be one of the saddle-mages of Elturel, they sent him to the bardic college in the hope that he would learn to control his power.


D-Kal wrote:
Hey so, I was just scrolling around the boards and came across this. It looks like you're wrapping up, but I had this ogre priest I thought might fit into this game. Would I be alright to submit him here?

Yes, it's alright if you submit him. I like everyone to have a chance.


Kendryl, there's more you could have added to the backstory. You have me wondering how he discovered that he was a spellfire wielder, and how he dealt with it. Blasting things with your magic is remarkable.

The Exchange

Alright cool, thank you. Here's what I have so far.

Farch, Warpriest of Feronia

-----Background-----

Not many ogres make it in the world of men. What few are allowed to live are often kept as slaves, whether for labor or war. Farch was one such creature, once upon a time. He knew no other life, and was humbled by his hopeless and lightless existence. But often he wondered what lay in the world beyond, where people traded and feasted and lived freely. A world without rough handlers and stone walls and iron chains. Many night did he lie awake, staring at the moon and wishing, wanting, sometimes praying.

Eventually, his prayers were answered.

Farch was granted a divine blessing, which caused much talk amongst his owners and handlers. There began to be arguments about what to do with such a beast, apparently given favor by the gods. Some felt guilty, and others afraid. Ultimately the issue was resolved by selling off the great ogre to an eccentric noble seeking protection on his journeys. Journeys led to adventures, and over time and with much wealth in his pockets, the noble granted Farch his freedom.

No longer a slave, he is now both warrior and priest. His might and deeds are somewhat known, though many still shrink away in fear as he approaches. But he can do nothing to change what he is. He can only decide who he will become.

-----Personality-----

Farch is fierce as any ogre, but he does not revel in murder or destruction without good cause. He is brutish and provincial, but clever in his own way. He seeks the company of those that do not fear him but instead treat him as an equal.

He's a solemn soul, and often still his eyes drift up towards the moon. It is hard to be merry when born a monster and reminded of it every day, but he does not let his lot in life bring him to despair or anger. He is neither inspired to good nor driven to evil, but merely drifts along doing what he must to find meaning in a life now his own.

-----Appearance-----

Farch is over twice the size of a man and many times as heavy. He seems perhaps absent-minded and dim-witted, his face blank and mouth slightly agape much of the time. He is mostly bald as ogres often are, and fat with thick hide. But beyond this, when regaled in full steel plate he is like a living castle, a sight to behold.

Current Draft:
Ogre Warpriest (arsenal chaplain; War) 7
N large humanoid (giant)
Init +1; Senses Perception +2 <low-light/darkvision>
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DEFENSE
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AC 28, touch 11, flatfooted 27 (+1 Dex, +9 armor, +3 natural, +1 deflection, +5 shield, -1 size)
HP 80 (7d8 + 7x5 con +7 FC)
Fort +11, Ref +4, Will +9 [5 class, 5 Con; 2 class, 1 Dex; 5 class, 3 Wis; +1 resistance]
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OFFENSE
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Speed 20 ft.
Melee [-2/+6 power attack]
[/dice=Bastard Sword]1d20+10+1-2[/dice], [/dice=Damage]2d8+5+1[/dice]
Ranged
[/dice=Javelin]1d20+5[/dice], [/dice=Damage]1d8+5[/dice] 30ft
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STATS & SKILLS
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Str 21, Dex 12, Con 18+2, Int 8, Wis 14+2, Cha 8
Base Attack +5; CMB +11; CMD 22

Skills Climb +4* (1), Heal +6 (1), Handle Animal +6 (4), Intimidate +3 (1), Knowledge:engineering +3 (1), Knowledge:geography +1 (2), Knowledge:history +2 (3), Knowledge:religion +3 (1), Profession (soldier) +8 (2), Profession (priest) +8 (2), Sense Motive +7 (1), Survival +7 (1), Swim +4* (1)
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FEATS & TRAITS
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Feats Weapon Focus (bastard sword), Weapon of the Chosen, Improved Weapon of the Chosen, Greater Weapon of the Chosen, Power Attack, Tower Shield Proficiency, Vital Strike, Quicken Blessing
Traits Fate's Favored, ??
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MONEY & GEAR
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Weapons +1 Bastard Sword, Masterwork Morningstar, Javelins [12]
Shield +1 Living Steel Tower Shield
Gear +1 Full Plate, +1 Cloak of Resistance, +2 Belt of Constitution, +2 Headband of Wisdom, +1 Ring of Deflection, +1 Amulet of Natural Armor
Items Potion of Enlarge Person [20], Wand of Celestial Healing [50]
Money 2,465g
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SPECIAL ABILITIES
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Natural Armor: +2
Bonus Feats: Weapon Focus, Tower Shield Proficiency, Vital Strike, Quicken Blessing
Spontaneous Casting: may sacrifice prepared spell to spontaneously cast a "cure" spell of same level

War Mind (Su) 6/day standard action, touch, 1 minute; start of each turn, choose: +10 ft land speed, +1 dodge to AC, +1 insight to attacks, +1 luck to saves

Sacred Weapon (Su) 7 rounds/day swift action to activate, extra +1 enhancement bonus to weapon.
Fervor (Su) 6/day standard (others) or swift (self) for 2d6 positive energy. Swift to cast spell on self (no hands, no AoO).
Weapon Training (Ex) +1 attacks and damage with sacred weapons.
Sacred Armor (Su) 7/day swift action, 1 minute; extra +1 enhancement bonus to armor. Can combine action with Sacred Weapon for 1 Fervor.

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SPELLS
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CL 7th, Concentration +3
Level 1 5, DC 14
[2] Shield of Faith ()
[3] Divine Favor ()

Level 2 4, DC 15
[2] Bull's Strength ()
[2] ?? ()

Level 3 2, DC 16
[1] ?? ()
[1] ?? ()


EltonJ wrote:
Kendryl, there's more you could have added to the backstory. You have me wondering how he discovered that he was a spellfire wielder, and how he dealt with it. Blasting things with your magic is remarkable.

I was trying to be timely ...

There's a whole scene where his hand erupts in blue-white flame, in the shape of the sigil of his mother, which is when his fathers realize things will be VERY VERY different raising Kendryl (kind of like when the Kent's realize that raising Clark will be different than they expected).

This is also when they set about putting in place the protections (abjuration wards) which afford the family the peace it enjoys in his youth. They find that spellfire colors all of Ken's evocations & conjurations (especially healing), and enlist the aid of the headmaster at the bard college to coach the boy.

and that's the magic part.

For Kendryl, especially as a child, it was almost impossible to reconcile that this incredibly chaotic gift was somehow "wonderful" and made him special, and powerful, at the same time always reminding him of love, which like spellfire, could be both beautiful & cruel in the same moment.

He grows to understand that what looks on the surface like abandonment was probably one of the greatest acts of love the young girl could have made for her son, and knows that he is doubly blessed that his fathers loved her in their time, just as they always loved him.


Applicants so far
* Horek Varshot -- Human ranger
* Zinnath the Scary -- Faerie dragon arcane trickster
* Arrac Brant -- Half-orc barbarian/fighter
* Tharan Luckseeker -- Dragonborn Oracle
* Talandria "Tala" Windwillow -- Half-elf bard
* Morgrym Black -- Wizard
* Kendryl -- Human bard Spellfire wielder
* Farch -- Ogre Warpriest


Apologies, didn't see that another page had been added to this
Human Male Order of the Staff Cavalier(Honor Guard)
15,14,17,12,13,12

Jairdan Crunch:

HP
AC
BAB: +7/+2
Saves: +8/+4/+3
Traits:
On Guard
Clever Mount

Race Features:
Bonus Feat, Skilled, Common, Thayan, Draconic
Class Features:
Sworn Defense, Mount, Order of the Staff, tactician, spell aid, Intercept, expert trainer, Banner

Feats:
Tower Shield Proficiency
Combat Reflexes
Bodyguard
In Harm's Way
Shield Focus

Skills: (35)
-Active
Bluff (Cha) 7
Climb (Str) 3
Craft (Int) 2
Diplomacy (Cha) 6
Intimidate (Cha) 7
Ride (Dex) 5
Sense Motive (Wis) 3
Swim (Str) 3
-Background
Lore(Unique Spellcrafts) 4
Handle Animal (Cha) 7
Profession(Bodyguard) (Wis) 3


Jairdan Wynne Fluff:
What do the overbearing parents of a new Red Wizard being sent away from home on official business get for their child as a parting gift? Why their very own Knight, of course!

Jaridan took towards this calling as a focus. Trained into it, they found the hard simplicity of the service as something of a challenge. There was not much before coming into the service, anyways. It was made clear to all of the new trainees at the outset that failing any part of this could result in failure of their duty, but as an expected graduate of the Vermillion Star, that failure would be theirs alone as the training would be exacting, but the results would be exemplary for those that passed.

"Flexible enough to manage outside affairs without compromising the core tenets", said the head instructor of his assessment, "Driven enough to succeed where even several of our uppermost graduates have failed."

Other platitudes were spoken, but they were discerning enough to separate out the pitch from the truth. The contract was purchased that day, and the assignment later that week. As time passed, Jairdan found that his charge was not like most, and that was appreciated. As travels took them further, he found another challenge to grasp in the form of magic. Every magic-user was different it seemed, and how their charge approached magic was surprisingly different from the rudimentary instruction that they had received. When their contract had been renewed again and again, they actually began to grow fond of their charge.

Traveling further and further afield from Thay, it did not seem like they were going to slow down any, and that was just fine with him.


Glad you're back, EltonJ. I've revamped Horek's backstory a bit and I've dived into that very old boxed set I dug up out of my bookcase.


Nice.

Zinnath, can you redo your character by taking off two levels?


He is made per the Monsters as PCs rules, but I can do whatever you want with him.

Give me a couple days, holidays and all.

The Exchange

I have an updated draft of Farch


EltonJ wrote:

Nice.

Zinnath, can you redo your character by taking off two levels?

Action complete.


Welcome back one and all! Still here for this.


Oww we are getting close to launch...WOOT!!


Yep.


Any other applicants?


If I may, I will withdraw Kendryl from Cormyr ...


Yeah, that's totally cool to do that.


EltonJ wrote:

Applicants so far

* Horek Varshot -- Human ranger
* Zinnath the Scary -- Faerie dragon arcane trickster
* Arrac Brant -- Half-orc barbarian/fighter
* Tharan Luckseeker -- Dragonborn Oracle
* Talandria "Tala" Windwillow -- Half-elf bard
* Morgrym Black -- Wizard
* Kendryl -- Human bard Spellfire wielder
* Farch -- Ogre Warpriest

Time to choose. The party consists of:

* Horek Varshot
* Zinnath the Scary
* Morgrym Black
* Tharan Luckseeker
* Arrac Brant

I'll get the discussion thread and the gameplay threads up. The Adventure begins tomorrow!


"Huzzah!"


Awesome! Looking forward to the game!!

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