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Prefectly fine. What I was going for anyway.


The incentives sounds pretty fun. Especially planes travel, arena with monsters and pvp, mythic for sure since aleksandros is on the path to becoming a god (thinks he is already).


I reckon Aleksandros will only have been there a short time. A few weeks to a month at max. He would do a deal for cheaper rooms if offered. Even using diplomacy to bring the price down even more if that's allowed.


Here is Aleksandros, greek demigod ready for play. Orphan though both parents are still alive. Supremely confidant though almost no one believes in him. He needs no help though is always ready to join forces and fight alongside others. Cares not for wealth or treasure because his godly inherent power is enough. Proving himself by defeating more and more powerful enemies is what he seeks, in the arena with rules or the lawless battlefield, wherever the greatest challenge is is where he goes.

backstory:
Alexandros had chosen his own name at the age of 10. Before this he had only been known as the Orphan. It was a thing that he hated. He had never known either of his parents. His mother had died giving birth to him, something that bullies used against him, calling him mother killer. His father was a mystery to him, getting his mother pregnant and never being seen again. He had his suspicions but none would come forward to take and responsibility for him. That was the other problem, his father was one of the gods. Believed to reside on Mt Olympus, the gods played their games among themselves and among mortals who got caught up with it. Alexandros had not asked to be caught up in the god's business and he sometimes thought a simpler life would be better.

It could never be so for him. Having a deity for a father, present or not, had consequences that could not be ignored. All around him his whole life he had only known the grand halls and streets of Olympia. But he had never belonged to any group, cult, organisation or temple. All had rejected him because of his mystery parentage, or denied he even had special privilege to be there. How he was brought to Olympus is also unknown to him, leaving many shadows covering his important past. He would not be discouraged though. The harder others harassed him the harder he pushed back, never afraid to fight. This eventually caused a few too many waves until finally, on his 18th birthday, he was exiled from Olympus, told never to return.

He woke up at the foot of Mount Olympus back on earth. He decided that he must make his own path and that would not be any path that a god or their agents had chosen for him. He sought and after great difficulty found another portal. This one not to Olympia but to a completely new and strange place with many strange and magical creatures and different gods that he had never heard of. A new place where no one knew who he was. With no one around to constantly pull him down he saw that he could create a great name for himself, his own name, free of all other influences. Nothing could be attributed to his rise but his own divine talent. He forswore wealth, possessions, weapons and magical items of all kinds. Only the natural talents, learned skills and divine power within him would he rely on.

The World Serpent Inn was the perfect place to learn more and find others like him that had escaped oppressive lives and start anew. He saw a new movement, with him at the center, and it was good. Perhaps one day, could he become a god himself? Why not?

background details and questions:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Aleksandros has had no friends for most of his life and has only had himself to rely on.
2) Aleksandros' father is one of the Greek gods but this being has never come forward to acknowledge him.
3) Aleksandros grew up in the city of the gods Olympia on the plane of Olympus where they usually reside when they are not plotting on earth.
4) Aleksandros' self reliance created a narcissistic personality and he believes he can do anything better than others.
5) Aleksandros has only one possession that he treasures, a bronze amulet engraved with an eagle's head that he wears around his neck that was once his mothers'.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Create his own cult of followers who live lives after his code of honour based around self-improvement and reliance.
2) Be welcomed back into Olympus after gaining enough renown and influential power that they can not ignore.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) His father is Zeus, he found this out when granted an audience. Zeus admitted it privately but would never speak it publicly due to reasons he did not make clear, thought Aleksandros suspected it was because he wasn't as smart as most others. Aleksandros could not speak it in public either without making powerful enemies with the accusation. None would believe him.
2) He has no idea that his mother is still alive. She abandoned him near the portal at the top of mount Olympus hoping he would be taken in and raised among those like him and has had no contact since. She might hear of his disappearance and worry about him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Brenner is Aleksandros' first new friend in the strange new place and showed him to the Inn. He is also the first to join Aleksandros' movement and hopes that he can use Aleksandros to gain power and wealth for himself in the process.
2) Elrren was one of Aleksandros' teachers that helped him deal with the troubles he faced in a good way. If not for him, Aleksandros could have leaned to an evil alignment rather than his current Neutral.
3) Oktur is another demi-god like Aleksandros, a favoured son of Zeus and the ringleader of those on Olympus that made his life difficult. It would be just like him to discover that Aleksandros is no longer on earth and endeavor to find where he went.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The memory of his first fight will forever stay with him when he successfully defeated a bully. It did not stop them from insulting him but it was seldom that he was physically attacked.
2) The long sought audience with Zeus, was disappointingly short. He disliked most gods for their superior attitudes but after this he hated Zeus.
3) The strange new world after leaving earth filled him with wonder and his mind with thought on the possibilities of what is out there beyond what he has experienced. He wants to see everything there is to see if he can. He entered by saying the words, "In my own name, I enter."

Custom Race Based on Human:

RACE: Olympian (20RP)
Olympians are the half-human children of the Greek gods. Most often born to human mothers, though some goddesses have taken human companions also. These often become heroes or villains, legends among mortals due to their divine spark, giving them greater abilities and skills than the average human. Many grow up living among mortals, preferring humans to the constant company of the gods in the lands of the plane of Olympus. Some few grow up among the gods, choosing a patron and even sometimes returning to earth to spread the worship of their patron and increase their influence.

Type:(0RP) Humanoid(human, olympian)
Ability Score Modifiers:(0RP) +2 Strength, +2 Wisdom, and –2 Intelligence
Size:(0RP) Medium
Base Speed:(1RP) 40 feet
Languages:(1RP) Common, Olympic. Olympians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Bonus Feat:(4RP) Olympians select one extra feat at 1st level
Skilled:(4RP) Olympians gain an additional skill rank at first level and one additional rank whenever they gain a level
Awareness:(1RP) Olympians gain a +1 racial bonus on all saving throws and concentration checks
Heart of the Mountains:(1RP) Olympians gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude
Piety:(1RP) Olympians gain +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Social Ties:(1RP) Olympians gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat).
Celestial Resistance:(3RP) Olympians gain acid resistance 5, cold resistance 5, and electricity resistance 5
Spell Resistance, Greater:(3RP) Olympians gain spell resistance equal to 11 + their character level

Oaths and Boons:

Honour Code:

Honor Rules
Code Chivalric Code
Honor Points 8

Character Sheet:

Aleksandros
Male Olympian Mighty Godling/Legendary Cleric/Legendary Monk 8
LN Medium Humanoid (human, olympian)
Init +9; Senses darkvision 120 ft., blind sense 90ft., see in darkness 30ft.; Perception +23
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Defense
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AC 30, touch 28, flat-footed 30 (+1 deflection, +1 dodge, +2 natural, +5 armor, +7 str, +4 wis) +4 vs AoO from movement
hp 112 (8d12+16); fast healing 4 16 temp hp on initiative roll
Fort +15, Ref +15, Will +15 +3 vs spells, spell-like abilities and abilities, +2 vs Enchantment
DR 8/magic SR 25 Defensive Abilities Agile Feet (1 faith point), Freedom's Call(1 minute, 1 faith point), Uncanny Dodge, Freedom of Movement
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Offense
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Speed 70ft. (1 faith point +10 ft.)
Attack +19 Unarmed (1d10+25/18-20 x2), +19/+19/+19 Flurry (1d10+21/18-20 x2) +2 to confirm crit, reroll miss chance twice, reduced by 20%, +1 attack on AoO
Special Attacks Stunning Fist (8/day), Retribution (10/day) on enemy hit, Panther Parry (4/round) before enemy AoO, Combat Patrol/Lunge (15ft. threatened area), Distant Strike (1 ki, 8 rounds, +5ft. reach), Channel Positive Energy (4d6, 7/day, DC 18)
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Statistics
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Str 24, Dex 16, Con 14, Int 5, Wis 18, Cha 10
Base Atk +8/+3; CMB +15; CMD 31
Feats Dimensional Pursuit(aristeia), Heroic Senses(aristeia), Unbreachable Heroism(aristeia), Champion(story), Leadership(background), Skill Focus(Acrobatics)(background), Weapon Focus(unarmed), Blind Fight, Improved Initiative, Combat Reflexes, Dodge/Mobility, Combat Patrol, Lunge, Unarmed Combatant(monk), Two Weapon Fighting(monk), Stunning Fist(monk), Dragon Style(monk), Dragon Ferocity(monk), Signature Skill(Religion, Escape Artist, Acrobatics), Panther Style(godling), Panther Claw, Panther Parry
Drawback Unlearned(Religion)
Traits Reactionary, , [url=https://www.d20pfsrd.com/traits/regional-traits/quain-martial-artist-quain/]Heavy Hitter, Bullied
Skills 6 class -3 int +6 oath +1 human +1 cleric +3 background = 14/level
CS=class skill
Acrobatics +29 (8 ranks, +3 CS, +7 Str, +6 oath, +2 cleric, +3 feat) (0 ACP) skill unlocked
Appraise -3, (0 ranks, +3 CS, -3 Int)
Bluff +0, (0 ranks, +3 CS, +0 Cha)
Climb +18, (8 ranks, +3 CS, +7 Str) (0 ACP)
Craft () -3, (0 ranks, +3 CS, -3 Int)
Diplomacy +24, (8 ranks, +3 CS, +7 Str, +6 oath)
Disable Device +3, (0 ranks, +3 CS, +3 Dex)
Disguise +0, (0 ranks, +3 CS, +0 Cha)
Escape Artist +14, (8 ranks, +3 CS, +3 Dex) skill unlocked
Fly +3, (0 ranks, +3 CS, +3 Dex)
Handle Animal +11, (8 ranks, +3 CS, +0 Cha)
Heal +15, (8 ranks, +3 CS, +4 Wis)
Intimidate +24, (8 ranks, +3 CS, +7 Str, +6 oath)
Knowledge (arcana) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (dungeoneering) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (engineering) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (geography) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (history) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (local) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (nature) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (nobility) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (planes) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (religion) +15, (8 ranks, +3 CS, +4 Wis) skill unlocked
Linguistics -3, (0 ranks, +3 CS, -3 Int)
Perception +23, (8 ranks, +3 CS, +4 Wis, +6 oath, +2 aristeia)
Perform (any) +3, (0 ranks, +3 CS, +0 Cha)
Profession (Soldier) +15, (8 ranks, +3 CS, +4 Wis)
Ride +3, (0 ranks, +3 CS, +3 Dex)
Sense Motive +15, (8 ranks, +3 CS, +4 Wis)
Sleight of Hand +3, (0 ranks, +3 CS, +3 Dex) (0 ACP)
Spellcraft -3, (0 ranks, +3 CS, -3 Int)
Stealth +20, (8 ranks, +3 CS, +3 Dex, +6 oath) (0 ACP)
Survival +15, (8 ranks, +3 CS, +4 Wis)
Swim +18, (8 ranks, +3 CS, +7 Str) (0 ACP)
Use Magic Device +0, (0 ranks, +3 CS, +0 Cha)
Languages Common, Olympian
SQ Blessed Alacrity (1 faith point, +10 ft.), Dimensional Hop (80ft. day), Night Vision (1 faith point, 30ft.), Cloak of Shadows, Eyes in the Dark(1 faith point), Nature's Whispers (Str to AC and CMD), Preternatural Senses I,II,III, Force of Brawn, Flurious Mobility
Other Gear Travel Robes, Copper Amulet with Eagle Head(signature item)

Mighty Godling Abilities:

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Mighty Godling Special Abilities
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Favoured Class Bonus +1/2 divine trait rank
Lineage Domain [travel, darkness] As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level.
Agile Feet (Su) By spending a faith point as a free action, you may allow yourself and all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.
Blessed Alacrity (Su) At 4th level, all of your movement speeds increase by 10 feet. You may spend a faith point as a free action to double this bonus for one round.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Night Vision (Su) You gain darkvision to a range of 60 feet. If you already have darkvision, you instead increase its range by 60 feet. Darkvision gained from this ability does not work in magical darkness except from your cloak of shadows ability. As a swift action, you can spend a point of faith to grant this ability to your allies within 30 feet for one minute.
Cloak of Shadow (Su) At 4th level, light seems to fade around you, leaving you surrounded by shadow. The light level within 10 feet of you is reduced by one step. You can suppress or resume this aura as a standard action. You cannot use concealment granted by this ability to enter stealth, as the aura reveals your location.
Eyes in the Dark (Su) At 8th level you can spend 1 point of faith as a swift action to gain the see in darkness universal monster ability to yourself and any allies affected by your Night Vision ability for one minute.
Divine Traits (7 points total, 7 spent, 0 banked) A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Divine Portfolio I Nature Mystery: Nature’s Whispers (Ex) You may add your Strength modifier, instead of your Strength modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Strength modifier to your Armor Class.
Preternatural Senses I (Su) When making an attack against a foe within 30 feet, every time the godling misses due to concealment, he can reroll his miss chance percentile roll once. (If the godling has Blind-Fight or a similar ability that allows him to reroll an attack that misses as a result of concealment, that re-roll is in addition to the one provided by preternatural senses)
Preternatural Senses II (Su) The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%.
Preternatural Senses III (Su) The godling’s blindsense now extends 90 feet. If the godling doesn’t have darkvision, he gains with a range of 60 feet (with the color vision benefits of Preternatural Senses II). If the godling already has darkvision, he gains the See in Darkness ability out to 30 feet, giving him full vision even in total, magical darkness.
Scion Talents As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Brawn (Su) [acrobatics, diplomacy, intimidate] Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves). You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed.
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker. Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Bonus Feat [Panther Style] At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.

Legendary Cleric Abilities:

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Legendary Cleric Special Abilities
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Faith (Su) 8 points At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to 1/2 their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.
Aura (Ex) A cleric treats their level as 5 higher when determining the strength of their alignment aura.
Knowledge of the Faith (Ex) A cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks.
Channel Positive Energy 4d6(Su) The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Wisdom modifier. A cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themselves in this effect.
Domains At 1st level, the cleric chooses one domain based on their faith. Each domain has an associated skill known as a divine skill. When a domain is selected, the cleric immediately gains that skill as a class skills. At 10th level, the cleric gains a secondary domain, treating their cleric level as 10 lower when determining what abilities they gain from it (minimum 1). They still may use Wisdom as their ability score for that skill. At 12th level, the cleric selects one of two doctrines for their primary domain. The chosen doctrine determines the abilities which the cleric gains at 12th and 16th levels.
Freedom Spells: 1st-abjuring step 2nd-extreme flexibility 3rd-gaseous form 4th-litany of escape 5th-break enchantment 6th-getaway 7th-ethereal jaunt 8th-protection from spells 9th-freedom
Breaker of Chains (Su) By spending a faith point as an immediate action, you may grant an ally within 30 feet a sacred bonus to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round. This bonus is equal to half your cleric level (minimum 2).
Freedom’s Call (Su) At 4th level, you can emit a 30-foot aura of freedom for 1 minute by spending a faith point. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.
Forever Unbound (Su) At 8th level, you constantly benefit from the freedom of movement spell.
Blessing of the Faith +2 [acrobatics, attack](Su) +1 sacred bonus to skill checks with a single skill at 2nd level. This bonus improves by 1 at 6th level and every 4 levels thereafter. At 6th level, 10th level, and 14th level, the cleric chooses one of the following types of rolls for this sacred bonus to also apply to: attack rolls, concentration checks, caster level checks, or skill checks with a different skill.
Devoted Skill (Ex) [escape artist, religion] At 5th level, the cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.
SPELLS CL 8, DC 10+level+wis
Orisons Detect Magic, Guidance, Pufity Food and Drink, Read Magic
1st Bless, Divine Favor, Obscuring Mist, Shield of Faith, abjuring step(d)
2nd 3 Resist Energy, Silence, Weapon of Awe, extreme flexibility(d)
3rd 3 Shield of Darkness, Sadomasochism, Ki Leech, gaseous form(d)
4th 2 Blessing of Fervor, Divine Power, litany of escape(d)

Legendary Monk Abilities:

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Legendary Monk Special Abilities
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Flurry of Blows At 1st level, a legendary monk can make a flurry of blows as a unique full-attack action. When making a flurry of blows, the legendary monk can make one additional attack at their highest base attack bonus. Unlike a normal full attack, a legendary monk cannot make any attacks which would be made at a reduced base attack bonus (a 6th level legendary monk could make two attacks at +6, but not a third at +1), including those granted by feats such as Improved Two-Weapon Fighting. At 8th level and again at 16th level, a legendary monk can make an additional attack at their highest base attack bonus whenever they make a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. A legendary monk cannot benefit from other abilities or effects which would grant additional attacks while using flurry of blows except haste effects, the Two-Weapon Fighting feat, or the additional strike qi technique.
Qi (Su) 4 points At the start of each day, a legendary monk gains a number of qi points equal to their Wisdom modifier (minimum 1). A legendary monk spends qi to accomplish qi techniques and regains qi in the following ways: Combat Maneuver, Killing Blow.
Qi Techniques A legendary monk can spend the listed number of qi points to activate the following effects. Qi techniques which require 0 qi points are active as long as the legendary monk has 1 or more qi points. The saving throw for all qi techniques is 10 + 1/2 the legendary monk’s level + their Wisdom modifier, and their caster level is equal to their legendary monk level:
0 qi points Athletics (Ex), Bladed Knuckle (Ex), Qi Strike (Su), Near Miss (Ex)
1 qi point Restoring Life
2 qi points Additional Strike
Unarmed Strike (unarmed combatant) At 1st level, a legendary monk gains Improved Unarmed Strike as a bonus feat. A legendary monk can apply their full Strength bonus on damage rolls for all their unarmed strikes. A legendary monk can choose to deal nonlethal damage with no penalty on their attack roll. A legendary monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
AC Bonus When unarmored and unencumbered, the legendary monk adds their Wisdom bonus to their AC and their CMD. In addition, a legendary monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four legendary monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the legendary monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.
Path of Mastery Path of the Mountain: Legendary monks who use pure power and might to accomplish their goals, adherents of this path are those who value strength above all else.
Mountain’s Might (DR/8 Magic) The legendary monk gains damage reduction (magic) equal to their Strength modifier + ¼ their class level. This damage reduction cannot exceed their class level. At 12th level, this instead becomes damage reduction (adamantine and magic).
Stunning Fist At 2nd level, the legendary monk gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. At 4th level, and every four levels thereafter, the legendary monk gains the ability to apply a new condition to the target of their Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the legendary monk can choose to make the target mute and blind for 1 minute. At 8th level, they can make the target staggered for 1d3+1 rounds. At 12th level, they can make the target nauseated for 1d3+1 rounds. At 16th level, they can paralyze the target for 1d3+1 rounds. At 20th level, they can permanently petrify the target.
Two Weapon Fighting (Ex) Legendary monks gain the Two-Weapon Fighting feat, even if they do not meet the prerequisites for it.
Evasion If a legendary monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a legendary monk is wearing light armor or no armor. A helpless legendary monk does not gain the benefit of evasion.
Legendary Monk Arts At 2nd level and every two levels thereafter, a legendary monk can select one legendary monk art.
Harrying Dodge (Ex) When the legendary monk is targeted by an attack, the legendary monk gains a dodge bonus equal to their Wisdom modifier (this bonus stacks with the AC bonus class feature) against that attack. If it misses, the legendary monk can move up to 5 feet in any direction. At the beginning of their turn, the legendary monk can move back to the space they previously occupied before using this qi technique. At 8th level, they can instead move 10 feet, and at 16th level, they can move 20 feet. If the legendary monk has the bare hand block qi technique, if they successfully deal damage with that qi technique, they can move as though they had dodged an attack with this qi talent.
Diamond Soul (Ex) The legendary monk gains a +2 bonus on saving throws against spells, spell-like abilities, and abilities. At 8th level and again at 16th level, this bonus increases by 1.
Bare Hand Block (Ex) When an opponent makes a melee attack against the legendary monk, they can spend 1 qi point to attempt to parry that attack. The legendary monk makes an attack roll as if they were making an attack of opportunity. If their result is greater than the attacking creature’s result, the creature’s attack automatically misses. The legendary monk must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if they have at least 1 qi point, the legendary monk can as an immediate action make an attack against the creature whose attack they parried, provided that creature is within their reach. Once per round, If the legendary monk makes a successful attack with this qi talent, the legendary monk is treated as though they have made an additional successful attack for the purpose of being able to use a combo strike.
Distant Strike (Su) Distant Fists (Su): As a free action, for a number of rounds equal to 1/2 the legendary monk’s level + their Wisdom modifier, the reach for the legendary monk’s unarmed strikes increases by 5 feet.
Style Feat (Ex) [dragon style, dragon ferocity] At 2nd level and every four levels afterwards, the legendary monk gains a bonus style feat or a combat feat which has a style feat as a prerequisite. The legendary monk must meet the prerequisites for these feats. The legendary monk can spend 1 qi point to start their stance (or stances at 11th level) as a free action.
Fast Movement At 3rd level, a legendary monk gains an enhancement bonus to their land speed, as shown on Table: Legendary Monk. A legendary monk in armor or carrying a medium or heavy load loses this extra speed.
Combat Qi (Ex) At 5th level, whenever a legendary monk rolls initiative, they gain 1 temporary qi point in addition to their normal qi pool. Temporary qi points are spent first and last for 1 minute or until spent. Once a legendary monk has gained temporary qi from this class feature, they cannot do so again for 5 minutes. At 9th level and every four levels thereafter, this ability grants an additional temporary qi point upon rolling initiative.
Combo Strikes At 3rd level, a legendary monk can unleash a more powerful blow through the power of accrued momentum. A combo strike can be substituted for any attack made with the legendary monk’s full base attack bonus while using the flurry of blows class features. Combo strikes require a certain number of successful unarmed attacks, combat maneuvers, or near misses with unarmed strikes being made before it can be used. The saving throw for all combo strikes is 10 + 1/2 the legendary monk’s level + their Wisdom modifier.
One Hit
Distracting Strike (Ex) Creatures damaged by this attack take a penalty to attack rolls they make equal to the legendary monk’s Wisdom modifier for 1 round. At 10th level, this penalty lasts for 2 rounds.
Dual Strike (Ex) The legendary monk can select two different creatures within their reach when making this attack, rolling their attack against both. If both attacks are successful, they deal additional damage equal to the legendary monk’s Wisdom modifier. At 8th level, this additional damage is increased to two times their Wisdom modifier.
Maximum Impact (Ex) If this attack is successful, all of the variable numeric effects of your weapon damage roll are maximized. This excludes additional damage dice from sources such as a flaming enhancement or class features like sneak attack. At 10th level, it also deals an additional 50% damage (which is also maximized).
Piercing Swing (Ex) This attack targets a creature’s touch armor class. At 10th level, if this attack was successful, the next attack the legendary monk makes before the end of their next round also targets a creature’s touch armor class.
Unbalancing Blow (Ex) Creatures damaged by this attack take a -2 to their armor class and Reflex saving throws for a number of rounds equal to the legendary monk’s Wisdom modifier. At 8th level, this penalty increases to -3.
Two Hits
Armor Cracker (Ex) If this attack is successful, the target has any damage reduction, energy resistance, or hardness it possesses reduced by an amount equal to the legendary monk’s Wisdom modifier (minimum 1) for 5 rounds. At 12th level, this reduction is now equal to two times the legendary monk’s Wisdom modifier.
Bolstering Blow (Ex) If this attack is successful, the legendary monk gains temporary hit points equal to 1/2 their class level + their Wisdom modifier (these temporary hit points do not stack with each other).
Foot Stomp (Ex) If this attack is successful, and the legendary monk ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the legendary monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the legendary monk. Alternatively, it can attempt a combat maneuver check (against the legendary monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leg Sweep (Ex) If this attack is successful, the target must make a successful Reflex saving throw or fall prone.
Shielding Swing (Ex) If this attack is successful, the legendary monk gains concealment against the creature they damaged with this combo strike until the end of that creature’s next round. At 12th level, they instead gain total concealment.
Three Hits
Absorption Technique (Su) If this attack is successful, the legendary monk gains a +4 morale bonus to one of their physical ability scores (Strength, Constitution, Dexterity) for 1 minute while the creature they damaged takes a -4 penalty to that score for the same duration.
Forceful Fist (Ex) If this attack is successful, you may move a target that is up to one size category larger than you 5 feet in any direction. At 10th level, and every 3 levels thereafter the maximum size category of creature that can be affected by this combo strike increases by one. This movement does not provoke attacks of opportunity unless the legendary monk possesses the Greater Bull Rush, Greater Drag, or Greater Reposition feats.
Draining Strike (Su) If this attack is successful, the legendary monk heals an amount of hit points equal to 1/2 the damage caused to a creature by this combo strike. At 10th level, they instead heal an amount of hit points equal to the full damage caused by this combo strike. This combo strike may not be used against helpless creatures or creatures with fewer Hit Dice than half the legendary monk’s character level.
Violent Whirlwind (Ex) When making this attack, target all creatures within your reach, using the same attack roll for each one.
Still Mind (Ex) At 4th level, a legendary monk gains a +2 bonus on saving throws against enchantment spells and effects.
Skill Unlock (Ex) At 5th level, a legendary monk gains the Signature Skill (Acrobatics) feat; this does not count against the normal limit of being able to select that feat a single time.
Flurrious Mobility (Ex) At 6th level, whenever a legendary monk uses their flurry of blows class feature, they can move up to half of their speed afterwards as a free action. Any creature damaged by their flurry of blows cannot make an attack of opportunity against the legendary monk for this movement.
—————


backstory:
Alexandros had chosen his own name at the age of 10. Before this he had only been known as the Orphan. It was a thing that he hated. He had never known either of his parents. His mother had died giving birth to him, something that bullies used against him, calling him mother killer. His father was a mystery to him, getting his mother pregnant and never being seen again. He had his suspicions but none would come forward to take and responsibility for him. That was the other problem, his father was one of the gods. Believed to reside on Mt Olympus, the gods played their games among themselves and among mortals who got caught up with it. Alexandros had not asked to be caught up in the god's business and he sometimes thought a simpler life would be better.

It could never be so for him. Having a deity for a father, present or not, had consequences that could not be ignored. All around him his whole life he had only known the grand halls and streets of Olympia. But he had never belonged to any group, cult, organisation or temple. All had rejected him because of his mystery parentage, or denied he even had special privilege to be there. How he was brought to Olympus is also unknown to him, leaving many shadows covering his important past. He would not be discouraged though. The harder others harassed him the harder he pushed back. This eventually caused a few too many waves until finally, on his 18th birthday, he was exiled from Olympus, told never to return.

He woke up at the foot of Mount Olympus back on earth. He decided that he must make his own path and that would not be any path that a god or their agents had chosen for him. He sought and after great difficulty found another portal. This one not to Olympia but to a completely new and strange place with many strange and magical creatures and different gods that he had never heard of. A new place where no one knew who he was. With no one around to constantly pull him down he saw that he could create a great name for himself, his own name, free of all other influences. Nothing could be attributed to his rise but his own divine talent. He forswore wealth, possessions, weapons and magical items of all kinds. Only the natural talents, learned skills and divine power within him would he rely on.

The World Serpent Inn was the perfect place to learn more and find others like him that had escaped oppressive lives and start anew. He saw a new movement, with him at the center, and it was good. Perhaps one day, could he become a god himself? Why not?

background details and questions:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Aleksandros has had no friends for most of his life and has only had himself to rely on.
2) Aleksandros' father is one of the Greek gods but this being has never come forward to acknowledge him.
3) Aleksandros grew up in the city of the gods Olympia on the plane of Olympus where they usually reside when they are not plotting on earth.
4) Aleksandros' self reliance created a narcissistic personality and he believes he can do anything better than others.
5) Aleksandros has only one possession that he treasures, a bronze amulet engraved with an eagle's head that he wears around his neck that was once his mothers'.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Create his own cult of followers who live lives after his code of honour based around self-improvement and reliance.
2) Be welcomed back into Olympus after gaining enough renown and influential power that they can not ignore.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) His father is Zeus, he found this out when granted an audience. Zeus admitted it privately but would never speak it publicly due to reasons he did not make clear. Aleksandros could not speak it in public either without making powerful enemies with the accusation. None would believe him.
2) He has no idea that his mother is still alive. She abandoned him near the portal at the top of mount Olympus hoping he would be taken in and raised among those like him and has had no contact since. She might hear of his disappearance and worry about him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Brenner is Aleksandros' first new friend in the strange new place and showed him to the Inn. He is also the first to join Aleksandros' movement and hopes that he can use Aleksandros to gain power and wealth for himself in the process.
2) Elrren was one of Aleksandros' teachers that helped him deal with the troubles he faced in a good way. If not for him, Aleksandros could have leaned to an evil alignment rather than his current Neutral.
3) Oktur is another demi-god like Aleksandros, a favoured son of Zeus and the ringleader of those on Olympus that made his life difficult. It would be just like him to discover that Aleksandros is no longer on earth and endeavor to find where he went.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The memory of his first fight will forever stay with him when he successfully defeated a bully. It did not stop them from insulting him but it was seldom that he was physically attacked.
2) The long sought audience with the king of the gods, Zeus himself, was disappointingly short. He disliked most gods for their superior attitudes but after this he hated Zeus.
3) The strange new world after leaving earth filled him with wonder and his mind with thought on the possibilities of what is out there beyond what he has experienced. He wants to see everything there is to see if he can.

Custom Race Based on Human:

RACE: Olympian (20RP)
Olympians are the half-human children of the Greek gods. Most often born to human mothers, though some goddesses have taken human companions also. These often become heroes or villains, legends among mortals due to their divine spark, giving them greater abilities and skills than the average human. Many grow up living among mortals, preferring humans to the constant company of the gods in the lands of the plane of Olympus. Some few grow up among the gods, choosing a patron and even sometimes returning to earth to spread the worship of their patron and increase their influence.

Type:(0RP) Humanoid(human, olympian)
Ability Score Modifiers:(0RP) +2 Dexterity, +2 Wisdom, and –2 Intelligence
Size:(0RP) Medium
Base Speed:(1RP) 40 feet
Languages:(1RP) Common, Olympic. Olympians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Bonus Feat:(4RP) Olympians select one extra feat at 1st level
Skilled:(4RP) Olympians gain an additional skill rank at first level and one additional rank whenever they gain a level
Awareness:(1RP) Olympians gain a +1 racial bonus on all saving throws and concentration checks
Heart of the Mountains:(1RP) Olympians gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude
Piety:(1RP) Olympians gain +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Social Ties:(1RP) Olympians gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat).
Celestial Resistance:(3RP) Olympians gain acid resistance 5, cold resistance 5, and electricity resistance 5
Spell Resistance, Greater:(3RP) Olympians gain spell resistance equal to 11 + their character level

Ready to start the character sheet now. Classes will be Mighty Godling/Legendary Cleric/Flowing Legendary Monk.

I am wondering if there is any pathfinder way to get wisdom to Leadership instead of charisma? I have found a 3.5 feat Divine Leadership which would suit my needs if permitted.


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hmmm this has got me very interested in creating a Godling that becomes mythic and becomes like a minor god and starts giving followers spells through Divine Source.


Jacques swim: 1d20 + 6 ⇒ (12) + 6 = 18
rapier: 1d20 + 5 ⇒ (19) + 5 = 24 damage: 1d6 + 3 ⇒ (6) + 3 = 9
confirm: 1d20 + 5 ⇒ (7) + 5 = 12 not confirmed
With a single stab Jacques finishes off the grindylow that Toby wounded.

katana in water: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 damage: 1d8 + 4 ⇒ (4) + 4 = 8 4 damage
Amuro fights back and wounds the grindylow near him. It decides to flee from its wound but another grindylow surfaces from being hidden in the water and attacks.
spear: 1d20 + 2 ⇒ (3) + 2 = 5

Another grindylow emerges from the narrow, dark passageway next to Earthsong and attacks.
spear: 1d20 + 2 ⇒ (4) + 2 = 6

The two at the other end of the cavern hold their last spear ready.

Round 3
PCs Turn
Battle Map


If I can find enough time to create a character this week, I would be interested in submitting a Paladin/Oracle of Abadar. Not sure on race yet. He will be interested in learning of the old dwarves and their lost secrets and why their great civilization fell.


That's cool. Fortune blessed is a +1. So are we starting at effective 6th level? Then I will create a 5th level halfling cleric.

How does something like this dice seem for a special item? With ancient Greek letters to represent numbers (the higher the number rolled the luckier). So far for an ability I've got focused luck which gives a varying luck bonus to the next D20. I'm brainstorming other more interesting ideas too.

Focused Luck (ex): Once per day as a swift action the dice can be gripped tightly to give an extra bit of luck. The next time a d20 will be rolled that isn't an attack roll, roll a second d20 to indicate the luck bonus that will be added to the first roll. This does not stack with any other luck bonuses the character may have.


It could be fitting for my lucky halfling to have a coin, D20 or deck of cards from the future.


Ok I have come up with an idea that I would really like to play. The halfling Minoans of Crete! The character is a halfling cleric with the luck domain and lucky racials and if possible the fortune blessed if allowed.

The god that is blessing this devoted cleric is Tyche god of fortune, prosperity and destiny.


Still here, almost finished with my character.


Backstory draft for Jaezred Nasadra, drow noble Oracle/Slayer. Character sheet to come.

backstory:

The drow baby screamed as it took its first breath. A single gasp could barely be heard beneath it. How could this be? They had been given assurances by the seers that this child would be a powerful addition to the Nasadra line and instead they got this... pale... thing? Perhaps they had been lied to. Or a curse sent on them from their rivals to stop their eventual return to power. There was surely no level their enemies wouldn't stoop. No, it had been a true vision, confirmed by multiple witnesses. This child meant to be theirs, no matter who tried to sabotage it. Appearance could be altered after all. He would have to be kept hidden for a while, trained as a wizard if he would have any chance at being useful. A dagger quickly slit the midwife's throat. A small shame that it was their most trusted midwife.

"Focus Jaezred! Do you wish more pain? The spell will destroy you if you cannot control it!" Jaezred focused, he focused harder than anyone had ever focused, but he could not seem to get the spell right or make any progress towards mastering wizardry. He was put under more pressure than any of the other students. No special treatment. Given the hardest work. No rest. None of it worked. He was a failure. The spell destabilised and the energy burned him again. He screamed. Laughter mocked him for his failure, his peers sneered and all he wanted to do was hide.He could not do that though, or he would be punished even more for being a coward. Sometimes he thought he could even hear voices in the shadows laughing at him. Sometimes the voices seemed to be talking to him. I'm not crazy, he would tell himself as he tried to ignore them. He pushed them away and refused to listen.

Alone one night as her stared into a mirror, examining the features of his pale, softer elven face, devoid of the usual ash and makeup he was forced to use to hide it from the other drow, he finally broke. He was sure a shadow was moving directly behind him but when he whirled around everything was normal. He shouted at the darkness in the corners, dared it to take him. This was the first time he had acknowledged that something was there and the first time he finally listened. He didn't care anymore if he was crazy because now he had something that understood his struggle. He no longer tried so hard in the direction of study that his family wanted him to follow, instead learning all he could of the shadow realm and its magic. He learnt to use the darkness and the shadows to do almost any spell that he had been unable to complete before. He caught up to his peers and earned his place finally. Now others looked up to and feared him and his strange magic. His power grew, and so did his threat to others in power and he was forced to learn to maneuver and scheme to survive. He became very dangerous, those who crossed him did not last long. It was not long before those truly powerful saw him, not merely the students and peers of his acquaintance.

The family saw his strength and growing abilities and saw him as becoming unguidable and uncontrollable. They could not take the chance that he might ruin their careful plans. After many years of grooming, it was decided to send their best tool away, to fend for itself in the hopes that it came crawling back, begging to return to their favour. Jaezred did not need their favour. Everything the darkness gave him was enough and in his exile he flourished. In dedication to Vhaeraun, who he believed to be his patron, he returned home in secret and murdered 7 of the families priestesses in their temple. He was not detected or caught and was rewarded with an even greater increase to his powers. With this recent message he has left the underdark to temporarily hide on the surface and bide his time for the next move. His odd birth defect came in handy, no one unfamiliar with his race would ever assume his true identity.

"Sometimes a curse is a blessing."


The drow i'm making the backstory now for is open to working for the good or evil group. Surviving in exile you take whoever will help you survive.

He is going to be an oracle/slayer and his 'gifts' will have been secretly given to him from Vhaeraun so he won't exactly be working with any Lloth priestesses or clerics (willingly). So shadow, darkness and illusion based magic.


Getting the drow noble backstory together. Are there any particular drow clans or families that would be most appropriate? I'm thinking maybe one that has fallen but is still reasonably powerful and trying to reclaim power? I though maybe Nasadra, but let me know if I should not choose that one.


Is combat stamina free for all or just fighter and others can take a feat? Are skill unlocks automatic or do we need to take the feats?


Would pretending to be just a normal elf of those almost extinct kinda cause any issues? It could be quite interesting perhaps. Tries to blend in as a normal surface elf but gets tons of weird looks and stands out anyway. Ironic.


I'm going to keep it to one character (because I don't have the time to make 2) that is neutral evil but could be on the good team or the evil team. I would never try to screw with any party members, but a reason to work with good guys is he is disguised as a regular elf for the most part and he will initially view the party members as tools to use to further his goals no matter what 'team' he is on.


Sebecloki wrote:


Like in Eberron, there are a number of different drow societies. The two most prominent ones in this region live in different cities on the western and eastern side of the Blood Sea. One is associated with the Far Realm and pseudonatural powers, Tharizdun, the Elder Eye, Zuggtmoy, and other such horrors.

I'm going to go with the above association with my drow. Since we get plenty of feats to make a caster/martial be strong on both sides I'm going for Oracle/Slayer. Is there an appropriate shadow/darkness "patron" that I could get my Oracle mystery and curse from?


What should I keep in mind regards a Drow Noble character? Families, Houses I should look at being a part of or stay away from? He would be a failed noble, with probably no hope of rejoining Drow society. Some would want to kill him if they recognised him.

The classes I'm considering are Oracle/Slayer or Slayer/Stalker(PoW). The theme is shadows and deception. In the entry for drow noble characters it says: In some cases, a drow noble’s spell-like abilities might vary, although the level of a particular spell-like ability does not. I would like to replace Suggestion with Ancestral Regression. This would be explained in his backstory as a freak genetic throwback which made him seem elven at birth. The only thing that saved him from being killed instantly after birth was his inherent powers of nobility. To rectify his hated elven looks, a cruel experiment was done on him to make him drow-like, but as he grew he learned to control it himself, not that it was any use to him until he fled for the surface to hide.

Effectively this spell lets him look drow or elven on any given day to help him blend in wherever he goes.


rolls:

set 1: 24d6 ⇒ (2, 3, 2, 3, 5, 3, 6, 5, 1, 5, 5, 5, 5, 5, 4, 4, 3, 3, 1, 3, 1, 3, 3, 6) = 86
set 2: 24d6 ⇒ (5, 4, 3, 6, 5, 3, 2, 1, 6, 2, 5, 2, 3, 4, 3, 1, 5, 1, 1, 5, 1, 5, 6, 3) = 82
set 3: 24d6 ⇒ (2, 6, 3, 4, 2, 1, 3, 1, 3, 2, 5, 5, 4, 1, 1, 1, 3, 2, 3, 4, 2, 2, 4, 4) = 68
set 4: 24d6 ⇒ (3, 2, 5, 5, 5, 3, 3, 4, 4, 2, 5, 1, 2, 4, 3, 4, 2, 3, 3, 6, 5, 6, 4, 3) = 87
set 5: 24d6 ⇒ (4, 1, 5, 6, 1, 6, 6, 4, 5, 3, 4, 1, 2, 6, 2, 4, 2, 2, 4, 1, 3, 4, 4, 1) = 81
set 6: 24d6 ⇒ (2, 4, 4, 3, 1, 6, 5, 6, 1, 2, 5, 6, 1, 6, 5, 1, 3, 3, 6, 2, 4, 4, 2, 1) = 83
set 7: 24d6 ⇒ (6, 6, 2, 6, 5, 3, 5, 6, 3, 3, 4, 3, 1, 2, 1, 6, 3, 5, 1, 2, 2, 1, 3, 6) = 85
set 8: 24d6 ⇒ (1, 6, 5, 6, 1, 6, 1, 5, 2, 4, 3, 4, 3, 1, 4, 4, 6, 5, 3, 3, 2, 2, 3, 6) = 86
set 9: 24d6 ⇒ (3, 2, 1, 5, 1, 3, 1, 2, 3, 6, 3, 6, 1, 3, 6, 3, 5, 3, 2, 6, 1, 4, 6, 4) = 80
set 10: 24d6 ⇒ (4, 3, 5, 5, 3, 2, 6, 4, 5, 4, 4, 6, 1, 2, 4, 6, 3, 6, 2, 1, 2, 5, 6, 6) = 95
Set of Destiny: 24d6 ⇒ (4, 6, 5, 1, 6, 4, 1, 3, 6, 6, 6, 1, 1, 2, 1, 5, 2, 6, 6, 1, 1, 6, 4, 2) = 86
set 12: 24d6 ⇒ (4, 5, 4, 3, 3, 6, 4, 6, 5, 2, 2, 1, 6, 3, 1, 5, 3, 1, 1, 4, 3, 4, 6, 6) = 88
reroll chosen set 1's: 7d6 ⇒ (3, 1, 5, 6, 3, 2, 5) = 25

4, 6, 5, 1, 6, 4, 1, 3, 6, 6, 6, 1, 1, 2, 1, 5, 2, 6, 6, 1, 1, 6, 4, 2, 3, 1, 5, 6, 3, 2, 5
So we got 9 6's and 4 5's.

18,18,16,16,14,10

Still tossing up whether I want to try a drow or not.


Ah boy. How can I not apply to a game where I might have a chance to play a drow noble sorcerer. Want to be shadow/darkness focused.


Definitely going to try to get a character together for this. Good Lord those arrays are in the toilet though...


Must be almost time then.


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"Hello, you can refer to me as Magnus, Tome of Spells. No no. Tome of all Spells and Incredible Knowledge. Now you may have noticed it has been a while since you have seen our great master, may she live forever. So until such time as she returns, I have assumed stewardship over her domain. Any questions?"

Magnus, Tome of Spells:

Intelligent Enlightened Savant Animated Spellbook Wizard (Exploiter) 5
N Tiny construct (augmented)
Init +3 Senses lifesense 60 ft., darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 21, touch 13, flat-footed 20 (+1 Dex, +8 natural, +2 size)
hp 5+ (1d10+5d6)
Fort +1, Ref +2, Will +7 (+4 vs. enchantment)
Defensive Abilities hardness 15, deductive leap, uncanny dodge; Immune Construct Traits
Weaknesses fire vulnerability, susceptible to mind-affecting effects

OFFENSE
Speed 15 ft., fly 30ft.
Melee slam +2 (1d2-3), touch +6
Ranged spell +6
Special Attacks mind thrust (10/day), combat insight

Spell-like Abilities (CL 6th, concentration +14)
10/day—mind thrust III (DC 23)
3/day—mind probe (DC 23), mindlink (DC 19)
1/day—mental block (DC 20)

Wizard Spells Prepared (CL 5th; concentration +13)
3rd— 1 + 2 bonus
2nd— 2 + 2 bonus
1st— 3 + 2 bonus
0 (at will)—detect magic, mage hand, mending, light, prestidigitation

STATISTICS
Str 4, Dex 12, Con -, Int 27, Wis 16, Cha 11
Base Atk +3 CMB -2 CMD 9
Feats Ability Focus (mind thrust) [base], Blind-Fight [savant], Scribe Scroll [wizard], Toughness (+6hp) [1st], Extra Exploit (Dimensional Slide) [3rd], Spell Penetration [5th], Fast Study [bonus 5th]
Traits Greater Adept of the Society, Reactionary
Skills item HD (1x2) + wizard (5x2) + int(6x8) + background(6x2) = 72 ranks; *=class skill
Acrobatics +1 (0 ranks, +1 Dex)
Appraise* +8, (0 ranks, +8 Int)
Bluff +0, (0 ranks, +0 Cha)
Climb -3, (0 ranks, -3 Str)
Craft* +8, (0 ranks, +8 Int)
Diplomacy +0, (0 ranks, +0 Cha)
Disable Device* +1, (0 ranks, +1 Dex)
Disguise +0, (0 ranks, +0 Cha)
Escape Artist +1, (0 ranks, +1 Dex)
Fly* +14, (6 ranks, +3 class, +1 Dex, +4 size)
Handle Animal +0, (0 ranks, +0 Cha)
Heal +3, (0 ranks, +3 Wis)
Intimidate +0, (0 ranks, +0 Cha)
[b]Knowledge (arcana)*
+17, (6 ranks, +3 class, +8 Int)
Knowledge (dungeoneering)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (engineering)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (geography)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (history)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (local)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (nature)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (nobility)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (planes)* +17, (6 ranks, +3 class, +8 Int)
Knowledge (religion)* +17, (6 ranks, +3 class, +8 Int)
Linguistics* +8, (0 ranks, +8 Int)
Perception +3, (0 ranks, +3 Wis)
Perform +0, (0 ranks, +0 Cha)
Profession* +3, (0 ranks, +3 Wis)
Ride +1, (0 ranks, +1 Dex)
Sense Motive +3, (0 ranks, +3 Wis)
Sleight of Hand +1, (0 ranks, +1 Dex)
Spellcraft* +17, (6 ranks, +3 class, +8 Int)
Stealth +9, (0 ranks, +1 Dex, +8 size)
Survival +3, (0 ranks, +3 Wis)
Swim -3, (0 ranks, -3 Str)
Use Magic Device* +8, (0 ranks, +8 Int)
Racial Skill Bonuses A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Device untrained.
Languages common + int, telepathy 100 ft.
SQ ego 7, 4 construction points (mithral), artificial soul, phrenic stone, skill mastery, home advantage +4, arcane reservoir 5/8 points, exploits (quick study, potent magic, dimensional slide 50ft.)

ANIMATED ITEM ABILITIES
Construction Points (4: 1 normal + 1 flaw + 2 extra) Animated objects have a number of Construction Points (CP) used to purchase abilities and defenses in addition to those presented above. A tiny animated object has 1 CP. If an animated object spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent.
Mithral (Ex) The object is made of mithral. Its hardness increases to 15 plus a +4 increase to natural armor.
Flammable (Ex) The object gains vulnerability to fire.

INTELLIGENT ITEM ABILITIES using wealth by level
Unused Wealth 500gp
Item Power (Fly 30ft.) Item can fly, as per the spell, at a speed of 30 feet. Cost: 10,000 gp; Ego Modifier: +2
Intelligent Item Purpose Defend the servants and interests of the creator. Ego Modifier: +2

ENLIGHTENED CONSTRUCT ABILITIES
Susceptible to Mind-Affecting Effects (Ex) An enlightened construct is susceptible to mind-affecting effects, even though it is a construct. Although they can be magically charmed or compelled, enlightened constructs are particularly resistant to enchantments and receive a +4 bonus on Will saves to resist these effects.
Mind Thrust III (Sp) 10/day An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct’s Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice.
Spell-Like Abilities (Sp) 1HD Mindlink 3/day, 3HD Mental block, 5HD Mind probe 3/day, 7HD Telekinesis 3/day, 9HD Dimensional lock 3/day, 11HD Dimension door 3/day, 13HD Mass synesthesia, 15HD Antimagic field, 17HD Telekinetic storm, 19HD Power word kill. An enlightened construct gains a number of spell-like abilities set by its Hit Dice. It gains the spell-like abilities listed in the entry for its Hit Dice, as well as all listed spell-like abilities for prior entries. Unless otherwise noted, each ability is usable 1/day. The caster level for these abilities is equal to the enlightened construct’s Hit Dice (or the caster level of the base construct’s spell-like abilities, whichever is higher). The DC for a saving throw against the enlightened construct’s spell-like ability is equal to 10 + the spell’s level + the enlightened construct’s Intelligence modifier.
Artificial Soul (Su) Though not the true soul of a living creature, the enlightened construct’s artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, the enlightened construct is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Phrenic Stone (Su) An enlightened construct has a stone infused with supernatural mental energy embedded into its head or chest that is the source of its awakened intellect. If an enlightened construct is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct, using the same cost as augmenting a new enlightened construct (see Construction below). When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

SAVANT CREATURE ABILITIES
Deductive Leap (Ex) Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.
Uncanny Dodge (Ex) This ability functions identically to the rogue ability. If a savant gains uncanny dodge from a class level or another template, it instead gains improved uncanny dodge.
Combat Insight (Ex) Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.
Skill Mastery (Ex) A savant chooses ten skills when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.
Home Advantage (Ex) A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).

WIZARD ABILITIES
Favoured Class (Wizard) +4hp Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
Human Favoured Class Bonus Spells (1 2nd lvl spell) Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.
Arcane Reservoir (Su) 5/8 points/day At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
Quick Study (Su) The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Dimensional Slide (Su) 50ft. The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Bonus Feats (1 feat) At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.


Backstory:

Magnus, Tome of Spells, is an accident. It was the primary spellbook of the great master and creator, Lucian Aldor, may she live forever. Its earliest memories are that of a simple animated book, created to make the creator's day easier, opening to the page the creator wished to read from or write on as directed by the will of the creator. It had no thoughts at this time, merely the memory of carried out actions. The creator wanted more convenience and to not have to cast an animate object spell every time she needed to work with her spellbook for extended periods of time, so she decided to use a permanency spell so she could easily and with the smallest effort, interact with her spellbook. There were unintended consequences from the permanency spell however. A part of her was imprinted on the spellbook, giving it intelligence and thoughts. The chances of such a thing randomly happening are so remotely small. The creator was very surprised, but saw the benefits of this anomaly and gave it a purpose. She named it Magnus, meaning 'Great', despite it being only 1.5 ft. tall.

Magnus' purpose was all consuming. All it desired was whatever the creator commanded. There were more unexpected surprises in store. Though Magnus' thoughts were dedicated solely to the creator's commands, intelligence sometimes makes surprising choices where an automaton would never deviate. Magnus learned. When the creator practiced and used magic, it watched and remembered. Drawing upon the complex rituals and knowledge inscribed upon its own pages, Magnus taught itself cantrip after cantrip, everything that would allow it to better serve the creator. The creator was delighted and wished to use Magnus to effectively double the amount of magic she could do, but its ability was limited to only the most minor magics, cantrips. Stronger and more complicated magic was too much for its still limited intelligence.

Deciding to enlighten Magnus, the creator studied the ways of construct crafting and through great expenditure and effort bound a powerful phrenic stone into its hardcover. Magnus was finally able to live up to its name, learning more powerful spells, given responsibilities and an expanded mission to manage and defend all of the creator's interests which it took to with single-minded purpose.

It was a sad day when the creator no longer was there to instruct it. Magnus soon realised that Lucian, may she live forever, could not truly be dead. Magic was the answer to all problems that it had dealt with so far, so there must be some magic Magnus could learn to bring the creator back. It might take much time to find and master the right ritual. In the meantime, there were many things it was still responsible for. It would not do to let the creator's creatures and possession go uncared for and unprotected. They were all simple creatures, compared to such an advanced intelligence as Magnus' and must be managed carefully as always.


About Magnus:

• Dimensions: height 18 inches x width 12 inches x depth 4 inches.
• Weight: 12 pounds.
• Hardcover: Mithral-bound leather with locking clasp.
• Pages: 1000 pages, many full of all the known spells that Lucian added to it and many more empty pages.
• Decoration: The mithral cover is completely engraved with arcane and geometrical diagrams and formulas. A 2 inch diameter, cut phrenic stone is set into the cover. The stone changes colour based on Magnus' mood.
• Personality: A no-nonsense attitude who expects instructions to be carried out properly and straight away, just like it always did for the creator; A little quirky and self important.
• Values: All of the creator's material possessions must be protected until she comes back. From the largest creature down to the smallest ink drop they are all valuable. What happens to anything else is inconsequential. Superior intelligence realises saving the world is the only way to truly fulfill this purpose.
• Likes: Discovering new knowledge; Seeing a job done right; Adventurers leaving them alone; The feeling of overcoming something thought insurmountable.
• Dislikes: Harm coming to the creator's possessions; Meddling adventurers!; Being ignored.
• Goals: Bring the creator back home by any means necessary; Find or create an assistant that can help split the work;

About me:

I have been playing pathfinder for over 10 years, on the forums here for not quite that long. Plenty of rules knowledge, I always check something works the way I think if I haven't ever used it before. I am running several games at the moment and playing in several. The most fun thing for me is the story-building and trying to portray what a character is going through . Rolling big numbers is a close second.


Yea I'm fine with that actually. I get a bit stuck on rules sometimes. I will have the character done this weekend. With enlightened construct and savant creature it will still be an awesome wizard with a ton of skills.


Think of the same logic of a CR 1 creature taking a -1 CR template. It is not CR 0 but CR 1/2. So the reverse of a CR 1/2 taking a +1 template is CR 1 not 2. And I don't think an advanced Atomie is the same challenge as an advanced Mite though you would say they are both CR 2? I also found This post that would say otherwise if something from James Jacobs carries any weight.

Anywho, my rules-lawyer voice will shut up and get on with character creation before you decide I'm more trouble than is worth considering. Gaining extra Construction points would be allowed to make the base animated object a CR 1? Then choosing templates? I really am keen on playing a spell book.


Wait I am a little confused because I didn't see anything in your build rules about this CR thing. I get the fractional BAB, saves and such round down. And if an ability says half your HD it rounds down. Simple. PC's round down, enemies round down, enemy damage gets rounded down if say a PC's reflex save halves it. None of this is about what 'punishes' the PC since it punishes everyone equally.

So how is this related to Monster CR? Monster CR has a built in scale with 1/8 as the weakest creatures going up a step at a time (CR 1/8 is 5 CR below CR 1). At least when calculating an Encounter's CR it is based on the total XP that can be gained by defeating the encounter, with CR also being rounded down if there isn't enough XP from monsters to reach the next CR.

Basically it left a bad taste when you said a weaker creature (CR wise) is treated as a stronger one 2 CR above it just because it is a PC. Could you perhaps tell me why you made that a rule?


Ok. So here's a more concrete idea. Animated Object (tiny) as a spell book with the Flammable flaw giving it 2 unspent construction points reducing its CR by one to CR 1/3, needing 6 CR increases to reach CR 5. Being an intelligent item brings its mental stats up to 10 (I will spend most of WBL on intelligent item abilities instead of magic items, starting with getting a Fly Speed (10,000gp) and Speech (500 gp).

Then the templates Enlightened Construct +2 CR (gives it 16 Intelligence and 2d6 + 10 ⇒ (4, 1) + 10 = 15 Charisma), Alacritous Creature +2 CR and Savant Creature +2 CR (increase Intelligence to 26, Wisdom to 16 and reduces Charisma to 11) will make it CR 5 and able to be a great wizard with lots of skills (12 ranks per level) but with Strength 4 and Dexterity 12 so will not shine physically (but that's what others are for).

Backstory to come. The gist is it considers itself very special in that the wizard made it rather smart and trusted it with all his spells. It has a personal quest to find a spell powerful enough that could bring back its Master (doesn't matter if this never comes to fruition in the game). If there's anything that should influence this backstory let me know.


Sweet. Would being the old wizard's spell book be an allowable backstory?

I'm not sure how much gold I can spend on creating the intelligent item. I'm looking at several templates to add to it though. Alacritous creature, Enlightened construct and Savant. If any of those can be applied I'll also have 5 levels of wizard.


What would you say to an intelligent item? I was thinking an animated object (construct). Being a spellbook that can cast the spells inside itself. Animated objects have low mental stats so if we made it intelligent that could fix the ability to cast spells issue. And it could easily cast mending to fix itself of damage.


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I thought the exact same thing about playing a ranged goliath character. Anyway I will go for something different.

I think a young shaman learning Seiðr would fit perfectly in this setting, and a ravenfolk too.


If she finds Varnhold empty, with Knowledge (Geography) she could know where to go to find answers (in Greenwatch for example) on where everyone could have gone. She could be one of the first ones bearing news of the disappearance?

Finished Submission

Delilah the Neutral Female Aasimar Druid (Menhir Savant) of the Green Mother.
If she can get the attention of the Green Mother, perhaps she will be granted Cleric powers by her god as a gestalt class.
There are connections in her backstory to bandits and fey creatures of the forests that helped her learn about herself. I would also like to change the Aasimar starting language from Celestial to Sylvan if that is acceptable.

Link to Dice Rolls +2 wis/cha from race, +1 int from level 4, +2 wis from headband.

For Aasimar, there is a variant ability table that can replace the regular spell-like ability. If allowed to use that, can I choose an ability? Or would you make me roll? If I can choose it would be thematic to my character. I have some below that I would choose from, as well as a roll just in case.

Variant Abilities and Physical Features: GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability.
1d100 ⇒ 9 - You gain an additional +2 racial bonus to your Strength score. (cool, no penalty for me)
OR I choose from:
19 - Once you’ve reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time. (being a beautiful part-fey, seems cool but mechanically worthless as she is only in her 20's now)
39 - You can mimic the sound of any animal perfectly. (fits quite well for a druid I thought)
74 - Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. (goes with the seductress theme, could create some cool/funny/awkward moments)

Character Sheet:

Delilah
female aasimar druid (menhir savant) 6
neutral medium outsider (native)
Init +2; Senses Darkvision 60ft., Perception +17
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 55 (6d8+12)
Fort +7, Ref +5, Will +11 +4 vs. fey and spells targeting plants, 1/day reroll
Defensive Abilities acid/cold/electricity resist 5
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Offense
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Speed 30 ft.
Melee +6
Ranged +6
Special Attacks place magic 8/day, wild shape 2/day
Spells Prepared (CL 6th; concentration +12)
3rd— 3 slots
2nd— 5 slots
1st— 5 slots
0 (at will)— 4 slots
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Statistics
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Str 8, Dex 14, Con 13, Int 12, Wis 22, Cha 16
Base Atk +4; CMB +3; CMD 13
Feats Spell Focus (Conjuration), Augment Summoning, Natural Spell
Traits Rostlander (Campaign), Deft Dodger (Combat), Beast of the Society (Magic), Lessons of Faith (Religion)
Drawback Hedonistic
Skills (4c+1int+2bg/level = 24c+6int+12bg): * = druid class skill, ~ = cleric class skill, ^ = background skill
Acrobatics + (0 ranks, +2 Dex) (0 ACP)
~Appraise^ +, (0 ranks, +0 Int)
Bluff +, (0 ranks, +3 Cha)
*Climb +, (0 ranks, -1 Str) (0 ACP)
*Craft (plot armour)^ +9001, (8998 ranks, +0 Int) only joking
~Diplomacy +5, (0 ranks, +3 Cha, +2 race)
Disable Device +, (0 ranks, +2 Dex)
Disguise +, (0 ranks, +3 Cha)
Escape Artist +, (0 ranks, +2 Dex)
*Fly +11, (6 ranks, +2 Dex)
*Handle Animal^ +12, (6 ranks, +3 Cha)
*Heal +11, (2 ranks, +6 Wis)
Intimidate +, (0 ranks, +3 Cha)
~Knowledge (arcana) +, (0 ranks, +0 Int)
Knowledge (dungeoneering) +, (0 ranks, +0 Int)
Knowledge (engineering)^ +, (0 ranks, +0 Int)
*Knowledge (geography)^ +5, (2 ranks, +0 Int)
~Knowledge (history)^ +, (0 ranks, +0 Int)
Knowledge (local) +, (0 ranks, +0 Int)
*Knowledge (nature) +5, (2 ranks, +0 Int)
~Knowledge (nobility)^ +, (0 ranks, +0 Int)
~Knowledge (planes) +, (0 ranks, +0 Int)
~Knowledge (religion) +, (0 ranks, +0 Int)
~Linguistics^ +, (0 ranks, +0 Int)
*Perception +17, (6 ranks, +6 Wis, +2 race)
Perform^ +, (0 ranks, +3 Cha)
*Profession (Dancer)^ +15, (6 ranks, +6 Wis)
*Ride +, (0 ranks, +2 Dex)
~Sense Motive +12, (6 ranks, +6 Wis)
Sleight of Hand^ +, (0 ranks, +2 Dex) (0 ACP)
*Spellcraft +0, (0 ranks, +0 Int)
Stealth +, (0 ranks, +2 Dex) (0 ACP)
*Survival +15, (6 ranks, +6 Wis)
*Swim +, (0 ranks, -1 Str) (0 ACP)
Use Magic Device +, (0 ranks, +3 Cha)
Languages Common, Druidic, Elven, Celestial
SQ nature bond (tiger companion), spirit sense (undead, fey, outsiders and astral, ethereal, or incorporeal creatures)
Combat Gear Masterwork Darkwood Quarterstaff (340gp), Masterwork Lamellar (Dragonhide) Armour (420gp), 290gp
Other Gear Sleeves of Many Garments (200gp), Druid's Vestment (3,750gp), Pearl of Power [1st] (1,000gp), Headband of Inspired Wisdom +2 (4,000gp), Boots of the Cat (1,000gp)
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Racial Abilities
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Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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Druid Abilities
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Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Good Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (The Green Mother is Neutral Evil). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Nature Bond (Ex) Tiger Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Spirit Sense (Sp) At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
Place Magic (Su) 8/day At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.
Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su) 2+1/day At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

Backstory:

Delilah looks a little different than a regular human. Her ears are slightly pointed, her blue eyes almost seem to glow, dark glossy hair flows over her slender frame to her waist with skin of a pale blue tinge.

Before she was born, her father, Derrin, had a secret tryst with a fey woman. He had been charmed to follow her and give her a child. A year later a baby wrapped in blankets showed up on his family's doorstep. Neither his wife or children suspected a thing, adopting the baby to care for it despite its strange features. Derrin suspected, seeing the familiarity in the baby with that of the fey he remembered. As she grew, suspicions mounted when his wife noticed similarities between Delilah and her father, eventually ending in an emotional confrontation that saw Delilah sent away, being disowned. The young teenager had lost everything and fled from Varnhold into the wilds of the river kingdoms.

In the wild all alone, she was shadowed by a fey, protected from the dangers. This fey was her half-brother and took the form of a tiger and became her companion until such time as she would be able to fend for herself (will retrain animal companion whenever she achieves gestalt). Together they roamed, largely staying clear of settlements, interacting only when necessary, surviving the bandits and creatures and other fey of the forests. A wandering druid she became friends with also helped her to survive. Seeing her connection to nature through the fey, he helped her train her gifts and taught her the secrets of druidism and passed on to her his dragonhide armour.

Years later, Delilah was now a beautiful young woman. She had learned much about the fey and had found a certain resonance in herself with the Green Mother. She grew tired of being alone and decided she would associate with people more often, disregarding her half-brother's reluctance. She headed for her father's home village of Varnhold, intending to confront her estranged family and found only a ghost town.


Bring it on. Good luck to everyone, and cheers to a well-planned and thought out story-telling.


Female Aasimar Druid (Menhir Savant) 5 of the Green Mother
Neutral Evil Medium Outsider (Native)

Aasimar Druid who worships The Green Mother, a fey Eldest. Flavouring Aasimar to be a fey influence rather than celestial heritage (no mechanical changes). Will gestalt to Cleric when I can, if the Green Mother deigns to notice her devotion. Could go neutral, or neutral evil, in truth it will mostly be more neutral but certainly bordering evil. Emulating the Green Mother, she will be a seductive manipulator, seeking to learn people's secrets and use them for her own or the kingdom's purposes. Starting off she seems neutral, but interacting with society she will develop her true personality. I see her taking leadership for the kingdom building and perhaps forming and leading a guild of courtesans that use their skills to gather information on nobles and other influential people for schemes involving manipulation, blackmail and political maneuvering. The main evil part is that she enjoys the 'game of houses' and asserting control on others for her benefit (and the kingdom's). Regular adventuring would be quite normal and she would fit in seamlessly.

Happy to answer any questions.

Backstory:

Delilah looks a little different than a regular human. Her ears are slightly pointed, her blue eyes almost seem to glow, dark glossy hair flows over her slender frame to her waist with skin of a pale blue tinge. She wears clothes that match the greens and browns of the land.

Before she was born, her father, Derrin, had a secret tryst with a fey woman. He had been charmed to follow her and give her a child. A year later a baby wrapped in blankets showed up on his family's doorstep. Neither his wife or children suspected a thing, adopting the baby to care for it despite its strange features. Derrin suspected, seeing the familiarity in the baby with that of the fey he remembered. As she grew, suspicions mounted when his wife noticed similarities between Delilah and her father, eventually ending in an emotional confrontation that saw Delilah sent away, being disowned. The young teenager had lost everything and fled from Varnhold into the wilds of the river kingdoms.

In the wild all alone, she was shadowed by a fey, protected from the dangers. This fey was her half-brother and took the form of a wolf and became her companion until such time as she would be able to fend for herself (will retrain animal companion whenever she achieves gestalt). Together they roamed, staying clear of settlements for the most part, unless by necessity.

Years later, Delilah was now a beautiful young woman. She had learned much about the fey and had found a certain resonance in herself with the Green Mother. She grew tired of being alone and decided she would associate with people more often, disregarding her half-brother's reluctance. She headed for her father's home village of Varnhold, intending to confront her estranged family and found only a ghost town.

She is now trying to find out what happened and if possible help get them back.


5d6 - 2 ⇒ (1, 1, 6, 4, 4) - 2 = 14
5d6 - 3 ⇒ (5, 2, 5, 3, 1) - 3 = 13
5d6 - 3 ⇒ (3, 5, 2, 1, 3) - 3 = 11 take 3
5d6 - 5 ⇒ (2, 5, 5, 5, 3) - 5 = 15 add 3
5d6 - 2 ⇒ (2, 3, 1, 1, 2) - 2 = 7
5d6 - 3 ⇒ (2, 4, 2, 1, 5) - 3 = 11
5d6 - 4 ⇒ (4, 1, 4, 6, 3) - 4 = 14

str 8, dex 14, con 13, int 11, wis 18, cha 14

I'll just leave this here. Going to create an Aasimar Druid who worships The Green Mother, a fey Eldest. Will gestalt to Cleric when I can. Will be Neutral if Neutral Evil is a problem.


Roll20 is pretty good, It's what I use for my maps. I screenshot the current fight and upload to Imgur because i've had players in the past not able to use roll20 or unwilling to create an account and login regularly to move their token. So a quick link is easy for everyone to click and see what's happening.

Having read more about the Houses, I will change the bank idea to the Hosteler's guild and Maximilian will be a location scout. I cannot find if there is an inn or anything owned by the house in Sylbaran. If not that could be the reason he was sent there.


I see. I am quite new to Eberron so reading a lot of new stuff is the reason for holes in my story. Would it work better to be a Kundarak bank? Or that would cause problems? The Rajah being a 'leader' type of character could be leading anything. I just thought businessman rather than prince or king. Perhaps being part of the Hostelers guild would be more appropriate. I would change the marital tradition in that case.


It took me longer than I thought and rewriting a couple things to be properly happy with it. I now present Maximilian Florentine Llywelyn of House Ghallanda. Just Max is fine for informal situations. He is a Lawful Neutral Khorvaire Halfling, as opposed to the nomadic Telenta Halflings and has never seen the plains of his ancestors. The bank in his backstory is a creation based on one of the Martial Traditions, The Bank of the Sun which I gave a link for. I made it a halfling bank, if such a thing would make sense. It could be less exclusive too without really changing anything. His class is still Rajah, a very supporty class.

Backstory:

MEMORIES
The interview with the Halfling Bank in Sharn
The bank executive, a greying man with plenty of authority in his posture leaned forward over the desk and looked at Maximilian. "Your references and experiences are in perfect order. I think you would be a viable, and with some more time and opportunities, very profitable addition to our ranks. But I want to get a better picture of you personally. Forget the numbers and the statistics. Who. Is. Maximilian. Tell me your struggles, what important, life-shaping things have happened to you." He sat back and listened.

Maximilian nodded with a short sigh. "Of course Mr. Hallender. It hasn't all been roses. The war was terrible. As they always are where the fighting is. I organised camp logistics and helped out wherever I could. I wasn't getting paid to fight or engage the enemy. I'm not a soldier. But sometimes you aren't given a choice. Early one morning, long before the sun was up, I was seeing to one unending task or another when there was a surprise attack from the enemy. They were hoping to catch us unprepared, asleep in our tents. Unfortunately, that was exactly the case for many of the soldiers in the camp."

"I have no idea how they got past our perimeter unseen. I'm sure I'll never know. Before I knew it there was shouting and screaming all throughout the camp. My tent and the command center were in the middle, protected from the first enemy soldiers. So I had some warning. But they were very organised and a strike force headed straight for us while the main enemy force sowed chaos among our ranks. I had dropped the supply orders that I had been writing and just barely picked up my sword and shield before an assassin entered my tent in the form of one of my assistants, whom I assume he killed just a moment before. He said," he stopped to think, making sure he remembered properly, "Sir, what do we do? the enemy is everywhere!" But I knew him for a fraud from his voice. A fact he instantly realised and tried to surprise me with a sudden attack. I am sure he was an assassin of the shadow network. After I managed to kill him I observed his dragonmark.

"I found my assistant dead outside and the camp in chaos. Not many of the officers were as lucky as I, General Toddlin among the dead. I found what ones I could, the assassins had killed who they easily could and fled into the shadows once some resistance could be formed and their advantage lost. We tried to organise the living and retreat but the enemy pursued and we lost over half of our forces. I didn't get any proper rest for weeks after that. I can still feel the assassin's blade at my throat." A hand unconsciously rose to touch the side of his neck.

The banker spoke up when Maximilian went silent. "A traumatic experience I'm sure. Indeed there were many victories and losses on all sides before it was over. Tell me something a little less negative." The executive sat back again.

Maximilian tilted his head, recalling a different event. "Before I was involved in the war I was traveling with some monster hunters many years ago, adventurers seeking all sorts of danger. We had camped inside some abandoned ruin and found an entrance to a crypt. I advised them against the danger, but they thought themselves invincible. There was a rumor of forgotten wealth and they thought it might have been buried there. I watched their camp like I was hired to do, kept their things clean and safe while they climbed down into the dark. I waited all day and they didn't return. Thinking all was lost I prepared to return to the nearest town and get some law enforcement to organize their things."

"I went to check the crypt entrance one more time and out stumbled their leader, clutching a golden amulet. Horace was the smartest of them, an investigator. He was the one who insisted the treasure was in this crypt. He was bleeding in several places and had some nasty bite marks. 'Must go back,' he said. He was right about the treasure, but ignored the danger. I tried to save him, but he had been infected and nothing I did could stop it. That night he turned into a ghoul, still clutching the magical amulet that he wouldn't let me examine. I did return with some law enforcement and they sealed the crypt again. I'll never forget that look in his eyes as his life drained away. But instead of that fool, it was the amulet that fascinated me. They all died for it and I didn't understand why."

"From then on, magic imbued objects have been somewhat of a study of mine. My House allowed me to study some minor ones that they weren't using. Did you know some blades can have their sharpness enhanced so that they will remove a head in one perfect swing? I have devoured libraries of books to learn all I could about the most fascinating and rare artifacts known. Ah but I have diverged a little from my story."

His Interviewer again spoke, "The bank is sometimes interested in acquiring items of rare power. Rest assured we will consider your experiences when we need someone to investigate something like that for us. But still. That was a good story for a tavern. Adventure. Treasure. Affected by the war, encountering magical objects, the things in these stories changed your life significantly. We have a little more time and you interest me Maximilian. Is there anything else that significantly affected your life that you can tell me?"

Maximilian smiled. There was one thing more significant to him than any other. "The most important thing that happened to me I didn't ask for nor could I possibly avoid. My path was chosen for me. What's more, whereas most Dragonmarks manifest during puberty, mine was imprinted on me while still in my mother's womb. A strange birthmark. Those are extremely rare and because of this my family rejoiced, believing I was destined for exceptional greatness, giving me my names with such in mind. Perhaps it is still to come, I don't know. The House watched my life closely and I have been a member of Ghallanda from the moment I was old enough, receiving training and schooling. It was a very privileged upbringing and I am very grateful for it. Though the standards of achievement were very high and with the added expectation of greatness, I don't think I ever progressed as quickly as some hoped. I wasn't even at the top of my class."

"I suspect the reason I was sent afield and was unable to rise within the House was because of this mediocrity. I hold no hard feelings because of this. I wish I could have been all they expected. I aim to surprise them one day. And I hope it shall be with the Bank's backing that I can find this greatness."

Hallender smiled, filing away in his head all that Maximilian had told. "I was just like you Maximilian. And now I am here." He spread his arms wide, gesturing at everything surrounding him. "Keep that ambition. Feed it. Use it. I know you will go far. And the Bank will be behind you."

DESCRIPTION
Maximilian is exactly average in height for a halfling at 4ft. tall. He has inquisitive blue eyes that are always darting around, a one-sided smile due to a slight muscular defect and an unusually deep voice for a halfling. His Dragonmark is situated on the back of his right hand and takes up part of his forearm as well, usually visible unless wearing gloves or very long or showy sleeves. He makes jokes while relaxing just as often as he takes his duty seriously and tirelessly works towards his goals. He enjoys a life on the move, even during his involvement in the war never once considered going somewhere quiet and settling down. Above all, he is glad to be of help to those in need. His names together mean 'greatest prospering leader', a fact he knows is no accident by his parents and he does his best to live up to his name.

SYLBARAN
One of Maximilian's first ventures after filling out a veritable dragon load of paperwork with the Bank is to assess the west and find opportunities to take advantage of, for the bank's interest as well as the influence of his house.


I am working on a new idea which I should have a writeup for in a day or so. Maximillian Llywelyn of House Gollanda, a Dragonmarked (Mark of Hospitality) Halfling. The basics I am working on is that he is a fledgling businessman (since the treaty opened up more trade and opportunities), seeking new ventures to invest in on behalf of a bank he now works for as well as furthering the influence of his House, his previous experience of being near the war and being able to handle himself is why he is sent to potentially hazardous locations. His personal hobby is magical items and artifacts (artifact hunter trait).

This will be a support focused character. You said you are considering Path of War classes, I would like to try the Rajah class to buff and protect the party. It is also a high charisma class being very useful in social situations.


I imagined the Polymath could remove the Disease Resistance of the plague bringer. I guess I'll have to make them as some NPC's in one of the games I'm running. The swarming ability allowing 2 ratfolk to be in the same square and 'flank' was why I came up with the idea. It is pretty crazy but sometimes you gotta try things. Since it seems like too many hoops i'll see if I can come up with another more fitting character.


TL:DR - Inseparable Brothers hunting the Secret of Life while serving as spies for House Tharashk.

Chaotic Neutral Ratfolk twins, Djik and Djun:

Unhappy Memory
"Well, we took the researcher's book." They were thieves. "He tried to keep his knowledge for himself so we had to stab him. It was self defense." They were cutthroats. "And then Warlord Vuzembi trapped us... we didn't know the researcher was his friend." They were criminals. "Luckily for us, that ugly troll Vuzembi was looking for a couple thieves to steal things for him. He called us rodents... Stupid smelly trolls." Though it wasn't for any desire to kill or gain personal wealth, all actions have consequences. "He let us keep the book and be his new researchers so that was nice. But he hurt us too. Threatened to cut off out tails if we disappointed him!" They sought only the understanding of secrets, revealing hidden and forbidden knowledge kept by others that they deserved to know. "So now he gives us jobs. If we succeed we keep our tails and get to experiment with the ones that disappoint him. Life is good." Fortune does favor the bold, the risk-takers. It is also fickle. As much as they were favored to continue breathing, they were also unfortunate. Becoming slaves to the will of a troll warlord, they were forced to steal things and spy. "We heard he was being paid by Tharashk. Whoever that is. Lose our tails if he found out we spied on him." The warlord was also employed by House Tharashk, tying even more undesirable strings to them. "They need spies. He sent us away but says he will be watching. He gives us gold when we make him happy. Not very often though. Trolls always have bad tempers."

Happy Memory
"This one struggles hold it down get me the serum stop the noise it makes make sure we aren't discovered it's much bigger than usual that's what she said what is inside it the blood coagulates quickly" Anyone else would struggle to keep up with who is speaking. Their voices overlap and talk over one another but the brothers always understand each other. "The Researcher's book says the Mystery of Life might never be uncovered. He is dead now so we will uncover it for him." They are alchemists who's true goal is to discover the magical secret of the dragon Eberron who created them and the other races and creatures of the world. "We learn secrets of anatomy and biology and magic from studying creatures from the inside. It is amazing to observe a heart pump blood." They have performed many experiments, vivisections and autopsies to understand the mysteries of life and try to acquire dragon shards to use in their endeavors, believing such will help unlock what they seek. "Eberron created it all so long ago. We want to study a dragon. Eberron's offspring must hide the greatest secrets. They know the prophecy and lots more."

Creed
The bigger they are, the more life magic was used to create them. The greatest secrets lie in the largest creatures. The final secret may be discovered inside a dragon, the offspring of the greatest creators. We seek a dragon's heart, to look inside the greatest of magical beasts. We will become greater than dragons when we discover the Truth.

Description
The twin ratfolk brothers, Djik and Djun (pronounced with 'zh' sound), were born with their tails intertwined, holding to each other as if to life itself. Ever since birth they have been virtually inseparable, doing anything and everything together, keeping no secrets and almost never out of sight of each other except for when they argue or fight and refuse to acknowledge the other's existence for a while. Eventually they always forget about such things and resume their usual relationship.Their bond is almost psychic, finishing sentences, completing unspoken requests or fulfilling needs as if they were their own, such as passing an item the other wants or protecting the other from danger without a word. In truth, it was simply because they knew each other far too well than anything truly psychic.

Purpose
They operate in the land of Droaam, trying to stay out of the way of the more dangerous monsters, but enjoying a life relative freedom they might not have in other lands where their kind is not well received. They avoid other ratfolk, sharing a dislike for their kin's - as they see them - cowardly ways. Hypocritically, they still hide in small holes and run from large monsters, but they also brave many dangers in their quests, sometimes bringing down a larger creature as they swarm over it. Recently they ventured from Graywall over the border of Droaam into the greener lands of the Eldeen Reaches. They have come to Sylbaran, sent as spies and also believing the secrets they personally seek will not be found solely in Droaam. They must now brave the dangers of the non-monstrous civilizations and their unfamiliar laws and keep their masters happy enough to leave their throats unslit. Perhaps others could help them understand and survive. They seek to prove themselves, but they are always wary.

Hopefully there is enough there, if you need more or have questions I will happily expand and elaborate.

I found a path of war class template, the Polymath that I would add to the Vivisectionist and Plague Bringer Alchemist. If you've played League of Legends, Twitch, the Plague Rat, lends some character influence.

I will focus on natural attacks - claws, bite(adopted) and tail blade, and look to obtain some way to pounce if possible. If I can play both twins in combat, fantastic (SO much stabbing), otherwise their working together will just be roleplay. I also see the brothers trying to get along in a non-monstrous society as quite interesting and challenging.

I like the idea of bonuses (traits/feats/etc.) and would choose the ratfolk racial feats and multiattack if possible and will have the Family Ties drawback. A tumor familiar (rat, ratling with improved familiar) will expand their family and they will perhaps train some giant rodents for mounts. i'll ask more about the house rules if I get chosen.


I have an idea for a ratfolk vivisectionist. I am not familiar with Eberron yet so I will do some reading. Would it be possible to play twins? Ratfolk have a racial that lets them both stand in the same square and I'd love to try and utilise that and anklestab some giants.


I think I will back out of this one. Have my hands full at the moment.


@Oceanshieldwolf, I wanted to make a tanky protector using guardian before I picked cavalier.


I've only really played pathfinder in golarion or homebrew. I will take the Inspiring Commander archetype then. Is there anything I need to do to finish my submission?


I'm wanting to go the Guardian path, using a support/AoO/aid another build. Does path of war change things too much? For this build I'm looking at class Zealot, race Maenad with a scorpion whip.


I am interested in this as well.


Still on holiday but checking in. Shouldn't take long for me to finish things up when i get back. RP to start off would be fine. Would that just be opening a gameplay thread?


I'm still here, though next week i'm on holiday for 3 weeks. Will try to post if something happens but no guarantees. Been crafting the backstory for my banished Japanese prince. Will work on it more if anyone sees any issues, and am not sure where exactly we are starting, though he has been there for several years getting on the mongol's good side. I only have a basic build atm but will get that done when I can. The outline is Sorcerer 8/Mesmerist 8 // Archmage 3/Marshal 3 with Half-Succubus and Lusting templates.

Backstory:

Fortune had cursed Yaku with a gift that hid a more sinister mutation. He seemed to have a natural affinity with the magic of the spirits. His sorcerous powers manifested as a boy and he hid it from his family. He knew he was not meant to be a sorcerer but an emperor someday. Nevertheless with the help and blessing of his pet fox, a kitsune spirit in disguise, he practised and grew his powers, absorbing the spirit's powers into himself.

unbeknownst to him, an evil Oni sprit had been watching his growth. Due to an ancient possession, his blood was corrupted with that of the demon hundreds of years ago. It had long been waiting and biding its time until one was born that had its gift. Yaku was the one the Oni had been waiting for. Sometimes it would disguise itself as the fox and whisper questionable things in his ear. Over time as he became a man he began to embrace these new values as his own.

With his natural gift of the tongue infused with a little of his sorcery, he could sway almost any mind for his own gain. Unfortunately the women money and power that he gained caught the attention of those who he could not sway and they saw his acts as ill-befitting a future emperor. Some wanted him dead, some feared what he might do if he became emporer. His family saw his dishonourable acts and gave him a choice. Rather than potentially lose his life he could choose banishment.

He was sent to the mainland as punishment but also given a purpose. The imperials were worried about the one named Genghis Khan who had rose to great power in a short time. Yaku was to use his 'gifts' to join them and learn of any intention to conquer his homeland. He did not care to serve them in this way and would have travelled wherever he pleased if not for the bidding of the Oni that had corrupted him. Following the conquering Khan was just the first step that would increase Yaku's already formidable powers.

It wasn't easy gaining the trust of the Mongols as an outsider, but his skills were beneficial in slowly winning them over from being an outsider to a useful outsider. All the while he kept a wary eye out for others that the imperials might have sent to look for him. He could not trust them not the change their mind of have him disposed of instead.

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