Black Dragon

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I sent you a pm from the character I created, but I could post here if you wanted.


I unfortunately don't use herolabs, but once I'm done with the character I'll make sure to post here with it.


Sorry, I meant to type musket.


I'm going to make a gunslinger from Alkenstar. A mysterious Stranger with a rifle if that's fine.


boons: 3d30 ⇒ (21, 29, 15) = 65

With these boons I might not be a mesmerist. Maybe making a disgraced gunslinger engineer from alkenstar might be nice. One question though, what are the main countries not in the inner sea region?


I was Kivan in the last game. I'm thinking about making a cult master mesmerist who is obsessed with his 'angel in a devil's skin' Strea Vestori. The fact that House Thune is responsible, or at least claimdd to be, for her dissaperance makes him angry. Though the chance to see her at this gathering is currently his major hope. He would be looking for others to help him save Strea. The saving of the people being more of a side cocern that he still cares about because Strea cares about it and it would make him look good in her eyes.


I prefer point buy as it keeps everyone in the same area with nobody really outshining or falling behind just because of good or bad rolls. I like the rules from unchained especially background skills and skill unlocks but I haven't looked to heavily into the stamina pool so I can't really comment on that. That being said I'm very interested in a Hell's Rebels game.


Here's the starting rolls.

starting wounds: 1d5 + 18 + 2 ⇒ (5) + 18 + 2 = 25

fate: 1d10 ⇒ 3


Yuugasa wrote:
Void Dragon wrote:
Is this still open to new people? I was thinking about making a storm warden apothecary or an imperial fist devastator.
Yes, it's still open, we will be starting the game later this week but if you haven't finished your char by then it's fine you can join when you are ready. Btw are you named after the C'tan? or the Pathfinder Void Dragon?=)

C'tan, gotta love the most powerful of the C'tan gods :)

I will try to have something up for the storm warden apothecary by tonight.


Is this still open to new people? I was thinking about making a storm warden apothecary or an imperial fist devastator.


If her con is 13 or less I suggest Toughness.


I'm 20.

My suggestion for a campaign trait is Undead Crusader since this is an undead heavy game.


Dotting for interest.

Stat rolling: 5d6 ⇒ (1, 4, 6, 5, 5) = 21 16
Stat rolling: 5d6 ⇒ (2, 5, 2, 4, 5) = 18 14
Stat rolling: 5d6 ⇒ (6, 4, 3, 2, 3) = 18 13
Stat rolling: 5d6 ⇒ (1, 4, 4, 2, 2) = 13 10
Stat rolling: 5d6 ⇒ (5, 2, 6, 6, 6) = 25 18
Stat rolling: 5d6 ⇒ (4, 2, 4, 2, 3) = 15 10 (dropped)
Stat rolling: 5d6 ⇒ (2, 2, 4, 1, 5) = 14 11

16, 14, 13, 10, 18, 11

I'm thinking about making an inquisitor with the Heretic archtype.


I would prefer we start back in town because I still have some questions that never got answered there. I personally don't care about the level situation.


Thank you for picking me. I shall try to have the stats for Wilhelm up sometime tonight.


@Captain Marvelous: I think I might just steal that addition to the background if you don't mind.


Dotting as this is a very interesting idea and I like the concept of restoring a dead goddess back to life. I am planning on making a Warrior of the Holy Light Paladin with the Azlanti Royalty trait who has a dream of uniting all of the world under one nation. His name is Wilhelm Athshyoth.

Background:

Wilhelm grew up in a simple farming village where he lived with his father, mother, four brothers, and five sisters. Wilhelm's parents never cared about him as much as the other kids so he was able to leave the house. It was during one of these outings that Wilhelm saw a group of priests and paladins of the Order of Knights Griffon who were going out to fight some undead that had been recently spotted in an old dungeon. Wilhelm followed the group until they forced him to go back the village. Five days later the warriors returned exhausted and weakened but victorious. Wilhelm asked a paladin if he could follow and the woman agreed. She told him how the Order of Knights Griffon accepted anyone who would be willing to sacrifice themselves for others and Wilhelm readily agreed. Wilhelms parents seem overjoyed to have him go and they sent him out without anything but the clothes on his back.

The woman introduced herself as Zariana and she became his mentor as they traveled to the order's headquarters. When they got there Wilhelm's life became one of training as a squire. Wilehlm had to train for years and during that time he found that he was best at jousting. Wilehlm was so good that the order awarded him the Lance of Broken Moons. The lance had been used to slay demons for as long as the order existed and it had been a relic in the order. The only clue they had to the lance's origins was the broken phases of the moon that circled the lance. They had given the lance to promising paladin's to use, and Wilhelm was the next paladin to receive the honor. Zariana approached Wilhelm that night and told him that he should seek a quest out in the wilderness for him to follow. Wilhelm trusting the words of his mentor left the order's base to go adventuring.

Wilehlm didn't have to travel very far to find problems in the world that could be solved and he tried to help out but he noticed that no matter what he did the problems kept cropping up. During this time Wilhelm began to have strange dreams where a woman in a silvery cloak began to ask him to help her. Wilhelm was surprised at first, but he travel to Magnimar and began researching on these dreams. When he found out about the sacrifice of the moon goddess Wilhelm knew that he had found his quest. Wilhelm packed up gear and bought some necessary items for the road ahead.


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Quilted Cloth may not be a feat or an ability, but it grants an ability. DR 3/- (versus small ranged piercing weapons) the fact that the armor is granting the ability is not important since the DR itself is the ability. I cannot say if I think that the quilted cloth applies to bullets or not because I can see good points with both sides of the discussion.


Here is Ciaphus Fangblood a were-tiger blooded skinwalker who seeks to gain experience so that he can get revenge for his mostly destroyed tribe.


I was thinking about the fanglord (weretiger) as I think it would make sense in this jungle setting.


Dotting for interest. Thinking about making a slayer or ranger. How do you feel about the Skinwalkers race?


Dot. Thinking about making a gunslinger who will eventually prestige into a Low Templar if that's all right.


Dot. I'm thinking about making a sin magic specialist wizard.


Dotting. Might go with a fighter or paladin.


Thank you for picking me. I will have an alias up sometime tonight or tomorrow.


According to this page psionics did exist in 2nd edtion outside of the Dark Sun setting. Not sure if that helps, but I hope it does.


PC
Cecidit Filia an Baatezu, Erinyes.

Background

I have fought in the blood war long and hard and in all that time I have never questioned my overlords, but recent actions have changed my mind. I have seen the great waste that is going on in these wars as all seek power and prestige instead of wanting the destruction of Tanar'ri. The fools still follow the old rules and hierarchy as if they mean anything. I shall gain the power needed to take over the Baatezu, and finally end this war for good, but I shall not be able to gain the power here. The blood war is to much a way of our life for any to accept my decision. They will all think me power hungry instead of wanting to finally end this war so that we can focus upon our real problems. I shall travel across the land until I find others who can aid me while I grow in power. I will return to the blood war one day and when I do both sides shall feel my wrath, but only the Baatezu will survive it. This is my oath as one of the Furies that I will succeed in my quest.


For a CR appropriate creature acting as a PC would the CR limit be 8 since the characters are starting at level 8?


Dot. If we decide to make an outsider pc can we change the feats listed in the monster stat block?


For spells I suggest Silent Image, and Feather Fall.


Do we have a face right now? I know we won't focus on RP, but having somebody to diplomacy is always good.


I can still do a cleric I just didn't want to get in Duhwoo's way if that's what he wanted to do.


Okay just noticed we have a druid, so do we still need a cleric or should I try and fill some other slot?


I'm fine with that. I will have a cleric of Nethys up sometime today or tomorrow.


.


Posting over here to get the dot. I can make the band aid if no-one has a desire to make a healer type.


Here is my submission a CN ninja.

Spoiler:

Rodrick
Male Human (Korvosan) Ninja 1
CN Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will -1
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Offense
--------------------
Speed 30 ft.
Melee MWK Wakizashi +5 Damage 1d6+1 (18-20/x2)
Ranged
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats: Weapon Finesse, Defiant Luck
Traits Framed (Family Honor), Rich Parents
Skills Acrobatics +8, Bluff +8, Diplomacy +6, Disable Device +8, Escape Artist +8, Perception +3, Sense Motive +3, Sleight of Hand +8, Stealth +8, Use Magic Device +6
Languages Common
SQ Sneak Attack 1d6, Poison Use
Combat Gear Masterwork Wakizashi, Masterwork Wakizashi, Chain Shirt
Other Gear backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), waterskin, Entertainer's outfit, Coin 30 GP

--------------------
Special Abilities
--------------------

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack

If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Background:

Rodrick grew up near the city of Korvosa but he had never traveled inside. His parents had always been afraid of what would happen if any of the criminal gangs got to him. Unfortunately they didn't have a choice in the matter as Rodrick was forced to come to the city to defend his father from some false accusations. Rodrick went to the fisherman and forced him to confess to his duplicity, but the fisherman died before he could recant his accusation. Even though Rodrick's father was free to go he would never be the same man. Rodrick swore that he would get revenge for this and so he trained in the art of stealthy killing so that he could finally get revenge for his father's false shame. Rodrick doesn't have many goals in life but one of them is to make the man who caused this feel all the pain Rodrick's father has gone through.


Endryn if you don't ind me throwing out a few ideas here might be something. It might not be what you go with, but it might spark some ideas.

Nobility: Those who are noble in both word, and deed at upholding the laws of society are true nobles. Those who claim to be nobles and don't uphold the rules are liars, and those who uphold the rules, but don't have noble blood are simply members of a new noble house. Only deed and word matter not blood. Even though they uphold the law nobles are not above the law. In fact nobles always are the shining examples of what it means to be law abiding citizens, and they should expect harsher punishments for their transgressions instead of lighter ones.

Law: The laws laid down by society are the most important thing. There is no room for emotion in the law only the words of the law matter. Those who willfully break the law are the worst criminals, and must be punished severely. The punishment that is placed upon anybody found breaking the law should be harsh, but it should also reflect the magnitude of the crime itself. No-one will be punished more or less than is necessary by the law. New laws are to be afforded the same respect as the oldest laws, and laws should never be changed except in dire circumstances.

Civilization: Civilization is the only thing holding the world together as such it should be protected through the use of nobles and law. True civilization is when the entire populace is geared towards one goal of prosperity and order. The greatest thing someone can create is a civilization that follows law, and this is something to be sought out as much as possible. Banditry and other forms of anarchy are to put down without mercy as laid out in the law. The foremost hunters should be the nobles as they are the embodiment of law abiding citizens.


Well in regards to the bow I see a simple solution. Since we are going to be using the downtime rules I don't think it will be that hard to just say that instead of trying to get capital you work on your bow instead. I don't think we are going to do this day by day unless something important is happening like the village being attacked, so I think we will have a lot of downtime and that will give you a lot of time to make the bow.


One question about backgrounds. Do you mind if we include things like what were doing on the ship during the trouble on the waves?


As a NE person I am not fine with the sheer amount of good, but I can deal with lawful. ;)


Belluan NE Human Sorcerer Draconic Bloodline.

Appearance:

Belluan keeps his hood over his face most of the time to hide a tattoo that he has across his face. He usually wears black clothing while traveling. He has long black hair that scraggly falls onto his back. If he does get into a fighting situation he makes sure to have his club ready to smash down on unsuspecting enemies.

Personality:

Belluan enjoys being out in swampy areas where he can sit back and relax. He doesn't trust anyone around him, but he makes sure that they think he is friendly. He loves money and tries to make as much as possible through whatever means necessary. This has led him to become a negotiator so that he can focus on talking to people and making deals to profit himself.

NPC:

Belluan keeps around a Halfling woman named Beatrice who is almost as in love with gold as he is. She is a cunning roughish woman who has big dreams. She constantly comes up with get rich quick plans that she tries to rope Belluan into. Since some of those plans have actually worked Belluan not only keeps her around, but she is the closest thing to a friend that he has. Neither of them completely trust the other though.


Ah forgot the wild talent
Wild talent: 1d100 ⇒ 82 Telekinetic punch.


Here is the crunch, but for the backhground I have one question. Is there any place wherre someone can find out more about the Pterrans? I haven't been able to find that much.

Salziar:

Salziar
M Pterran Psion (Telepathy) 4
LE Medium Humanoid (Reptilian)
Perception +15 (psicyrstal near) (+13 if trying to hear, psicystal near); Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 17, touch 11, flat-footed 16
HP 22
Fort +2, Ref +2, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.

Ranged

Melee Thanak Attack +5 Damage 2d6+3 (x3) Type S Special on a critical a Thanak inflicts 1 point of strength damage

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Power Point Total: 25

Missive at will (but only to reptiles)
Detect Psionics at will (requires psionic focus)
Mind link at will (requires psionic focus)
Conceal Thoughts (self only) at will (requires psionic focus)

Mental Intrusion (Ex)

At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

--------------------
POWERS KNOWN
--------------------

1st: Mind Thrust, Attraction, Mind Link, Unearthly Terror, Empathic Connection

2nd: Natural Linguist, Compelling Voice, Cloud Mind, Id Insinuation

--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 12, Int 17, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 15

Traits
1: Seeker
Benefit: +1 trait bonus on Perception checks, and Perception is a class skill

2: Reactionary
Benefit: +2 trait bonus on initiative checks

Feats

Pterran racial: Psionic Talent
Psion 1: Psicrystal Affinity
1: Armor Proficiency (Light)
3: Armor Proficiency (Medium)

Skills:

Bluff +10 (4 ranks, 3 class, 3 cha)
Diplomacy +10 (4 ranks, 3 class, 3 cha)
Linguistics +7 (4 ranks, 3 int)
Perception +13 (4 ranks, 3 class, 1 trait, 2 life path, 3 psicrystal)
Sense Motive +7 (4 ranks, 3 class) (+9 next to psicyrstal)
Knowledge (Psionics) +10 (4 ranks, 3 class, 3 int)

Racial Modifiers:

+2 Cha, +2 Wis, -2 Dex; +4 Skill Points;
Naturally Psionic: Either Wilder Talent, or Psionic Talent as a free bonus feat at level 1.
Life Path: +2 bonus to a skill chosen at level 1 (Perception)
Ear Slits: -2 perception to hear
Weapon Familiarity: proficient with thanak
Natural weapons: 2 claws (1d4), and 1 bite (1d3)
Psi-like ability (manifester level 1): May use Missive at will, but only to other reptiles

Languages: Pterran (literate), Common (literate), Dray (literate), Halfling, Elven, Giant

--------------------
GEAR/POSSESSIONS
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==Carried==

==Worn/Equipped==

Masterwork Hide Armor 165 CP 25 lbs.
Masterwork Thanak 375 CP 10 lbs.
Backpack 2 CP 2 lbs.
Belt pouch 1 CP 1/2 lbs.

==Backpack==

Carrying Capacity Light: 58 lbs. Medium: 116 lbs. Heavy: 175 lbs.

Current Weight Carried: 37 and 1/2 lbs.

Money: 957 Ceramic Pieces

Psicrsytal:

Psycrystal

Diminutive construct LE
Init +2 Senses Sighted 40 ft., Perception +6 (+8 next to master)
Speak: Common
Personality: Meticulous

DEFENSE
AC 17 touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 11
Fort +2, Ref +2, Will +4 Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

SPECIAL ABILITIES
Construct traits

A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities

The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

Natural Armor Adj. (Ex) (+1)

This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.

Intelligence Adj. (Ex) (+1)

Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).

Alertness (Ex)

The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex)

If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex)

Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su)

As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su)

At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex)

Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su)

The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su)

If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.


Dot, and you say some classes are not allowed which classes would those be?


Is this campaign going to be set more underground, or on the surface world? I'm currently making a druid, but if it is going to be underground most of the time I think I might go with a vermin animal companion.


I prefer a more realistic game where the characters can die if things go wrong.


Dot.


Also, a question on races. If we do take the Tiefling trait will we be forced to take the Infernal Bastard trait in the campaign guide?


I don't have much experience with council of thieves. Is it mainly a speaking, or combat adventure?

EDIT: Nevermind saw the original post about the player's guide online download. So this is an AP?

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