Khair Al Din

Bane88's page

Organized Play Member. 561 posts (3,202 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 47 aliases.


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Interested in this for sure. The setting seems awesome. I am unfamiliar with it but would be ok with eventually picking it up(if not right away). It seems something that is very roleplay heavy and the management aspect of it interests me as well.

And to clarify, we would only need the BoB book right, it says on the site that it is stand-alone, not required to purchase BitD right?


Let's see how rolls go.

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (1) + 7 = 8

Pretty good, hmm, what to make. Let me think...


I know that you can run multiple tables in one campaign. I'm unsure how to set that up for mine however, anyone able to explain please?


Aw man, bummed I missed the time slot for this. Looks like a lot of fun!


Never played any of them so I’d be interested in any of these


Dot


Scratch shaman doing Half-Giant Goliath Druid/ Unchained monk.


Thinking about submitting a Monk/Shaman. We'll see what I come up with.

Edit: definately an Unchained Monk/ Mammoth Shaman


I may have missed it somewhere, but I see that some people are submitting hybrid classes such as hunter and warpriest where you had initially stated core and base only. Did you happen to repeal that Wyrm?


Ok got my concept, working on backstory and crunch!

Leader- Odinkar, Human Barbarian(Unchained) 7, a young and likable second son of a Kellid outcast and a minor Issian Noble. He goes to the river kingdoms to make his fortune and live in a free land like his mother's people. Along for the ride is,

Cohort. Olo Green, Odinkar's tutor and familial adviser. A worrisome elder Halfing Bard(archaeologist.)

Stats and backstory to come!


dizzitydot


lets give a roll
4d6 ⇒ (1, 1, 1, 4) = 7 14
4d6 ⇒ (6, 3, 5, 3) = 17 14
4d6 ⇒ (6, 2, 4, 1) = 13 16
4d6 ⇒ (5, 4, 4, 5) = 18 14
4d6 ⇒ (2, 1, 2, 3) = 8 10
4d6 ⇒ (1, 4, 2, 1) = 8 12

Reroll line 1,3,5,6
3d6 ⇒ (1, 1, 6) = 8
1d6 ⇒ 6
1d6 ⇒ 2
2d6 ⇒ (3, 5) = 8

Line 1 again
2d6 ⇒ (4, 2) = 6

Reroll line 5 completely
4d6 ⇒ (4, 4, 2, 2) = 12

Final stats

16,14,14,14,12,10

could be much worse.

I'll see what I come up with.


Interested in building a better something, thinking magus... hmm.


Outlined I believe in Both bestiary 5 and Blood of the Moon.

RP 10 I believe. Less powerful than blood of angels and blood of fiends, but if you prefer something else I can change it.


Chen here from the other game.

Character:
Khal Khan
Male werewolf-kin skinwalker (witchwolf) bloodrager (primalist, steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 84, 85, Pathfinder RPG Bestiary 5)
NE Medium humanoid (shapechanger, skinwalker)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +6, Ref +3 (+1 bonus vs. trample attacks), Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+3/19-20) or
. . spear +4 (1d8+4/×3) or
. . bite +4 (1d6+3), 2 claws +4 (1d4+3)
Special Attacks bloodrage (6 rounds/day)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—magic fang
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +5; CMD 15 (16 vs. overrun)
Feats Power Attack
Skills Acrobatics -4 (-8 to jump), Bluff +1 (-3 vs. non-shapechanger humanoids), Diplomacy +1 (-3 vs. non-shapechanger humanoids), Disguise +1 (-3 vs. non-shapechanger humanoids), Intimidate +5 (+1 vs. non-shapechanger humanoids), Perception +7, Survival +5; Racial Modifiers +2 Perception
Languages Androffan
SQ change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), destined strike +1, indomitable stance
Other Gear lamellar (steel) armor[UC], longsword, spear, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 4 gp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Still working on Background.


GM Niles wrote:
I tend to agree with Loup....a wide set of skills is much better than a narrow set of skills that is only useful in combat.

Fair enough, I'll rework some, and say only have 1 or 2 skills at d10 so I can advance them in the future.

As far as working together, I'm totally able to make friends, and my major hinderance arrogance, really only comes into play not with thoughts towards right and wrong, but more so my character is an elitist who is interested in personal challenge. (read, only fights the boss, ignores the mobs unless they directly get in my way)

And as an apostate who has spent the first half of my life on another planet, my only real "beef" is with Unity Psykers.

I reworked my skills, spreading them out into tracking, piloting, lockpicking, repair, and heal.


So far my guy is a complete badass with d12 fighting and d10 shooting. Otherwise he is angry, vengeful and arrogant! Sounds super pleasant to be around.

PS I don't have repair.


This is backstory, it's just immediate backstory XD


It was a warm and clear evening in the valley. Summer nights were Sutōn’s favorite. He should be asleep, as one of the initiate’s that actually performed the duties of a monk, maintaining the property, speaking to pilgrims, making food, he was a vital part of the front for his Clan. Instead of sleeping on his straw mat though, he was near the wall of the inner courtyard, where a clean and babbling brook worked its way through the compound. He was as he had been the last several hours, maintaining a handstand on wet river stone, slippery and offering little in the way of grip or traction, the exercise required him to maintain his balance perfectly and for weeks he had been attempting to master the one handed handstand. These exercises ended with him splashing into the stream more often than he liked to admit.

Maybe thirty yards away, a few Ninja, and several students practiced by torchlight on the raised sandstone dias. Many of the active ninja in the clan slept in the lower level of the monastery during the day and were active at night, so those in training adapted to their teacher’s sleep patterns. They were very quiet, the instructors spoke in low tones and the students performed their katas on padded slippers, only the sound of shuffling feet and occasional heavy breathing mingled with the night sounds of owls and crickets.

From his inverted angle, Sutōn could see Narumai on the wall above him, clad in all black, shortbow in hand. On the other side, Karro would be there in similar attire. Sutōn knew many more guards were on the outer wall and some even walked the path into the valley. It seemed dawn was upon them, a soft glow, peaked over the top of the wall. That couldn’t be right. Drops of liquid fell into the stream. Standing from his hand stand, Sutōn glanced around. There were no night noises, the owls didn’t hoot. The crickets didn’t chirp. That wasn’t the sun, the sun didn’t crackle.

The drips had been blood. Looking up in horror, Sutōn could see the bolt protruding from Narumai’s throat. As she died, she fired her bow into the courtyard, striking a warning bell with a clear ring. Within moments, armed men and women poured from the monastery, most in little more than night clothes, all had blade or bow though.

The first of them fell. Bolts rained in from all sides, striking his clanmates in the bottleneck of the entrance. The enemy was among them now. The clash of steel rang out and was soon accompanied by the screams of the dying. This was an enemy clan, who Sutōn wasn’t sure. But they were vastly outnumbered and he suspected, betrayed, as normally no enemy could infiltrate so far without raising an alarm.

Already, some of the elders had fallen, and Sutōn himself had barely survived an encounter with an enemy, who had only by chance been killed by an arrow from a clan member. As the compound burned, Sutōn tried to lead some of the younger children out through the small tunnel where the river ran through the wall. Once outside he saw that the outer wall was overrun and battle raged everywhere, the outbuildings all burned and cattle and horses ran about in panic. Staying low, he headed for a maintenance gate, leading the few soot covered children with him. Once through, they fled into the forest surrounding the valley. They would need to be in the mountains by sunup to be truly safe.

Hours later, the dawn saw only smoke and ash as he looked down from the valley edge, only three others had made it with him. His home still burned.


Name: Sutōn Fumetsu
Class: Unchained Monk 2
Age: 14
Personality: Sutōn is a stoic young monk of the clan. He is older than most surviving members and has less of a penchant for violence, not an aversion to it, but not a love of it either. He tends to be stoic and sees himself as a guardian and teacher of the remaining young ninjas. He shies away from the traditional Katana and it's sister blades in favor of the heavier monk staple, the 9 ring broadsword. Though he usually fights with his hands. The practicality and availability of Shuriken is enough to have him carry some.

Myth-weavers sheet I will run it into Hero Lab and put it on a profile if selected.

I am willing to take Stealth Synergy at 3rd level and outflank right after. I will probably take the dimension dervish chain of feats, and with outflank I can flank with myself.


Dot with a monk.


To make sure the timeline is right, how long since the Psykers came back from the other planet?


Do we start at seasoned?


I assume we don't just "get" clothes, the cost comes out of starting cash.

also here is a link to my current sheet.


I am still interested in this, I just have had a busy week! How many edges do we get to start? I know humans get a free one.

Also do we start at novice rank or is that optional/defined somewhere?


Yes! Is our other player a psyker/soldier? are they apostate or Unity peeps or earth psyker?


Ok. I will likely need some help with the mechanics but thematically, I would like to be a martial artist gunslinger. I was thinking maybe a lawbringer.

Having combat focused Psyker stuff would be cool, but I'm unsure of how to format it.

Basically I want to use Gun-Katas to fight and avoid bullets.

that first video actually starts the fighting at 3 mins, skip ahead.


AAHH ten whole dollars! Just kidding, after reading through the books, this is a very cool gaming format that will more than likely use for years to come.

So I could get the Hell on Earth's player guide and be good you think?


Ok, well let's see. I can't find a list of classes anywhere, do you guys have a link or a link to buy the book in PDF format?

EDIT: I bought and downloaded the Core and Deadland Reloaded PDF. I think the character that I want to make taking shape is a Japanese immigrant with Martial artist. Maybe Chi master arcane background.

I thought it would be cool if he was exiled from his family, a samurai clan in the still feudal Japan. He allowed his father to be killed by enemy ninja while on a trip to Kyoto with him. Unable to face his shame, my PC refused to take his own life and fled to america. He thinks that it is only a matter of time before his clan's own ninja or even his brothers themselves come to erase the stain from the family's honor.

Do you guys have stat suggestions or suggestions for edges and hindrances? I saw something called My kung fu is superior.


If I bought the Hero lab supplements, would that provide me with enough mechanical data to figure it out do you think?


This sounds awesome but I am unfamiliar with the system, is there a SRD or something, or is a purchase required to play?


DOT


45PB no more rolls right?

My concept is a Dwarf NG Cleric(Forgemaster) of Brigh/Techslinger. I might focus on sniping or heavy weapons depending on if there are other slingers in the party. (and I get selected of course)

If we get too heavy on the gunslinger/combat side, I would also have no opposition to being a straight up buffer and caster with techslinger being replaced by Metal Wizard.


GM, do you want finalized crunch or can we wait until selection?


Here is the fluff for Bane88’s character. Crunch to follow later.

Name Davor Elan
Race Male Human
Class Warpriest of Mitra 3/ Deliverer 3
Alignment Lawful Good

Background

We are the burning rays of sun that light up the dark places. We are the blade in the dark that bring swift justice to the foes of Mitra. We are those who stand in blood so that the good may walk in peace. We are those that seek out evil and deliver it unto judgement. Mitra deliver me from evil and surround me with your light that the dark may not find me. Bathe my blade in your light that it may strike the very heart of darkness.

-Deliverer Prayer

Davor was one of the many orphans left over from the purging of Talingarde. When all forms of polytheism were stomped from the island, his parents were killed, and like so many others, he was taken into church run orphanages. A happy child, Davor got on well enough with the other kids and his caretakers. As he grew, his prowess and intelligence became apparent.

Every year a priest of the Mitran church that looked unlike any that normally stopped to preach to the orphans or bring them gifts on the day of Shining, this priest was welcomed with a cold fear by the abbot and priests of the mission that was right next to the orphanage. This priest, clad in a black robe would walk among the children and every year he would take several. They would never be seen again.

In his tenth summer, Davor was taken. Brought to the capital, he began a life a clerical training. Unlike the many priest classes and cleric groups in the massive cathedrals that spent countless hours pouring over magic and sermons, his group was small. When finished with the morning sermons and basic magic lessons, they were removed from their peers and forced through ruthless training with the Mitran military. Eight to thirteen year olds enrolled in special forces training alongside veteran soldiers and practiced witch hunters. The pain they experienced was grueling. After years of this, his group was taken to the Grand Cathedral of Mitra, Davor savored the depictions of the stain glass, the light so playful. Where they went there was only torch and candle light. Down they went, below the storerooms, through the lowest dungeons and inquisitors heretic detention chambers. Davor did not envy those who screamed from behind locked wooden doors. Down to what appeared to have been catacombs, tombs lined the walls and in one area, they were emptied out and cleaned. Tables and chairs were in this room, candles of wax and mountains of books. Here the priest in the black robe led them. Father Elan he was called. Davor discovered that all like him took the first name of the priest who selected them as a surname, suddenly he was Davor Elan, and his classmates were his brothers. The next five years were spent in nearly complete darkness, rarely did they go to the surface. They spent every waking moment learning of the various natures of killing. The anatomy of man, beast, devil. How to augment their military tracking skills in light of this new information. They were made to execute prisoners, made to kill without remorse or mercy. When all was said and done, Davor was 21 and ready to be sent on assignment, a full fledged deliverer.


lets just see.

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (7) + 7 = 14
18 14 14 11 9 8
=exactly 25

for kicks

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9

higher pt buy worse arrangement. Not That I actually get the second roll anyways but I would choose the first set.

Got it. Doing Warpriest of Mitra FU/Slayer.

A purifier and devil hunter.


This is cool.

Thinking of making a Barbarian/Ranger/Warpriest of Gorum


M Human

Thanks for the patience everyone. Usually slow poster on weekends, and had a MTG tournament all day saturday.

Will get something up today or tonight.


M Human

In your own time Ozil, NP


Gonna do a Protection warpriest with a two weapon fighting ranger.


M Human

I'll probably use this one and make the request to have it handed over to me.


M Human

Yeah, I'm most active posting between 6am and 2pm. I wake up at 4am for work so I am usually asleep when you post your second post for the day. If I post once, I think it works for everyone to post as many times as they want and then in the morning I can respond with a post and the cascade begins again.


M Human

Tentatively I will say yes all of those mythos exist. But travel between them is difficult and if you were able to travel between them before, it was at the whim of something far outside your understanding.

As of right now, given the appropriate amount of in game time and RP development, I would allow PC's to begin developing Mythic Spells along the lines of Univershift, or Void jaunt, basically super versions of those spells that would only normally work for the Plains in a given universe.


M Human
Ozil wrote:

If I remember correctly (not the best of assumptions, but hey--), the only reason we started the "new religion" idea was that the original DM indicated that we would have a pretty quick TPK if we just started fighting gods, that he didn't even know how we could ever take on a god -- despite him wanting to run a campaign where we try it.

....So we figured if we weaken the gods, you know, maybe by preventing souls (the source of their power according to FR canon that has also been assumed or implied in other D&D settings) from making their way to a specific Outer Plane, then maybe we could take them on.

Now that the original DM's expectations are not a factor I guess it begs the question, How can we start without an immediate TPK?

Could our group challenge, on day one, a minor Demon Lord or something?

Must we become as impossibly immune to godlike divination magic as we had to in the first iteration, you know, because otherwise every god in the canon will know exactly who we are instantaneously and destroy us before we get started?

Answers to these kinds of questions will help us get started. (Again.)

Great questions Ozil.

Things from my perspective.

You should as a group be capable of taking down a lesser demon lord, or demigod right at level 20.

With how I'm going to be running the gods. I feel that in Pathfinder, and really any polytheistic pantheon, a strength to the mythology that lends to good story telling is that they can be fooled, and while very powerful, have exploitable character flaws. For example, Zeus can't keep it in his pants and this causes him all kinds of trouble, or he's to prideful to just destroy the titans and keeps them locked up so he can laugh at them and laud over his victory.

It would also be my ruling that the gods couldn't use much higher spell casting than what they grant. So sure, is Iomedae, basically a level 30 gestalt paladin cleric without the need to pray before casting spells? Yes. Is that a save that some of you could make? Yes. Is that an attainable level of power for the party? especially working together, yes.


M Human

Yeah! Thanks for asking.


M Human

I agree with Johhny on the Comp Ed thing, it was intended as "to each" not "for each" either way, terrible writing.

Your powers are fine though Sundakan.

I would like to discuss the plan of action you are all planning on taking.

Because of the power level of this game, I very well may have Ozil act as the party's quest giver, given his immense knowledge focus. So if you all would outline a plan of action or at least a broad outline of what you would like to do, with more detail than "kill all the gods"

I will then get us rolling on quest paths. I feel however that Until combat, I am more of a NPC narrator(which due to the freedom of movement you all have, is likely to be reduced at least for now.) and a surprise wrench thrower.

Otherwise you are all powerful enough to make your own way. So feel free to let me know who you are targeting first. It can be a major God, just remember that the more powerful the deity, the longer the quest and more difficult it will be, also the material repercussions may be quite different say if you killed Caiden Caylen, as opposed to Gozreh.


M Human

Your alignment reminds me of this


M Human

Sunder is way better in low to no magic gear campaigns, shattering a blade into its wielder's eyes. Priceless


Maybe I'll make a skinner.


As a minnesotan this is awesome, what classes are left?

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