I do tend to make divine casters with the fate's favored trait though for this exact reason.
Fates Favoured is almost brokenly good for a trait. Especially with the proliferation of luck bonuses since it was first published (many, many halflings and half orcs seems to have been favoured by Fate, regardless of what their back history might imply :-))
Not saying that you shouldn't have taken it, mind. I've got Animal Companions with Int 3 and Extra Traits who have taken it :-) (fluff wise, they've all belonged to people worshipping a God with the luck domain and were sent to me by my God :-))
The Invested Regent archetype's flavor is "some mysterious divine force gave me a portion of their divine power so I could lead." Given how well fate's favoured meshed with that and my backstory it felt like a crime to not take it :)
Submitting a modified Ser Lamerake. Still working on the crunch but the gist is there. His backstory has a big component that I would need to coordinate with Gawain and you upon selection (if I am that lucky). Let me know if you have any questions or concerns.
In the Campaign Info tab, check my roll templates set up for your Initiative and Perception checks and let me know if anything is off.
I think I may have you roll your own saves because at least Stig, and it seems like someone else, had some complicated saving throw mechanics involved. Once I get a good feel for these, I may go back to rolling them to keep things moving better.
Investiture boils down to I can as a swift action on my turn gain a +1 to a single saving throw type for 1 round. I have to take an action to activate it so I will let you know when it is being used. :)
Would you allow a character to eventually take levels in Heritor Knight? Iomedae is basically the god of being an ideal knight so it fits thematically and she seems like her stuff could easily be adapted with minimal refluffing.
With only a couple days to go before "selection" I wanted to pop back in and reiterate my interest. I am super excited about this game and really hope I get selected, while wishing everyone luck, of course.
But as an Athas Elf, no one may want the luck I am wishing for you. ;)
Same honestly. I didn't really know what dark sun was before this but the more I read about it the more excited I get. The deadline seems like it is so far away even though we are getting closer and closer.
Since we are using Automatic bonus progression what are your feelings on swapping out a +1 bonus for a weapon enchantment of +1 cost (ex: a returning dagger instead of a +1 dagger)? It sounds like access to magic enchantments would otherwise be limited.
Submitting Kargash the Ranger!
In terms of party role he is a melee combatant with a decent number of skills. He also has trapfinding and various other useful bits.
Everything should be in the alias.
If there is an issue or you have a question just let me know. I will be regularly checking on this thread anyhow.
Who am I: I am a Pathfinder player with 5 years of experience but am pretty new to PbP, Dark Sun, and Mummy's Mask. I am also in the PT time zone.
Both are I believe usable by unchained and chained. Paizo did a great job of making sure most of the archetypes they released after unchained were of course usable by the unchained classes but also making sure that many were backwards compatible.
Stígandrr was born into the Shriikirri-Quah (The Hawk Clan, Shoanti) 29 years ago. As he grew it became clear that he was different. By age eight he stood a head above the next tallest child who was several years older than him and was one of the most talented athletes in the quah. Stíg even managed to earn the Rotomo (Headwind) tattoo on his head during his rite of passage, something that hadn't been done for many generations. However his achievements did not satisfy Stíg. He always felt like he was meant to do something else, like he was being pulled away. Stíg was out scouting the area around where the quah had settled this time, which was significantly farther east than they had been before, when he saw a giant. It had greenish brown skin and stood around ten feet tall. His eyes drifted down and saw a trio of people in fur clothing not 100 feet from the giant, peeking out from behind a rock. They must be hunting the creature he thought to himself, interested by the unusual choice of game. They approached from behind trying to be stealthy but no when they were not further than thirty feet away did the giant turn around. This isn't going to end well Stíg thought. With a charge and a single swing of its club the giant knocked one warrior to the ground. Stíg was sprinting towards them before the second blow landed. Something inside him stirred and he could feel a divine power spreading through his body as he made his way to the giant. The giant swung at him but he ducked beneath it and positioned himself between the giant and the fallen warrior. With a volley of punches he attacked the giant, on his last punch he could feel the power of the wind behind his punch. As it hit the giant flew backwards from the force. Not even taking the time to question how he stepped up to follow the giant. The warriors found new hope as they saw the hulking man step in and ran up to join him. Something felt right, like he had found a piece of what he was looking for. Together they managed to fend off the giant which fled to lick its wounds. Stíg went to check on the fallen warrior to find he was unconscious so he lifted him over his shoulder. The warriors spoke excitedly to him in a language that he could not understand and gestured for him to follow them. They led him back to their tribe where they had a shaman tend to the wounded man. This began his friendship with the Greattusk tribe. Many years later Stíg felt that feeling that was so familiar to him before. He knew this time it would not go away so easily so he bid farewell to his quah and the Greattusk tribe and headed south following the tugging feeling. He ventured further south than any of the Shoanti dared to go. It was a year before he arrived at the coast of Conquerer's Bay. He had no money and the only supplies he had were that which he managed to gather on the road. He needed to find work. Fortunately a trader spotted him and offered him a job on his ship. They always need strong sailors. Work is work I guess. He accepted. The feeling grew stronger as if telling him this is not what you are meant to do but he ignored it. He needed food after all. The first voyage was to Rahadoum which was further south in the Arcadian Ocean however when they were only a two days away they were attacked. Pirates pulled up along side the ship and aimed their cannons at the weaponless vessel. Stíg dove off the side as they blasted the ship. He began to swim away as pieces of the ship fell left and right but before he could make any headway he was struck by a piece of the wreck and fell unconscious. When he woke his arms were tied behind his back, bound on the other side of a large wooden pole. He looked around and saw that he was in a dimly lit room with a man mopping the floor nearby. "Hey! Where are we?" said Stíg rather loudly. "Sssssshhhhh! Do you want to get us both in trouble? We are on a pirate ship" the man whispered in reply. Stíg thought for a moment, "Are you a prisoner too?" he continued. "Might as well be. I am surprised they got you, what with how large you are. Why didn't you fight them off?" he asked. "I was unconscious at the time but if you free me now I will get us both off this ship." The man paused for a moment, clearly not expecting the offer. He looked around the empty room before nodding. He loosened the binds and Stíg stretched his arms and smiled. "Lets go!" He ran at the door and threw all his weight towards it, smashing it with his shoulder. "So much for subtlety" the man said as the door splintered from the force. Stíg looked up and saw the night sky. "There isn't much time!" he shouted to the man, but he was nowhere to be seen. Figures. He saw a light in the distance off the port side. He could feel that feeling now stronger than ever... except this time it felt wonderful. This is my chance he thought as he sprinted towards the edge and leaped off.
His background is tied into the Freeman trait.
His expected role is primarily a martial damage dealer who can be a decent non stealthy scout as a secondary role
Crunch is in the alias. Let me know what you think!
HP:3d10 + 3 + 11 ⇒ (8, 8, 8) + 3 + 11 = 38Rolling now so I can have a complete statblock
I have yet to be in a PbP, although this is my first attempt at recruitment. I'm very inexperienced in this, just a warning, but I'm definitely interested! I'm thinking of doing a fetchling bard/rogue, with the See the Sights campaign background.
** spoiler omitted **...
I hope you get in. This sounds like a good adventure to learn PbP :)
If the lack of healing becomes too big an issue we could all chip in for a wand. Otherwise one of my backup character ideas is a sorcerer/cleric mystic theurge. If Volaticus dies then I might bring him in.
Introducing Volaticus Teufel, the Strix Magus that will be joining the players who are recruited. Feel free to take a look and ask questions or give feedback. I am enjoying looking over your submissions and am excited to adventure with you! Good luck!
You can drink blood no matter what alignment or race you are. How you get it would affect your alignment and how it would affect you would depend on race/acclimation to it. ;)
I do know who the other player is. I know both DM Evastor and the other player out of game. I will poke both of them outside to get them to say something. The other player is (as far as I know) deciding between a: dwarf fighter or a half-elf ranger (a re-envisioned past character). I am currently working on the tiefling and will have an alias up soon. Indeed my tiefling worships Calistria. We also might be waiting for DM Evastor to recieve the adventure paths by mail before we begin.
I am one of the players that DM Evastor reserved a spot for. I am excited to begin. I will be joining as a whip-wielding bartender Tiefling Kensai Magus. I look forward to playing with you all!
@ClevrGamer what are you talking about. When you select legendary item you get 3 abilities. Selecting it again gives another 3. So 6. Agash took intelligent 3 times giveing him the base ability then the other 2 he chose to take spell casting. His other 3 ability selections are foe-biting, powerful, and undetectable. What don't you understand?
d20PFSRD wrote:
When a mythic creature creates a legendary item (using the legendary item universal path ability, the item can have up to three additional abilities, but no more than the number of tiers possessed by the creature bonded to it.
Three abilities at 3rd tier from the first selection of legendary item. Then another at 4th, 5th, and 6th tier that can be minor artifact specific from taking Legendary item twice.
If Leinathan rules the weapon cant cast its own spell i too will do some reworking of my weapon, although ill prob still keep Heroism as its a long term buff.. Id prob use the other point to make it either upgradable and recoup alot of cash or make it powerful x2..
When you select the Intelligent legendary item ability you can only select an ability from a certain list as the additional special ability. You can't have Foe-biting, Powerful, Upgradeable, or Undetectable as well as Intelligent(3x). Also with the first selection of Legendary weapon you get three abilities (1st, 2nd, 3rd tier) that are not minor/major artifact only abilities. When you take it a second time you get three more (at 4th, 5th, and 6th tier) that can be minor artifact abilities. You couldn't have had Foe-biting until at minimum 4th tier.
d20PFSRD wrote:
Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature's alignment corresponds to the item's (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.
Animate: This item can sprout limbs and move with a speed of 10 feet.
Blindsense: This item gains blindsense with the same range as its other senses. The item must have the darkvision ability to have this ability.
Darkvision: This item gains darkvision with the same range as its other senses.
Expanded Senses (60 ft.): The range of this item's senses increases to 60 feet.
Expanded Senses (120 ft.): The range of this item's senses increases to 120 feet. The item must have expanded senses (60 ft.) to have this ability.
Fly: The item gains a fly speed of 30 feet with average maneuverability. The item must have the animate ability to have this ability.
Read Languages: This item can read script in any language regardless of its known languages.
Read Magic: This item can read magical writing and scrolls as if using read magic. This ability doesn't allow the item to activate scrolls or other spell-completion items. The item can suppress and resume this ability as a free action.
Shape Change: The item can change its shape into one other form of the same size.
Skill Ranks: This item gains 10 ranks in one skill. This must be an Intelligence-, Wisdom-, or Charisma-based skill, unless the item has the animate ability (allowing it to choose Acrobatics) or the fly ability (allowing it to choose Fly).
Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.
Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.
Teleport: Once per day, the item can teleport as the spell. It must have either the spellcasting ability or the fly ability to have this ability.
Lein, do we get bonus hp from ability score mod for each HD or just for the HD that are rolled?
Basically do we include the maximized HD or not?
d20pfsrd wrote:
You apply your character's Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).
Got done faster than I thought. I still need to do an audit to make sure all the crunch is correct, I'll add sections with the math for stats/attacks/etc to the profile as I get a chance. Consider this my submission. I'd love any feedback on the character/background if possible!
Also a note: I'll be out in the wilderness between the 9th and 15th (Bad timing, hopefully not disqualifying though.)
[dice=HP]12+11d12+3d10 + 60 + 12 + 15 + 15
** spoiler omitted **...
You can't have foe biting on your weapon without taking legendary item twice.