Armistril

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62 posts. Organized Play character for G-Lightning.


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Liberty's Edge

Apologies to GM Wolf, the program I used to stat out my sheet lists traits under Special Abilities. The traits I picked are Magical Knack, Bruising Intellect, and Sword Scion, and my drawback is Righteous Indignation. I have created the separate area in the sheet under this spoiler. I have also added some formatting to aid readability.

Spoiler:
RAI THYDEL
CR 4
Male Elf (Tower Elf) Magus 2 / Fighter 3
CG Medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception +7,
DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge, ), Combat Expertise
hp 55 (2d8)+(3d10)+15
Fort +8, Ref +4, Will +6, +1 Will vs. fear, +2 vs. enchantment spells and effects
OFFENSE

Speed 30 ft.
Melee adamantine aldori dueling sword +10 (1d8+3/19-20)
Melee aldori dueling sword +9 (1d8+3/19-20)
Special Attacks Spell Combat, Spellstrike,
STATISTICS

Str 16, Dex 16, Con 14, Int 21, Wis 15, Cha 12
Base Atk +4; CMB +7; CMD 21
Feats Arcane Strike, Combat Expertise, Dodge, Extra Arcane Pool, Spell Penetration, Toughness, Weapon Focus (Aldori Dueling Sword)
Skills Acrobatics +3, Appraise +5, Bluff +1, Climb +7, Craft (Untrained) +5, Craft (Weapons) +9, Diplomacy +1, Diplomacy (Gather Information) +3, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Planes) +9, Linguistics(Azlanti) +6, Perception +7, Perform (Untrained) +1, Ride +7, Sense Motive +5, Sense Motive (Social Hunch) +7, Spellcraft +13, Spellcraft (Identify magic item) +15, Stealth +3, Survival +2, Swim +7, Use Magic Device +6,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
Archetypes Aldori Swordlord, Spire Defender,
SQ Arcane Focus, Arcane Pool (8/day), Armor Proficiency, Bonus Feats, Bonus Feats, Bonus Magus Arcana (2x), Bravery, Cantrips, Defensive Parry, Elven Immunities, Elven Magic, Exotic Weapon Proficiency (Aldori Dueling Sword), Low-Light Vision, Tower Elf, Urbanite, Weapon Proficiency, ,
Possessions adamantine aldori dueling sword; explorer's outfit; spellbook; Light Horse (Combat Trained) [ Leather Barding; Saddlebags; Military Saddle; Elven Trail Rations (x10); Silk Rope (50 ft.) (x2); Aldori Dueling Sword; ]; Saddlebags ;
Spellbook
SPECIAL ABILITIES

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Feats (Ex) The spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn't meet the prerequisites. The spire defender is not proficient with any kind of armor or shield. If he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance of light armor.
Bonus Magus Arcana (2x) Magus: The magus gains 1/6 of a new magus arcana.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Defensive Parry (Ex) When you make a full attack with an Aldori dueling sword, you gains a +1 bonus to AC against melee attacks until the beginning of your next turn.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Exotic Weapon Proficiency (Aldori Dueling Sword) A spire defender is proficient with one exotic light or one-handed melee weapon that has the disarm or trip special feature.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magus
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Tower Elf Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Weapon Proficiency A spire defender is proficient with all light and one-handed simple and martial weapons.

TRAITS:
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

DRAWBACKS:

Righteous Indignation You have difficulty controlling your temper after living in inhuman conditions. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.

Liberty's Edge

GM Wolf wrote:

Present applicant players:

Ingvarr the Skald
SERAPHINA Female Human (Taldan) Sorcerer
Alembic Wizard
Toki Male Goblin Cavalier 5
Rognar Grimtooth the cleric
Mystic Monk

If I am missing you let me know.

I was trying to figure out how to bring you all into the campaign. Any suggestions?

Just letting you know, I want to play, if I haven't been shut out due to the deadline thing. Also, perhaps a classic meet-up-at-the-tavern type scenario would be a good option. After all, what better way to start a new chapter than with echoes of the old?

Liberty's Edge

Okay, here's my character for the campaign! Sorry if my backstory is a bit short, but I was pressed for time.

Spoiler:

RAI THYDEL
CR 4
Male Elf (Tower Elf) Magus 2 / Fighter 3
CG Medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception +7,
DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge, ), Combat Expertise
hp 55 (2d8)+(3d10)+15
Fort +8, Ref +4, Will +6, +1 Will vs. fear, +2 vs. enchantment spells and effects
OFFENSE

Speed 30 ft.
Melee adamantine aldori dueling sword +10 (1d8+3/19-20)
Melee aldori dueling sword +9 (1d8+3/19-20)
Special Attacks Spell Combat, Spellstrike, STATISTICS

Str 16, Dex 16, Con 14, Int 21, Wis 15, Cha 12
Base Atk +4; CMB +7; CMD 21
Feats Arcane Strike, Combat Expertise, Dodge, Extra Arcane Pool, Spell Penetration, Toughness, Weapon Focus (Aldori Dueling Sword)
Skills Acrobatics +3, Appraise +5, Bluff +1, Climb +7, Craft (Untrained) +5, Craft (Weapons) +9, Diplomacy +1, Diplomacy (Gather Information) +3, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Planes) +9, Linguistics(Azlanti) +6, Perception +7, Perform (Untrained) +1, Ride +7, Sense Motive +5, Sense Motive (Social Hunch) +7, Spellcraft +13, Spellcraft (Identify magic item) +15, Stealth +3, Survival +2, Swim +7, Use Magic Device +6,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
Archetypes Aldori Swordlord, Spire Defender,
SQ Arcane Focus, Arcane Pool (8/day), Armor Proficiency, Bonus Feats, Bonus Feats, Bonus Magus Arcana (2x), Bravery, Cantrips, Defensive Parry, Elven Immunities, Elven Magic, Exotic Weapon Proficiency (Aldori Dueling Sword), Low-Light Vision, Tower Elf, Urbanite, Weapon Proficiency, ,
Possessions adamantine aldori dueling sword; explorer's outfit; spellbook; Light Horse (Combat Trained) [ Leather Barding; Saddlebags; Military Saddle; Elven Trail Rations (x10); Silk Rope (50 ft.) (x2); Aldori Dueling Sword; ]; Saddlebags ;
Spellbook
SPECIAL ABILITIES

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Feats (Ex) The spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn't meet the prerequisites. The spire defender is not proficient with any kind of armor or shield. If he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance of light armor.
Bonus Magus Arcana (2x) Magus: The magus gains 1/6 of a new magus arcana.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Defensive Parry (Ex) When you make a full attack with an Aldori dueling sword, you gains a +1 bonus to AC against melee attacks until the beginning of your next turn.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Exotic Weapon Proficiency (Aldori Dueling Sword) A spire defender is proficient with one exotic light or one-handed melee weapon that has the disarm or trip special feature.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magus
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Tower Elf Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Weapon Proficiency A spire defender is proficient with all light and one-handed simple and martial weapons.

Background:

They call them the Listeners. Cloistered in the Mordant Spire, they listen to the spirit of the dead goddess, Acavna. They ignore the world outside, turn a blind eye to the plight of the living. Yet we are meant to guard against the end of this world. But She is not so blind… She spoke to me, though I am not deemed worthy enough to hear, as a mere Defender. She showed me a vision of a lost spire, far from the mists of the Steaming Sea. They did not believe and so I must find it alone.

My search led me to Brevoy, where I came to be a student at the Aldori Academy. I wanted access to ancient texts, but something about the philosophy of the Swordlord spoke to me. I learned in earnest the way of the sword, knowing it would benefit my quest. But not everyone appreciated my presence. Men must have rivals, and so I found my own. Zachory Flynn saw fit to challenge me at every turn. He won many duels, before he faced me, and tried to overturn the verdict on the match by accusing me of cheating with my magic. A baseless accusation. But what he lacks in scruples, he makes up for in tenacity.

Now my quest calls me onward. But the wilds of these lands are perilous. I must find worthy companions if I am to find what I seek. Thought to tie in association with Sable Soren somehow but late in the day so I need to submit. Does he have some relatives in the Aldori Academy?

Liberty's Edge

Hey just wanted to let you know that I'm working on a character for this game, I hope you'll let me try to finish it before closing admissions.

DEX: 5d6 - 2 - 2 ⇒ (2, 5, 5, 2, 4) - 2 - 2 = 14 + (2 racial) = 16
INT: 5d6 - 1 - 3 ⇒ (1, 5, 5, 5, 3) - 1 - 3 = 15 + 3 +(2 racial) = 20
Stat 3: 5d6 - 1 - 1 ⇒ (3, 3, 1, 1, 4) - 1 - 1 = 10
STR: 5d6 - 1 - 3 ⇒ (6, 3, 1, 4, 6) - 1 - 3 = 16
CON: 5d6 - 3 - 2 ⇒ (5, 6, 5, 3, 2) - 3 - 2 = 16 - (2 racial) = 14
WIS: 5d6 - 1 - 3 ⇒ (6, 3, 3, 1, 6) - 1 - 3 = 15
CHA: 5d6 - 2 - 2 ⇒ (2, 6, 2, 4, 5) - 2 - 2 = 15 - 3 = 12

HP 1(Spire Defender):1d8 ⇒ 7
HP 2(Swordlord):1d10 ⇒ 10
HP 3(Swordlord):1d10 ⇒ 3
HP 4(Swordlord):1d10 ⇒ 8
HP 5(Swordlord):1d10 ⇒ 7

Liberty's Edge

At the start, I had Kemnebi administer a test of sorts to the players after explaining what the mission was. In the great hall they were speaking in, there were 12 chalices on display, all of equal size, but varying in ornamentation. Each member of the 3 person party (audience was kinda cannibalized by an ongoing D&D campaign run in the same tabletop club) was asked to examine the chalices and choose one. The barbarian came across one with a depiction of a skeleton wearing a top hat taking off its head in greeting, liked it and chose it based on that alone. The druid got lucky with a perception check and found the correct chalice, which was adorned with the emblem of Geb. The bard decided to try Detect Magic, which revealed to him that the one Bubbles (yes, that is what the druid's name was) was holding had magic properties as well as one of the stained glass windows. After all, why the f**k would a vampire have windows when sun can kill them? Behind the one the bard revealed was a sword embedded in a pedestal. Cursed to polymorph anyone who holds the hilt into a bunny rabbit, but with a +1 to strength and dex at a cost to reach. Continued in next post.

Liberty's Edge

Though I have left this thread cold for a while, now that I have some time, I'd like to fill in everyone on how the campaign development has gone so far. As of... a week or so before "Spring Break" started, which would later turn into quarantine, I ran the Session 0 of my campaign. I settled on Kelesh being the country starting s**t with Geb, and the "proto-party" was working with Chancellor Kemnebi, guarding him on his ship as they pass through the Death's Eye. (the party is not aware of this name, and I kinda slapped this one together as I couldn't remember the names of any storm gods, basically think of this as Pathfinder Bermuda Triangle) The chancellor attributes most of the "disappearances" to pirates utilizing the dense fog and superstition of the area to get around the issues of the whole "selling stolen goods" thing. I'll continue in another post, as this one is lengthy.

Liberty's Edge

Well, I think I have the issues with using Kelesh straightened out, but now I need stuff about Garund; any and all powers on this continent could work, but I'd prefer one that's already pretty technically advanced, for the sake of not pushing my campaign too far into the future.

Any resources you could provide would be greatly appreciated as well

Liberty's Edge

Darth Game Master wrote:

Good point, actually, the Castrovin Sea could work pretty well for this idea. You could have Kelesh be on once side and Kaladay (which we know so little about that you could more or less make it whatever you want) on the other.

Your idea seems like enough to make your own setting from, though, it seems like you know exactly what you need. If you have the time, that is.

I mean, I certainly COULD, but ultimately, I want my players to be able to use other Pathfinder resources as guides to building their characters(if they choose NOT to use the new class, which I hope at least some of them don't, for party balance's sake) without too many lore contrivances to allow this.

Granted, if they use stuff too far outside of the Inner Sea region, there'll still be issues to deal with, but I'd rather have some basis to qualify this as a Pathfinder game as opposed to a game running the Pathfinder system

Liberty's Edge

The reason I'm asking about this is because the Wiki page you linked me only mentions 3 satrapies explicitly, and I don't have any resources with information on it

Liberty's Edge

DougSeay wrote:
For Southern Casmaron look into the Kelesh Empire. Its western most province is Quadira, which is in the inner sea region. You can start with https://pathfinderwiki.com/wiki/Kelesh.

The country itself appears to be perfect for this campaign; due to their superstitions and history of wishcrafting, they'd be a perfect candidate to create the magical superweapon and incite the war as a "blessed conquest" by misinterpreting their seers words. However, I need a territory a little more southern than Qadira, as I don't want to put Jalmarey in the crossfire. Are there any sources for more southern territories of Kelesh or do I need to bulls**t one?

Liberty's Edge

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Ok, seeing as how I the lack of other information on my concept seems to leave a little too much ambiguity, I'm going to post a little more about it;

1. I am intending to make a large change, by inserting another continent. That's why I said the Inner Sea was a little too small, as any insertion of a 0-through-20 campaign setting would require a large amount of map distortion

2. This war is mainly for the session zero leg of the campaign, starting about 50 years before campaign proper. The war itself is what forces the hidden continent to reveal themselves, creating an uneasy truce that results in the parts of the superweapons being scattered across the continent

3. While the countries involved in the precursor war are going to be involved in the story, they are more or less sidequests and misdirects toward the other(NPC) party chasing the other superweapon parts

Ultimately, I only need to know if there's any established powers on that southern end of Casmaron or if I have free license

Liberty's Edge

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Tacticslion wrote:
Is there a specific reason it needs to be Golarion?

Well, I don't wanna try dealing with alternate plane shenanigans, at least not near the beginning, and I want to let my players use some things from the other books, so setting it in a different world altogether would cause issues. Additionally, since the campaign proper is based around chasing down the parts for one of the super weapons, I'd like to have some external conflicts to misdirect the players as to who is chasing down the parts for the other one.

Liberty's Edge

CrystalSeas wrote:

There is a world map in the Core Rulebook.

If you're seriously interested in mapping Golarion, check out this thread
Mapping Golarion

And here's the resulting global map
Global Golarion

Use the interactive maps there to get a closer look

Upon taking a look at the interactive maps and looking at the official map of the Inner Sea area, it appears to be just a bit too small, and any attempts to place a new continent in there would skew the map and all projections way out of wack; are there any maps that detail the Obari Ocean that it lets into?

Liberty's Edge

Main reason I need a map is because I intend to draw a new one and need reference to the original so as to figure out where relative to everything else the new continent I'm gonna place needs to be.

Liberty's Edge

I think that of those, the Inner Sea sounds like the best bet for the campaign I intend to write. If you could provide a link to a resource for a large map of that region and/or more information about the main developed nations there, I would greatly appreciate it.

Liberty's Edge

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I intend to write up a homebrewed campaign that exists within Pathfinder's world, and I need help finding the right location to set the story. For the campaign idea, I need an area where, on two sides directly opposite of each other, across a large expanse of open ocean. The countries that oppose each other both need to be fairly advanced, enough that both countries could conceivably build something akin to a superweapon within 100 years, perhaps with one being built by mechanical means while the other is based in magic, they need to have fairly well-known figureheads, and they need to have enough reason to go to war with each other. I would greatly appreciate any help you can offer.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

" Perhaps the phrase,'He who fights and runs away lives to fight another day' would be of use here. And maybe," he says reluctantly, to appeal to Theadric," we could toss a bomb into the mist as we leave?" If the rest of the party agrees, I think we might need to leave now :p

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Oh, so this is the means with which to summon and enslave your people, is it? I am part of the Liberty's Edge, which means I try to help enslaved people of all sorts. Would you need any help disposing of it? I despise those who would enslave others, even if they are demons who are the victims." He eases up on his weapon a little, still ready should the imp try to attack, but is a little calmer so he can negotiate better.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Assuming I had my weapon drawn beforehand
Before they could do too much damage, he speaks to the little demon.
"Hey! Stop bashing that box in, you'll probably end up succeeding in doing nothing more than breaking it's contents! Why are you attempting to smash it open?"

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Well, judging by the offer of the silver letter opener, it would probably be more along the lines of 'werewolf', or some other beast with a weakness to silver. If it would not be too much trouble, I would like to suggest Theadric to take it." "He'll need it, the little daredevil," he thinks.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Trying his best to suppress his laughter, mostly at Theadric's delight at being like a mythical blue creature from stories, he begins to speak." Well, that was something. I believe I could identify the wand, I am very knowledgeable in these kinds of things."Spellcraft(identify magic item): 1d20 + 9 ⇒ (18) + 9 = 27
0_o I think I did it. Also, I avoided saying the word so my picture wouldn't be changed.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Well, it would appear that we now have three unused keys, but only two other visible locks, unless we count the door. Hey, Wei, Theadric, could either one of you get that one hanging from the ceiling? And, if you could, try and find out which lock it corresponds to? I'll try to see if there is anything else of interest."
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"One more thing," Draco adds,"the vial could be of some importance, as it is not water, but it's acrid smell could suggest that it may be acid, used to open one of the chests, or perhaps to destroy the thing within that basket. At any rate, the idea to use a cloak would not be bad, but it would be better if we placed another weight on top of the basket before removing the vial, just in case it is a weighted trap, or could see through the cloak trick."
Don't really have anything I can do at the moment, waiting for the rest of the party to come to a decision.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Despite not having been much use in the last encounter, only succeeding in irritating the caretaker, now he was back in his element, and went back to work. "Sorry about not being much help last time, I am always a bit skeptical, and this makes it harder for me to trust people, even enough to actually find out if they are up to something. But, anyway, we ought to get back to business and start working on finding that map. So, who wants to go first?"he says, jokingly.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Umm.... could I have done an untrained sense motive on my last post? If so... Sense Motive (Untrained): 1d20 ⇒ 15

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Despite the appalling appearance of Auntie Baldwin, he continues about business. "Hang on, just a minute. I want to make sure everything is truly in order. If we may, I would like to see the children, and make sure they are being cared for properly."

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Diplomacy Aid: 1d20 - 1 ⇒ (13) - 1 = 12
Draco tries to aid Boldren, as diplomacy was a problem in the last adventure. "We are here to try and help them, but it would be useful to know how they are doing, and how badly they need help." He doesn't like the idea of using magic to charm them, but he doesn't try to stop Boldren from doing it, as the children might wish to see it, and someone else stopping it might spoil the fun for them.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco says nothing as he prepares to attack.
Curve Blade Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d10 + 4 ⇒ (5) + 4 = 9

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco face-palms as he watches the halfling act as if he were a monkey jumping from a swinging vine to a tree that is a mile away. Though he doesn't believe that the foolhardy daredevil will listen, he calls out, "Shouldn't we be more cautious? It would be rather odd if SOMETHING isn't guarding this place, and if there isn't, the place will likely fall apart if you continue with these antics." The ONLY reason he took so long was because of how cautious he was being to get there.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Sorry about that, didn't have time to check the feed for a while, didn't mean to slow us down. Won't happen again!

"Personally, I think that would be a good idea, but should it take too long to find one, we should probably travel by foot." He speaks as if he hopes that it won't lead to that eventuality, but is willing to do so should it come to that. "As for the order of tasks, I agree with doing them in the original order, and would probably advise that we do not stray from it unless absolutely necessary."

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco winces slightly as he moves back to the group, but his expression lightens at Wei's remark. Jokingly, he replies,"To be fair, Tengus are not normally known for their strength either!" He laughs, then as he regains his composure, he says,"I must admit, though, that I may not have even been able to strike the thing if I did not have all of you by my side. Truly, this has been one of my greatest experiences, and I hope to have many more with you in the future." He smiles, then goes off to try to tend to the wounds that Jorag's channel didn't manage to heal.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Player name:G-Lightning
Character name:Draco Anabolis
PFS Number:#112062-2
Faction:Liberty's Edge
Day Job:No

GM:
Email:glightning7510@gmail.com

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Ouch! That was a lot of hurt there! You are going down, minotaur! Draco attempts to strike the final blow.
Curve blade attack: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm Crit: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Crit Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Minotaur sausage, anyone?

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Changed my last move, ran diagonally to the stream. Now for next move
Draco slows down to cross the stream and readies himself.
Acrobatics: 1d20 ⇒ 12
Um, would an acrobatics check count as a move or quick action? if it's a quick action, I'd like to move closer to the Minotaur and do this; Curve Blade attack: 1d20 + 3 ⇒ (18) + 3 = 21
Confirm Crit: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d10 + 4 ⇒ (7) + 4 = 11

If it's a move action, I'll try this; Ray of frost: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d3 ⇒ 1
If it isn't either one, well then I'll just stand there waiting :p

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

I was double moving, thought I had posted that already, but don't have anything I can do at my current position.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Quickly redoubling his efforts, he strikes again.
Curve Blade attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Hmmm.... I wonder if it's dead yet. ;D

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Oops! There's supposed to be a +4 to damage XD I'm so silly!

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Moving fungus? now I've seen everything!
Curve Blade: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d10 ⇒ 3
Sorry, changed my mind a few times. Won't happen again!

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Well, if you can, please hasten! Our comrade is faced with a great task by facing the minotaur alone, perhaps to great for her to handle!", Draco says, clearly very concerned.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Thank you, Jorag. I really needed that." The elf turns toward the rest of the group before speaking again."I am glad she made it, though she is apparently still in combat. I hope we can aid her in this battle." Draco moves quickly and tries to stay at the front of the group.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco moves through the crowd toward the zombies and attacks.
Curve Blade Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d10 + 4 ⇒ (3) + 4 = 7
Sorry, I messed up. I think I can fit in there. Hope that I managed to hit. :p

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

I wish I wasn't at the back, both in initiative and entry order. Ah well, I suppose being at the back of the line in entry is best when you're the LAST one to act! Hate it when GM roles for me instead of myself! (no offense)

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Sense Motive: 1d20 ⇒ 2
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
I hste it when I get one good roll and one bad one!

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco waits for the gillman to answer quietly.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Sense Motive: 1d20 ⇒ 6
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Grrrrrrrrr.........
"Ah, I see."he turns to address Wei. "Wei, I'm afraid that he is deaf, and couldn't understand what you were saying, because he can't read beaks as he can lips." He turns back to face Uori. "I am sorry you cannot hear him speak, but I assure you that he means well. His name is Wei, and he is travelling with me, along with the rest of these people. We recognized some carvings of the guises of Aroden as we were coming in. Do you worship this god?" He pauses, awaiting an answer.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Diplomacy aid: 1d20 - 1 ⇒ (17) - 1 = 16
Draco slips on a piece of fungus after having his vision fail him, and, rather than try to pretend that nothing happened, decides to use it as an icebreaker. "Oops! I guess these eyes aren't what they used to be, eh?" He smiles, hoping that the gillman will be pleased. "My name is Draco, and I am traveling with these people. Who might you be?"

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco stands back, surveying the scene.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"I can recognize some of them, but from where?" Draco starts to mutter to himself, lost in thought.
I wonder if I find it out? *coughs* 23 :)

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Knowledge (History): 1d20 + 4 ⇒ (19) + 4 = 23
Appraise: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
"Wait a minute.... I think I can identify these runes. Let me try."

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

"Hmmm. Well, looks like we need to fish out another magus AND the cloak now. How about a rope elevator? Any takers?" he says jokingly. he calls down,"Are you okay, Kiri? Don't worry, we'll get you out!"
I think we should go with creating a loop of rope and have her secure herself after getting the cloak, and I also think we should go with Wei's idea of making a rope bridge to get across.

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