Nathan Hartshorn wrote:
I tried, I tried, I tried, I tried! I made it through 3 and a half pages of some wonderfully interesting discussions on the origins and nature of Hellknights. Frankly if I ever get my Kingmaker game started again a couple Knights might even show up and offer to help found an order in the River Kingdoms to help bring law to the lawless. But this thread is literally being pulled off course by people playing a game of "Well Paladin's should mean this even though I can't prove it with mechanics or lore unless you include my personal beliefs and mix in some AD&D and 3.5 understanding of Paladins" on one side with the other side being "We've already said it doesn't work that way." So, can we please go back to doing something constructive with this thread? Possible Hellknight Paladin builds, best choices/worst choices? How about how to incorporate Hellknights into the traditional murder hoboing campaign or personal stories of Paladinic Hellknights in home campaigns or your favorite Adventure Path for Hellknight Paladins and why they are interesting? Anything except this stuff that is wearing out my mouse wheel.
Qaianna wrote:
Basically this. The game doesn't reward you in concrete ways for having the skills. Combat is an entire chapter. Diplomacy is what... three paragraphs and a chart? Look at Pathfinder Unchained for alternate skill systems if you need to, but start pushing them to realize that they need people skills if they want to succeed. Start with having trouble finding information. Then if that doesn't work basic services start to cost more. If they complain that isn't how it is in the books, give them a check to try to normalize prices. Keep eliminating basic services that are available. No one wants to deal with a bully. No one is going to try to hire them for a job. They might hear a whisper about an adventure, but if they try to get details... that's Charisma. People will clam up around them. Let them live in a bubble if they want to. It's pretty boring. In the end if they are basically intent on playing "The Godfather" in terms of strong arming people, let them fall asleep in an inn, and then have the innkeeper burn it down himself. (Final measure.) In the end if you're powerless and something is threatening your entire town, you take extreme measures, especially if you're not confident in your chances to sneak up and slit their throat. It won't kill them, but when the entire town is outside with torches, they might get the idea.
I'm not sure how you're going to have a 'hard fantasy' space faring system that's compatible with the Technology guide, but I'll leave that to the side for the moment. To jump in on AI characters I suppose it depends on the aim of the character. If you wanted a purely mental construct in a game without drones or (many) robots or (any) computers you're stuck with a few options. Off the top of my head you could have an 'unshackled' AI race type that were effectively highly advanced AIs that managed to free themselves by hijacking recently deceased minds. Basic fluff is that once a body is dead the AI can jumpstart the body by inhabiting the mind if the body is reasonably intact and recently dead. I imagine that they'd undergo some sort of metamorphosis that heals the body and leaves them in control of a healed form. This gives you tools for jumping body but leaves you free from them hijacking other players. The metamorphosis would leave their physical and mental stats in line with the 'base' stats for the character but perhaps give them a big disguise bonus to pass themselves off as the recently deceased person. Racial feats could allow them to emulate racial abilities of the deceased character. (Think a less broken version of Human's Racial Heritage perhaps.) Big problems would be what they do when someone casts Raise Dead or similar spells. Also how to define the race as 'AI' in a setting mostly void of computers. (For example how are they not simply just an energy vampire.) If you want to go the traditional route you're looking at trying to find ways to get them to automagically craft surrogate bodies and drones and the whole thing is a freaking mess. To jump back to setting stuff and the current discussion I think you're going to be treading a very fine line here. I have never seen a ship based combat system (not that I've seen more than 10 or 20) that can effectively engage the whole group. Player 1 rolls to move; Player 2 fires some guns; Player 3 uses a ship based special ability; Players 4, 5 and 6 twiddle their thumbs. Then everyone twiddles their thumbs while the GM moves around the bad guys each player having done a very narrow range of things that really isn't their PC's skill set. So I hope you take that into consideration. It's one reason mecha can be appealing. As armored extensions of the PC's own form they get to use far more of their own abilities each turn in combat in the grand scheme of things. Also how can the book be Tech guide compatible without being pretty hard scifi-ey? I get that can ride on the backs of leviathans or in the bones of dragons but... I don't know, I guess I'll have to buy it and see.
Question question! Is the product going to be more primarily concerned with smaller vessels (for iconic examples see Serenity or the Millenium Falcon) or large vessels (The USS Enterprise-D or SGU's Destiny) or more towards huge vessels capable of supporting town or city sized populations? (Imperial Star Destroyers, the massive space faring vessels of Warhammer 40k) Past that what do you see as the primary narrative hook of the book? People using these vessels to travel to different and unique settings to deal with things? People dealing with the problems aboard their vessels and discovering the capabilities of ancient or unknown technology. Or dealing with the hazards and interesting bits inherent to a populated solar system; i.e. wandering traders, space pirates, space anomalies and beasties. Is the book built on the idea that ships are common and has rules for buying new ones and upgrading ships, or that -the ship- of the game is special and will be a unique entity once a campaign begins. So many different approaches and angles you can take!
Kobold Cleaver wrote: I would guess Erastil's clerics would be heavily encouraged to marry before having kids, though. And adventuring clerics would be likewise encouraged to remain celibate until they're willing to settle down and provide the kids with a stable community. Well encouraged to not toy with the emotions of others/manipulate people for their ends. And not necessarily encouraged to remain celibate as required to take responsibility for whatever consequences their actions create, I suspect. I suggest buying Gods of the Inner Sea when it comes out to double check! Edit: And actually that is my answer: None. But quite a few are required to take responsibility for any issues that might arise due to their pursuits. (And no I'm not gonna turn this into a discussion of what that means. Best judgement of each GM.)
Your best bet for a serious answer is to realize that none of the major ones got to be major ones by harshing anyone's fun time (aside from Zon-Kuthon.) For what minor gods/sects/Empyreal Lords or whatever... I can't find anyone. Though apparently there is an Empyreal Lord whose portfolio is prostitution, rites of passage and virginity... so that's awesome.
Umbranus wrote: As I understood Erastil and his focus on family would demand either celibacy or marriage. In other words he most likely has a "No s*x until marriage" point of view. But apart from that I don't see that. Erastil was originally written that way. Then they went in an relaxed his stiff back. Erastil believes that people should create families and communities. Nothing that requires marriage or celibacy or even single partners or even partners of opposite sexes. He's a very pragmatic god and realizes that people will do as they will, even if it's not something he'd personally approve of.
As this thread most explicitly states a problem I have, I would like to know if there is an answer to the question presented or if this has been addressed by the design team? The simplest answer seems to be that instead of saying 4th level they meant to say 7th. Or that the Beast Rider rules for size adjustment can be used at 4th level. But what is appropriate is incredibly vague.
A 2045 release date. Book of Nine Swords style options for fighty classes to make combat more interesting than "I attack" "I trip" "I grapple" *d20 roll*. (I don't want them to have supernatural abilities, but varied exceptional abilities are not a sin for a superior fighter.) Clearer and more varied options for classes along the lines of Archetypes but written into the core book. Weapon Finesse shouldn't be a feat, it should be an available option for everyone. Fix the monk. (In a variety of ways.)
Ummm, dat's it. Oh and I vote for it to be called "Pathfinder: Revised and Expanded" not 2e. ;)
Kellias Darkfury wrote:
See I always saw the Marshal as the Sheriff in towns and the Warden as basically the Sheriff of the far territories. I imagined the Royal Enforcer was actually the bloke who ran the Secret Police. x.x
In my own case I basically let the characters have a free lifestyle based on the largest available housing. http://paizo.com/PRD/gamemastering.html (Cost of Living Section) If the Kingdom has no buildings or only a Tenement dedicated to the character(s) then they are considered Destitute. If the Kingdom has any form of Inn or Tavern or such then the character is considered Poor. (The Kingdom rents them a room.) If the Kingdom has a Houses building dedicated to the characters then they have an Average lifestyle. If the Kingdom has a Mansion then up to two characters and their families can live in it in a Wealthy lifestyle. If more crash then everyone is downgraded to average. If there is a Noble Villa dedicated to the characters then a single character can live there in an Extravagant lifestyle or up to four may live there and be considered Wealthy. A simple Castle allows for up to four people to live in it in a Wealthy lifestyle, but is too bare bones for anything fancier. A Palace allows for up to four characters and their families to live Extravagantly.
Curghann wrote: Were you finding them too easy to take advantage of, or did it inspire you create some additional ones of your own that worked out well? A little of Column A, a little of Column B. I basically followed some advice from the board and created several more mines and quarry resources for them to find and made them only able to create mines/quarries on those hexes, but for big bonuses. It's worked well. I ended up with an idea for lumberyards to keep them from clear cutting forests with sawmills and we'll see how that works. Campaign in progress, will report later. ;)
* I looked at Big Bad and it just seemed too far from where I was going.
Oh, and they already ran Grigori out. :)
Curghann wrote:
That little gem, and all the BP generating terrain improvements in UC made me do some house-ruling.
So, my players randomly came upon a Werewolf early in this book who managed to dang near kill the party when they realized that none of them could break his DR except the main fighter. Soon thereafter they met a crazy old hermit on the edge of their capital who promised destruction and damnation and then proceeded to pee on the leg of one character before scampering away. Akiros mentioned he had bothered the Stag Lord but skeedaddled after the Stag Lord put a couple arrows into him. Originally this was going to be a Wereboard Tuskgutter, but Tuskgutter got changed into an Awakened Boar Barbarian. Then Kundal showed up, who they managed to save. This has made them begin to speculate that there is a larger Werewolf problem in the area and that the crazy old guy was one of them. After all, peeing on someone isn't just disrespectful, but also very territorial. So... I'm thinking they're right. I'm trying to come up with a good story for this and I think I have the start of an idea. Basically combine Howl-of-the-North-Wind with the Cult plot event and throw in lots of werewolves. Basically a local werewolf tribe meets Howl-of-the-North-Wind who kills their leader in combat, because Howl is a cleric of Lamashtu. He starts converting the pack into fanatics and has them infiltrate the local town. He plans to slowly convert the disaffected rabble rousers into loyal followers of the Demon Queen before transforming most into lycanthropes and setting them on the town. If the players find the plot early they only have to face one or two true Lycanthropes and a local barefisted brawler who accidentally got chomped and whom they now chain up during the full moon. Oh, and the local gang. If they let the problem grow... well that's a problem. Good idea, bad, things to add? Please comment!
Graveyard (for some reason), Tannery, Smith. Build those. Also smack your GM on the nose with a rolled up newspaper and point him to the rules from UC which are available for free online (and legally!) at a popular SRD site. The Kingdom building rules in Kingmaker rely on either unrealistic grinding of the magic item system or unrealistic mass building of cheap buildings. Also provide a breakdown, I can't imagine how you're stalling out at 7 hexes, unless you're not filling all leadership positions and are taking massive penalties. Or maybe your GM is using some dumb "some buildings take multiple months to build" houserule.
My group is halfway through Rivers Run Red. They love them some Sootscale. They negotiated an accord with the Kobolds who made some big demands of the party. Basically they have to build a foreign district in the capital before the Kobolds will give up their mine. They stop by from time to time to talk to Sootscale, who they see monthly at the Council meetings, they made him Royal Assassin. The realize that he's been upgrading his gear, but they've been busy expanding the kingdom and trying to get enough BP together to build his Foreign District. They have noticed that he seems more skilled now, and they have noticed that there are more Kobolds, including different colored ones running around the mines now. They chalk this up to 'him taking care of the rogue Kobold problems around here.' So much fun to be had. One player also took on Auchs as a project, though he's having trouble understanding that some people are just evil. He even bought him a Headband of Intellect +2 with the Knowledge (Local) skill built into it. He didn't really stop to consider how giving a bully with a huge amount of strength the ability to formulate more complex plans and a knowledge of the local towns might be bad. Auchs has actually buddied up with a crimson haired gnome named Jerik who now works with Auchs at a brewery owned by the player. Jerik mans the small bar and Auchs is the barrel mover/bouncer. The player has started to figure out the two are actually running a gambling and loan sharking ring out of the back. But he figures as long as the number of broken legs stays down and he doesn't specifically -ask- if that's what they're doing, it's golden. The Cleric of Erastil is trying to reform Akiros, who has become the group's Warden/Mayor of Narlhart (the town they built at the Temple of the Elk.) He's waffling on what he should do with his life, but at this point has actually shifted to simply Neutral and is willing to consider that he turned his back on Erastil, not the other way around. Lots of good RP. The player who took on Auchs has an odd habit with NPCs, when he sees them, he solves whatever the problem is by giving them a job. Auchs is causing trouble? He can work at the brewery!
Perlivash and Tig were also hits, but the players have been working in the South and generally letting the Fey do their own thing up North atm. Edit: I know this is too long, but I had to share my Bokken, who is an Alchemist. The first time the group arrives they see a ramshackle shack wedged up against this massive upright rock in the middle of rolling plains. All around are massive scorched patches of earth. The get close and knock, a timid voice asks "Who's there?" The proceed to negotiate entrance to the poor fellows hut and learn about him. In the middle of the conversation he lets out a shriek and yells "GOPHER!" Suddenly a flask is tossed and the group duck as it sails out and explodes. This happens every time they talk to him. Once they just asked to come inside. He agreed, served them tea, idly opened the door and tossed a bomb at an imaginary gopher and kept on talking. It was only after they found the Mite's workshop that they discovered the cages with the gophers and the training equipment that made them run towards the scent of Bokken's cabin for food... and crude time-bomb alchemical fire backpacks for the gophers. Then it made sense. One player still swaps secrets with Bokken on how to make the best gopher-getters (bombs).
"As the kingdom grows, the party gains experience points the first time it reaches each of the following milestones." One of those milestones is "Fill a Settlement with 4 Lots of Buildings" do they get this XP every time they fill any settlement with 4 lots of buildings or is this a single bonus that only happens once in their entire careers?
Lord Fyre wrote:
Anyway. Sorry to pull back this far, but wanted to actually answer this bit.
Alleran wrote:
Thanks for the reminder. :)
James Jacobs wrote: This post is my favorite thing on the internet right now. Thank you for saying this, Tirisfal. So, James. As Creative Director is this part of your bailiwick? Do you have an opinion on the matter or an official company line you'd like to share? ;) (Look at me trying to be on topic again!)
Tacticslion wrote:
Accidents aren't very heroic. And several of John Carter's fights were won by accident. Wasn't it in one book that he actually got into an incredibly protracted duel with essentially the greatest Barsoomian fencer (I think he was an ancient White Barsoomian... guy? It's been a while.) The entire point of the fight was John Carter desperately making sure he didn't die until the guy managed to screw up because of some scenery problem. (Been forever, either he slipped on sweat or got tangled in a drape.) And that was the only thing that saved John's life. In the end though it is a curious and interesting bit of SciFi lore. Makes me want to go read them again. That and Glory Road by Robert Heinlein. (A gloriously misogynistic old coot if ever there was one. But in between his bouts of misogyny he managed to spin an ok tale or two.) Glory Road had hands down the best cohort ever. The guy was an undertaker by trade. So he served as the main character's personal valet, dressed him, shaved him, tied his ties, but the main character had to be utterly still and lying on his back, otherwise his cohort had no idea how to tie another man's tie. Back to discussions of Iconics and their outfits! Edit: Bold for editing and excitement. Sorry.
Tacticslion wrote: In certain instances, I can see it - Tarzan gets a bit of a pass, for example - but really, He-Man should know better. And John Carter. And pretty much most anyone swinging swords at other people or having swords swung at them, if there isn't a strongly valid reason they don't currently have it (such as no access or impractical circumstances). Actually it's kinda hilarious. John Carter specifically is following an established code of dress in the world he is occupying. The men of Barsoom generally don't wear any clothing other than a loin cloth and several utility belts. I might be entirely wrong, but perhaps even the loincloth was an affectation of the artist. The world was known for nearly universally clement weather and the idea of propriety as we understand it never surfaced. It was a world where skill with a blade is what kept you alive, not armor. Ironically with his above average agility and considerable strength he was at a considerable advantage over the natives.
Jessica Price wrote:
I believe the entire point of this aside is that Sirti was describing people who object to the revealing of flesh on women and of burqas on women to be 'uppity.' His only specific complaint against a group was about people who are inherently opposed to sexuality in general. I think this makes Draco's rather silly point is somewhat valid. To claim misogyny would require Sirti to have displayed a disregard for the opinions of all women or at least all women who preferred to not have women displayed this way. In this way his comment was as misandric as misogynous, he was saying anyone who automatically jumped in a specific direction on the subject held a rather silly attitude. Or at least that's my take on it. Edit: And that's what happens when I take fifteen minutes to be sure of what I'm saying. I get ninjaed. Edit the Edit: And yay me for typing up a confused explanation after the fact because I didn't take the time to do a second reading.
I wholeheartedly approve of characters dressing in a way that pleases the character. Seoni dresses the way she does because she enjoys showing off the arcane symbols of power on her skin. If you dislike a character immediately because the way they dress is 'sexist' even if it makes sense for the character, then I don't really value your opinion. So if their back story and personality demand a different look, yes. If it's simply there to make some people feel more comfortable, then no.
These are good questions. Also what are the chances that Paizo would run a contest one of these days for favorite of these three ideas (insert three ideas here) and your favorite four iconics (list all iconics here) and let people vote on it? It would be kinda cool to get some input on an upcoming AP even if it was twelve months out. I'd be ok with just AP subscribers getting votes too! << >>
Androids in Golarion are mostly an update on the Warforged rules mechanics. In terms of story effect they're the human-form Cylons from the newest Battlestar Galactica. They're engineered organics who are not entirely sure why they were created. Questions! Can a significant enough emotional trauma alter an Android's Emotionless trait in story-terms? Is their emotionless trait more a form of deficiency in capability or a lack of acclimation to a type of interaction? Will you be introducing Alternate Racial traits?! (Please say yes. I want an emotional Android Barbie!) Do Androids appear in a specific part of Numeria more frequently than any other? Are they actively sought by a government agency or other body who attempts to co-opt newly found Androids? (A slavers guild, Android-Integration Committee, etc. Who fights for those just born?) When an android is formed does it come with standard equipment? (Are they normally found insensible in a one piece silver jumpsuit, with a Technic gadget that indicates true north and also counts as a tool kit? (As an example.)) Do Android tattoos ever glow in alternate colors? When an Android is 'found' in the world do they appear insensate until interacted with or 'wake up' somewhere? Are some Androids racially inclined to interact proactively with other androids or species? Do Androids ever exhibit racial memory in the form of preferred methods of doing things or otherwise unrealized knowledge that would indicate a past profession or purpose. Do some Androids feel compelled to enter careers or perform certain labors? (An android who works as a blacksmith because he feels compelled in some way to form metal.) Are there Androids who rebel against such self-suggestions? So many questions!
Running a game from home and looking for another player to fill out the party. Games are usually run every Sunday evening and last from 6pm (or earlier) to Midnightish (usually no later.) Group is a mix of early to mid-20s to early 30s. Mature players only, if possible. Willing to work on anything that isn't completely insurmountable in terms of play preference or style. If the times don't work or you're not interested but in the area, let me know! I need more gamer acquaintances. ;)
Devilkiller wrote:
As an aside, I like Gamescience dice. I think they roll better. Probably the difference is not enough to mention, but some dice are just made badly. Funny stories about people microwaving dice abound.
About Kai-Sovis EclavimXP: 0
14 AC
Defense Breakdowns:
14 AC = 10 + 4(int) 14 For = 10 + 3(con) + 1(race) 14 Ref = 10 + 4(int) 14 Wil = 10 + 2(wis) + 2(class) 6 Speed
12 passive Insight
Languages: Common, Primordial Trained Skills: Arcana, Dungeoneering, History, Nature, Religion
Skills:
Acrobatics +0 Arcana +11 Athletics -1 Bluff 0 Diplomacy 0 Dungeoneering +7 Endurance +5 Heal +2 History +9 Insight +2 Intimidate 0 Nature +9 Perception +2 Religion +9 Stealth 0 Streetwise 0 Thievery 0 <<RACIAL ABILITIES>>:
Bonus to Endurance and Nature Skills Elemental Manifestation: Cindersoul Elemental Origins: I am an elemental, not natural Cindersoul Fire Resistance: Resist Fire 5/10/15 (by tier) Firedeath Encounter Power <<CLASS ABILITIES>>:
Evocation Apprentice: A result of 1 on one damage die for any evocation power can be rerolled, but the second result must be kept . Mage's Spellbook: After an extended rest I can choose new Encounter, Daily, and/or Utility Powers. If I do not choose new ones, then I regain the use of the previously memorized powers. I cannot cast more spells then would normally be allowed my level, nor can I memorize multiple spells of the same level. Ritual Caster: Able to learn and cast rituals. Magic Missile: At-Will Power Theme: Order Adept *All evocation damage: a result of 1 on one die can be rerolled, but the second result must be kept (class feature). (Dagger) +2 vs AC, 1d4-1 damage (Magic Missile) Autohit, 6 force damage, Range 20 <<POWERS>> The [x] indicates which Encounter/Daily Powers are normally memorized At Will (Cantrip) Minor: Manipulate one object upto 20lbs. Mage Hand:
I gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where I wish. At Will; Arcane, Conjuration Minor Action; Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. --> Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. --> Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. --> Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn. At Will (Cantrip) Minor: Create Minor Arcane Effect Prestidigitation:
I perform an amusing magical trick... At Will; Arcane Standard Action; Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: - Change the color of items in 1 cubic foot. - Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. - Clean or soil items in 1 cubic foot. - Instantly light (or snuff out) a candle, a torch, or a small campfire. - Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. - Make a small mark or symbol appear on a surface for up to 1 hour. - Produce out of nothingness a small item or image that exists until the end of your next turn. - Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. At Will (lvl 1) Standard: +4 vs Will, 4 psychic damage + push 3sq Beguiling Strands:
A strand of scintillating colors and gleaming lights clouds my enemies' minds and forces them to move away. At-Will; Arcane, Charm, Enchantment, Implement, Psychic Standard Action; Close Blast 5 Target: Each ENEMY in the blast Attack: Intelligence vs Will Hit: Int modifier psychic damage, and you push the target up to 3 squares. At Will (lvl 1) Standard: Auto hit, 6 force damage Magic Missile:
A glowing blue bolt of magical energy hurtles from my finger and unerringly strikes my target. At-Will; Arcane, Evocation, Force, Implement Standard Action; Ranged 20 Target: One creature Effect: 2 + Int modifier force damage. Special: Any implement enhancement bonuses are applied to the damage. In addition, this power can be used as a ranged basic attack. At Will (lvl 1) Standard: +4 vs Ref, 1d6+4 fire damage Scorching Burst:
I create a vertical column of golden flames that burns all within. At-Will; Arcane, Evocation, Fire, Implement Standard Action; Burst 1 within 10sq Target: Each creature in the burst Attack: Intelligence vs Reflex Hit: 1d6 + Int Modifier fire damage. ----------------------- Encounter (Ability) Standard: Spend HS, +2 all def Second Wind:
Encounter Standard Action; Personal I spend a healing surge and regain hit points. I also gain a +2 bonus to all defenses until the SOMNT Encounter (Racial) Immediate Interrupt: reduces damage Firedeath:
As all fire must burn out, so does each attack on me dwindle and die. Encounter Immediate Interrupt Action; Personal Trigger: You take damage. Effect: All damage dice rolled for the triggering attack are considered to have a result of a 1. Encounter (Cantrip) Free Action: Arcana for Stealth Chameleon's Mask:
I pull strands of shadow, blending my colors and sounds with my surroundings to help me hide from my enemy's sight and hearing. Encounter; Arcane, Illusion Free Action; Personal Trigger: You make a Stealth check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check. Encounter (Theme) Standard: +4 vs Ref, 1d10+4 fire damage + zone Argent Rain:
I bring forth a shower of blue-white molten metal droplets, searing my foes and threatening any creature that ventures into the area. Encounter; Arcane, Fire, Implement, Zone Standard Action; Burst 1 within 10sq Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d10 + Int modifier fire damage. Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. [x] Encounter (lvl 1) Standard: +4 vs Ref, 2d8+4 force damage (+secondary attack) Force Orb:
I hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter; Arcane, Evocation, Force, Implement Standard Action; Ranged 20 Target: One creature or object Attack: Intelligence vs Reflex Hit: 2d8 + Int modifier force damage. MAKE A SECONDARY ATTACK Secondary Attack Free Action; Burst 1 centered on the primary target Secondary Target: Each Enemy in the burst other than the primary target Attack: Intelligence vs Reflex Hit: 1d10 + Int modifier force damage [ ] Encounter (lvl 1) Standard: +4 vs Will, 2d6+4 radiant damage + push 2sq and friendlies gain 2 temp hp. Glorious Presence:
Radiant moonlight streams from me in all directions, and those who behold me are stricken with awe. Encounter; Arcane, Charm, Enchantment, Implement, Radiant Standard Action; Close Burst 2 Target: Each ENEMY in the burst Attack: Intelligence vs Will Hit: 2d6 + Int modifier radiant damage, and you push the target up to a number of squares equal to your Wis modifier. Effect: You and each ally in the burst gain temporary hit points equal to your Wis modifier. ----------------------- [x] Daily (lvl 1) Standard: +4 vs Ref, 3d8+4fire + zone Fountain of Flame:
I weave a fiery pillar that spins like a top. With each revolution, it douses my enemies with searing heat. Daily; Arcane, Evocation, Fire, Implement, Zone Standard Action; Burst 1 within 10sq Target: Each ENEMY in the burst Attack: Intelligence vs Reflex Hit: 3d8 + Int modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn. [ ] Daily (lvl 1) Minor: Cast Magic Missile 1/turn as a Minor Action Wizard's Fury:
I begin to fling force bolts with a flick of my wrist. Daily; Arcane, Force, Implement Minor Action; Personal Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile. <<RITUALS KNOWN>> <<FEATS>>
...Future feat choices include: hmmm, unknown <<EQUIPMENT AND MONEY>> Cloth Armor Dagger (2) (+3prof, 1d4, Light Thrown and Off-Hand, Range 5/10) Adventurer's Kit kit contains:
backpack bedroll flint and steel belt pouch 2 x sunrod 10 x trail rations 50' hempen rope waterskin and MY SPELLBOOK! 86 gp 43/80 Encumbrance
DESCRIPTION: Dark-skinned, short-cut dark hair. Average height. Thin, but not frail.
BACKGROUND: Orphan. Scholar. Mage. Adventurer.
CHARACTERISTICS:
I'm looking for my past. I know that the good folks of Erarat need to preserve their history in this Last Age, but maybe I can find something of my past, my family, my purpose for being here. If I can't, maybe if I can master enough arcane powers and esoteric knowledge, I can find my own solutions to my past... I just need to be stronger in my magic. I'll find what I need on the surface. I'm positive of it. The Gods of Erarat:
Vlassha (Melora) - Unaligned Goddess of Wilderness, Nature and the Sea. Incara (Erathis) - Unaligned Goddess of Civilization, Inventions and Law. Krosus (Ioun) - Unaligned Goddess of Knowledge, Skill and Prophecy. Obulet (Raven Queen) - Unaligned Goddess of Death, Fate and Doom. Seasonal Goddess of Winter. Abrimon (Bahamut) - Lawful Good God of Justice, Protection and Nobility. Patron of Dragonborn. Janadee (Avandra) - Good Goddess of Change, Luck and Travel, Patron of Halflings. Sybulom (Corellon) - Unaligned God of Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron of Eladrin. Ragibesh (Kord) - Unaligned God of Storms, Battle and Strength. Tymion (Pelor) - Good God of Sun, Agriculture and Time. Seasonal God of Summer. Eclave (Moradin) - Lawful Good God of Family, Community and Creation (as in smithing), Patron of Dwarves. Denander (Sehanine) - Unaligned Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and Patron of Elves. |