![]()
![]()
![]() We are a new guild looking for members that are interested in a little of everything (PVE & PVP)! We are a group of players who are not picky of what class or race you want to play just as long as your a good team player and a vocal member on chat whether it be skype or vent as well as our website! Because our guild is new all members thoughts and suggestions will be taken seriously because we want everybody to have fun in the role they are given within our guild. We will be fully supportive of all members in reaching the whatever goal they have in the game especially end game content. We also don't want to rush through the game and lose the overall experience that you get from Elder Scrolls games. We're a bunch of pretty laid back guys who enjoy a good laugh and anyone who wants to just hop on ESO and have a good group experience this is the guild for you. If you have any questions on our type of char's we will be playing, the way the guild will be run, rank structure or any thing pertaining to our guild feel free to email us at elderebonics@yahoo.com or visit us at elderebonics.guildlaunch.com - We will be recording and streaming ESO. - Hours of theory-crafting and research.(group effort to research on how to make every members char better) - A healthy social atmosphere that is competitive. - Organized events in both PvP and PvE. - Endgame Progression (PvE and PvP). - Team focused combat. - An active roster. - Leadership devoted to serving you. (Not the other way around) - Politics with other guilds/communities. -Skype and Vent chat - And much,much, more! We also have a google+ account, wikipedia page, facebook,and a twitter which we are hoping will allow our members to chat and keep in touch off the game creating a lively atmosphere where players can talk ESO! On a final note I'll elaberate on our rank structure. Its set up so there's 3 teir's with 3 ranks in each teir. In the 3rd teir each of the ranks have 2 subclasses which are PvE or PvP. Example in the Commander rank you could just be a straight up Commander or PvE Commander depending on what you let us know you want to lead our other members in PvP matches or Raiding in PvE. Each rank you gain has more options open to you on our guild's site. All players who join pre launch will be placed in the 3rd teir because we don't expect to get as many members pre launch as we are post launch. Rank progression will be based on time in guild, lvl of char, amount of play time, and positive activity on our site and in game. We figured this was a cool way to go about it and give our members things to work toward. If this ranking structure becomes to complicated by vote of the members as a whole then we will change it to members, officers, and admin. We value everyones opinion and all of our members will have a voice in how the guild is run! Hope yall like what you've read and you'll join us in our domination of Tamriel and the mission to take the throne for the Ebonheart Pact!!! ![]()
![]() I think im going to make a human monk of stone. As opposed to the human monk wanderer i previously submitted. I think it will be much for a front line person. I will most likely have the same vows as before (poverty and truth). Edit: i also looked at the martial artist archetype... It was just very weak, it would be slightly useful if the monk used weapons, but other than that i didn't particularly like it. ![]()
![]() No thats more than enough time :). And i was totally confused, lol. But i see now that i am in the rebellion guild not the merchants guild. Totally went right over my head. I would be happy to create a different character though :) i have the monk, but i also have a tiefling cleric of dispater (can change race), a dual-cursed oracle of flame, an internal elf alchemist and a paladin orc of... I dont remember lol, already made if those fit better into here. I can tweak them a little to fit into this campaign, or i can have a completely new character made by tomorrow evening (i have a lot of free time lol) If you prefer me to make a character, you can give me a few preferred classes that might suit this group better and i can have a unique character come tomorrow evening :P. Whatever suits you man, im flexible and have absolutely nothing to do 24/7 ![]()
![]() WOO HOO! done :). I am thoroughly happy with this character now. And i know that your mainly interested in back-story, but building the character helps me better understand who this character is. I hope that his back-story is rich enough, also the stat block may not be how you like, but this is just for now, it will be better organized when and if i get picked :). Edit: I should also mention that he has taken a "vow of poverty", which means he can only own six items, five of which must be very simple, and the sixth may be something more extravagant as long as it has some sort of meaning, therefore it has more value sentimentally than value in gold. So the only thing over four gp that he owns is a "Ring of Sustenance", and how he attained this is in his story. All other gold was donated to the temple or Coran where he was raised (again, in the back-story) Mal Basic Information::
Race: Human Class: Monk Wanderer Alignment: Neutral Age: 20 Height: 5'4ft Weight: 145 lb. Religion:Shelyn Languages: Common, elvish, dwarven, halfling, Gnome, Orc, Goblin Statistics:
Abilities: -Strength: 12 +1 -Dexterity: 18 +4 -Constitution: 12 +1 -Intelligence: 12 +1 -Wisdom: 13 +1 -Charisma: 12 +1 Saves: - Fortitude: +5 - Reflex: +8 - Will: +5 *You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Favored Class Option: Add +1/4 to the monk's ki pool. Feats: - Dodge - Weapon Finesse - Endurance - Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. - Snake Style: You gain a +2 bonus on Sense Motive checks,
- Snapping Turtle Style: While using the Snapping Turtle Style feat
- Tiger Style: While using this style, you gain a +2 bonus to
Traits:: - Without a Past: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill. - Reactionary: You gain a +2 trait bonus on Initiative checks. equipment:
Armor/Clothing: -Peasants Outfit 2lb. Other Items: - sack 1/2lb. - Blanket 1lb. - Straw Hat 2lb.? - Ring of Sustenance - Total: 4lb Light: 43 lbs. or less Medium: 44–86 lbs. Heavy: 87–130 lbs. Class Features:
Far Traveler: At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon. Long Walk: At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue. Light Step: At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, longstrider, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level). Inscrutable: At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level. Furry of Blows[b]: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. [b]Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A 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. Evasion: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. -At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. -By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Purity of Body : At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Vows: - Vow of Poverty: Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). - Vow of Truth: Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). Skills:
- Acrobatics +9 = Rank 5 + Base(DEX) 4 - Climb +8 = Rank 5 + Base(Str) 3 - Craft(religious icons, wooden) +1 = Base(Int) 1 - Escape Artist +1 = Base(Dex) 1 - Knowledge (religion) +2 = Rank 1 + Base(Int) 1 - Knowledge (geography) +3 = Rank 2 + Base(Int) 1 - Knowledge (local) +3 = Rank 2 + Base(Int) 1 - Linguistics +6 = Rank 5 + Base(Int) 1 - Perception +1 = Base(Wis) 1 - Perform +1 = Base(Cha) 1 - Profession(temple monk, guard) +1 = Base(Wis) 1 - Ride +1 = Base(Dex) 1 - Sense Motive +1 = Base(Wis) 1 - Stealth +9 = Rank 5 + Base(DEX) - Survival +1 = Base(Wis) 1 - Swim +1 = Base(Str) 1 Combat:
- HP: 40 - AC: 18 -Flat-Footed: 11 Touch: 16 - CMD: +6 - CMB: 21 - Init: +6 - BAB: +3 - Speed: 40ft Who is Mal?: Appearance: Eyes: Blue Hair: Long (shaggy, scruffy) brown hair with matching beard. Skin: Slightly tan, tough, skin Clothing: Peasants Outfit Description: You see a scruffy man, looking way older than he should, toting a sack over his back with really bad clothing. He appears to be a homeless person. His story: This young man never knew his parents, for when he was born he was given to the temple of Shelyn in Coran where is was raised. He was taught by the local monks of martial arts where he excelled and loved, it was his favorite form of meditation. When he came of age he decided to take two vows: A vow of poverty and truth. For he may never lie nor own more than six objects. After this vow he decided to leave the temple, but before he left... His religious teacher gave him an item so that he may further his vow of poverty with his travels. He took him to the back of the temple and gave him an ancient ring passed down through the temples leaders. He told him if he wore it, he would never have to eat nor drink and his sleep would be lessened greatly. Mal, as the temple leaders named him, was incredibly enthused and went out into the world. He decided he wanted to travel to better understand the world and his religion. He quickly found that he could travel with a caravan and act as guard for them. And he could travel to far away lands and all around. But still to this day whenever he is back in Coran he makes a stop at the temple see his master and his friends and show them how he has kept his vows and tell them stories and the places he has seen. Personality: He tends to be very statue like as he will after go long periods without talking, and when he does talk his says very little. In fact he only moves in two situations: When he travels he moves his feet (of course) and when he is fighting. However he is often so fast that you can't see him when he moves. Though on the outside he seems quite dull and lifeless, on the inside he is quite a happy person, knowing all the things he does for his deity everyday. And the fact he also gets to keep people from stealing caravan goods, despite his non-intimidating prowess. How he falls into the campaign: He sees the power of the rotten mages, he sees their black souls, he even sees the horrible effects their rule has on caravans. He is searching in every way to help against this horrible unjust, heretical rule. ![]()
![]() bbangerter wrote:
I have decided on a human monk wanderer that has taken a vow of truth and vow of poverty. I am working on him now, getting his story together etc. Been going back and forth between different ideas all day. :P ![]()
![]() My submissions posted all together to make it easier :) ______________________________________________________________
Basic Information::
Race: Tiefling Class: Cleric of Dispater Alignment: Lawful Neutral Age: 74 Height: 6'2 Weight: 170 lb. Religion: Dispater Languages: Abyssal, common and infernal Statistics:
Abilities: -Strength: 13 +1 -Dexterity: 12 +1 -Constitution: 8 -1 -Intelligence: 15 +2 -Wisdom: 16 +3 -Charisma: 10 +0 Saves: - Fortitude: +2 - Reflex: +1 - Will: +5 Feats: -Eschew Materials Traits:: -Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. -Noble Born(Surtova): You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.” Domains: -Law(devil):Hell’s Corruption (Su): - You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. - Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Spells: -1st: command -2nd: align weapon -3rd: suggestion -4th: order's wrath -5th: dispel chaos -6th: hold monster -7th: dictum -8th: shield of law -9th: summon monster IX -Trickery(deception): - Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier. - Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive. Spells: - 1st: disguise self - 2nd: mirror image - 3rd: non-detection - 4th: confusion - 5th: false vision - 6th: mislead - 7th: project image - 8th mass invisibility - 9th time stop equipment:
Weapons: -Heavy Mace 1d8 (x2) 8lb. Armor/Clothing: -Armored Coat +4 AC, 20%, ACp -2 20lb. -Light Steel Shield +1 AC, 5%, ACP -1 6lb. -Scholars Outfit 6lb. Other Items: -Signet Ring - -Feather Token(bird)(2) - -backpack 2lb. gold(62) 3lb. Total: 43lb Light: 50 or less Medium: 51–100 lbs. Heavy: 101–150 lbs. Skills:
- Appraise: +2 - Bluff: +4 - Craft: +2 - Diplomacy: +4 - Disguise: +0 - Heal: +3 - Knowledge(nobility): +6 - Linguistics: +2 - Proffesion(politician): +3 - Sense Motive: +3 - Stealth: +1 Combat:
- HP: 8 - AC: 16 - CMD: 13 - CMB: +2 - Init: +1 - Speed: 20ft(with armor) Storyline:
Born: Outside The World Wound in Shudderwood. Birth: It is said his mother was raped by a fiend and let live. She fled the to Shudderwood, elves assisting the native fey helped give birth to the tiefling... This process killed the mother. It was noticed by one of the elves the odd mark on the left inside palm of the child... (Birthmark trait) it looked odd or perhaps familiar... A cleric present observed the mark. It appeared as a brand more so than a birthmark. The cleric verified is was the mark of dispater... Life as Child: The elves horrified by the mark wanted to kill the child, as it was considered not a child of any fiend... But of Dispater himself. The Elves were quite distressed but took him took him far away to brevoy, in hopes to stave his wickedness he was left with temple. As the child starting growing up the Surtova family saw him and were immediately taken by the child, and decided on adoption. Despite the warnings from the clerics they took him in with ease. Earlier on the child started showing odd signs, as for one he was left handed.... As a young adult:In his teen years he starting showing signs of interest in politics and law. In his years he as well started feeling the over-whelming to worship the Iron Lord Dispater. He started making small altars in in the forests and some other area of secrecy. His devotion over the years was soon rewarded with powers as his worship continued. Adult in the World: He sets out in the world finding whatever he can to get himself into politics, rather it be directly, gold or infamy, it is apparent he wants to rule the world for the glory of Dispater and above all uphold the law. Though not born in the family of Surtova, he is quite close with the family. His rise in politics brought him close with the Surtova family. The family loves his wit and cleverness, and they are the perfect guinea pigs for his political gain. He earned his nickname "Vox the Vile" not in the typical way of battle or perhaps battlewounds, but in the act of deviance and harshness in political negotiations. Often leaving one party short handed and without choice, just by pure cleverness. __________________________________________________________ __________________________________________________________
Basic Information::
Race: Elf Class: Internal Alchemist Alignment: Neutral Age: 120 Height: 6ft Weight: 106 lb. Religion: None Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic Statistics:
Abilities: -Strength: 14 +2 -Dexterity: 12 +1 -Constitution: 14 +2 -Intelligence: 16 +3 -Wisdom: 10 0 -Charisma: 10 0 Saves: - Fortitude: +6 - Reflex: +3 - Will: 0 Feats: -Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability. Traits:: - Resilent: +1 Fortitude on Saves. - Rostlander: +1 Fortitude on Saves. equipment:
Weapons: - Mace, light 1d6 (x2) 4lb. Armor/Clothing: - Wooden Armor +3 AC, 15%, ACP -1 25lb. - Buckler +1 ac, 5%, ACP -1 5lb. - Scholars Outfit 6lb. Other Items: - Alcehmist Kit 5lb. - Waterskin 4lb. - Ration(2) 1lb. - Backpack 2lb. - 51gp 1lb Total: 53lb Light: 58 or less Medium: 59–116 lbs. Heavy: 117–175 lbs. Abnormal Abilities:
Breath Mastery: At 1st level, the internal alchemist can
Mutagen: At 1st level, an alchemist discovers how to
Bombs: In addition to magical extracts, alchemists
Brew Potion (Ex): At 1st level, alchemists receive Brew
Skills:
- Appraise: +7 - Craft: +4 - Disable Device: +1 - Fly: 0 - Heal: +4 - Knowledge(Arcana): +7 - Knowledge(Nature): +7 - Perception: +4 - Proffesion(Librarian): 0 - Sleight of Hand: +4 - Spellcraft: +3 - Survival: +4 - Use Magic Device: +3 Combat:
- HP: 8 - AC: 15 - CMD: 12 - CMB: +1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Storyline:
Appearance: You see a stern Elf with a sharp gaze, wearing wooden armor and a buckler. This Elf of Rostlander grew uo in a poor family, not having much. He was very close to the woods and forest. He spent most of his young life exploring in wooded areas. He would meditate often in the woods honing his soon to be magical skills. As he went out into the world he found an alchemist looking for an apprentice. It was perfect for him. He found that the knowledge and power he honed in the forest could be easily applied to potions. He feels very close to nature for he considers it his first home, and his second the small cottage he lived in with his family. He refuses to harm anything natural or green without good reason. He wears wooden armor and shield to show his bond to nature. As he starts to further his skills he learns further how to keep himself alive, getting the idea that one day he could keep himself alive indefinetly with the power of nature and science coming together in a loving union.
__________________________________________________________ __________________________________________________________
Basic Information::
Race: Human Class: Dual-Cursed Oracle Alignment: Neutral Age: 23 Height: 5'4ft Weight: 76 lb. Religion: Worshipper of many deities, but the Sun and Fire itself is above others. Languages: Common Statistics:
Abilities: -Strength: 8 -1 -Dexterity: 12 +1 -Constitution: 14 +2 -Intelligence: 10 +4 -Wisdom: 16 +3 -Charisma: 16 +3 Saves: - Fortitude: +2 - Reflex: +1 - Will: +5 Feats: - Eschew Materials - Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success. Traits:: - Deformed(Burnt face/chest/shoulders): +1 on intimidate checks. - Bastard: +1 on Will Saves. equipment:
Weapons: -Longspear 1d8 (x3) 9lb. Armor/Clothing: -Padded Armor +1 AC, 5%, ACP 0 10lb. -Peasants Outfit 2lb. Other Items: - Waterskin 4lb. - Ration(2) 1lb. - Everburning torch 1lb. - sack 1/2lb. - gold 57 1lb. Total: 28.5lb Light: 26 or less Medium: 27–53 lbs. Heavy: 54–80 lbs. Class Features:
Curses: - Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. - Wasting[b]: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. [b]Mystery(Revelation): Flame: -Bonus Spells: burning hands (2nd), resist energy (4th), fireball
Revelations: -Molten Skin (Ex): You gain resist fire 5. This resistance
Spells: 0 Level: - Detect Magic - Purify Food/Drink - Read Magic - Spark 1st Level: - Burning Disarm - Sun Metal - Burning Hands Skills:
- Acrobatics: +1 - Climb: -1 - Craft: +0 - Diplomacy: +6 - Heal: +3 - Intimidate: +8 - Knowledge(Religion): +4 - Perform: +3 - Proffesion(Oracle): +7 - Sense Motive: +3 - Spellcraft: +0 Combat:
- HP: 8 - AC: 12 - CMD: 10 - CMB: -1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Who is Azziz?:
[b]Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on. This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it. It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home. _______________________________________________________________ ![]()
![]() I adjusted Izzaz's equipment and did an overhaul of Virnal. He should be much more to your liking now :P Virnal "The Enternal" Markov Basic Information::
Race: Elf Class: Internal Alchemist Alignment: Neutral Age: 120 Height: 6ft Weight: 106 lb. Religion: None Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic Statistics:
Abilities: -Strength: 14 +2 -Dexterity: 12 +1 -Constitution: 14 +2 -Intelligence: 16 +3 -Wisdom: 10 0 -Charisma: 10 0 Saves: - Fortitude: +6 - Reflex: +3 - Will: 0 Feats: -Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability. Traits:: - Resilent: +1 Fortitude on Saves. - Rostlander: +1 Fortitude on Saves. equipment:
Weapons: - Mace, light 1d6 (x2) 4lb. Armor/Clothing: - Wooden Armor +3 AC, 15%, ACP -1 25lb. - Buckler +1 ac, 5%, ACP -1 5lb. - Scholars Outfit 6lb. Other Items: - Alcehmist Kit 5lb. - Waterskin 4lb. - Ration(2) 1lb. - Backpack 2lb. - 51gp 1lb Total: 53lb Light: 58 or less Medium: 59–116 lbs. Heavy: 117–175 lbs. Abnormal Abilities:
Breath Mastery: At 1st level, the internal alchemist can
Mutagen: At 1st level, an alchemist discovers how to
Bombs: In addition to magical extracts, alchemists
Brew Potion (Ex): At 1st level, alchemists receive Brew
Skills:
- Appraise: +7 - Craft: +4 - Disable Device: +1 - Fly: 0 - Heal: +4 - Knowledge(Arcana): +7 - Knowledge(Nature): +7 - Perception: +4 - Proffesion(Librarian): 0 - Sleight of Hand: +4 - Spellcraft: +3 - Survival: +4 - Use Magic Device: +3 Combat:
- HP: 8 - AC: 15 - CMD: 12 - CMB: +1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Storyline:
Appearance: You see a stern Elf with a sharp gaze, wearing wooden armor and a buckler. This Elf of Rostlander grew uo in a poor family, not having much. He was very close to the woods and forest. He spent most of his young life exploring in wooded areas. He would meditate often in the woods honing his soon to be magical skills. As he went out into the world he found an alchemist looking for an apprentice. It was perfect for him. He found that the knowledge and power he honed in the forest could be easily applied to potions. He feels very close to nature for he considers it his first home, and his second the small cottage he lived in with his family. He refuses to harm anything natural or green without good reason. He wears wooden armor and shield to show his bond to nature. As he starts to further his skills he learns further how to keep himself alive, getting the idea that one day he could keep himself alive indefinetly with the power of nature and science coming together in a loving union.
Izzaz "Firebrand" Basic Information::
Race: Human Class: Dual-Cursed Oracle Alignment: Neutral Age: 23 Height: 5'4ft Weight: 76 lb. Religion: Worshipper of many deities, but the Sun and Fire itself is above others. Languages: Common Statistics:
Abilities: -Strength: 8 -1 -Dexterity: 12 +1 -Constitution: 14 +2 -Intelligence: 10 +4 -Wisdom: 16 +3 -Charisma: 16 +3 Saves: - Fortitude: +2 - Reflex: +1 - Will: +5 Feats: - Eschew Materials - Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success. Traits:: - Deformed(Burnt face/chest/shoulders): +1 on intimidate checks. - Bastard: +1 on Will Saves. equipment:
Weapons: -Longspear 1d8 (x3) 9lb. Armor/Clothing: -Padded Armor +1 AC, 5%, ACP 0 10lb. -Peasants Outfit 2lb. Other Items: - Waterskin 4lb. - Ration(2) 1lb. - Everburning torch 1lb. - sack 1/2lb. - gold 57 1lb. Total: 28.5lb Light: 26 or less Medium: 27–53 lbs. Heavy: 54–80 lbs. Class Features:
Curses: - Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. - Wasting[b]: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. [b]Mystery(Revelation): Flame: -Bonus Spells: burning hands (2nd), resist energy (4th), fireball
Revelations: -Molten Skin (Ex): You gain resist fire 5. This resistance
Spells: 0 Level: - Detect Magic - Purify Food/Drink - Read Magic - Spark 1st Level: - Burning Disarm - Sun Metal - Burning Hands Skills:
- Acrobatics: +1 - Climb: -1 - Craft: +0 - Diplomacy: +6 - Heal: +3 - Intimidate: +8 - Knowledge(Religion): +4 - Perform: +3 - Proffesion(Oracle): +7 - Sense Motive: +3 - Spellcraft: +0 Combat:
- HP: 8 - AC: 12 - CMD: 10 - CMB: -1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Who is Azziz?: Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on. This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it. It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home. ![]()
![]() Tassadan wrote:
Ok np. I will see if I can adjust virnals ability scores. I adjusted Azziz's ability scores majorly because I dumped three abilities originally :P ![]()
![]() This by far is my favorite character... I'm not sure if you will like him.. But he is amazing. I sort of took some inspiration from the silent hill game series along with the four horsemen of the apocalypse. Though he is not directly evil, he has the brand of evil. And you may ask "how does the horsemen fit into this?" well, i had the idea that there were people below them, that were "made" to set forth the circumstances to end the world. Even though they do not know it, but what the gods turned these people into, makes them appropriate to do the things they want on their own. I edited his ability scores, feats, and traits so that it will better fit into the characters you are looking for. Sorry btw on not submitting a rogue, i was just submitting the characters i have already made as they are some of my favorite. Izzaz "Firebrand" Basic Information::
Race: Human Class: Dual-Cursed Oracle Alignment: Neutral Age: 23 Height: 5'4ft Weight: 76 lb. Religion: Worshipper of many deities, but the Sun and Fire itself is above others. Languages: Common Statistics:
Abilities: -Strength: 8 -1 -Dexterity: 12 +1 -Constitution: 14 +2 -Intelligence: 10 +4 -Wisdom: 16 +3 -Charisma: 16 +3 Saves: - Fortitude: +2 - Reflex: +1 - Will: +5 Feats: - Eschew Materials - Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success. Traits:: - Deformed(Burnt face/chest/shoulders): +1 on intimidate checks. - Bastard: +1 on Will Saves. equipment:
Weapons: -Longspear 1d8 (x3) 9lb. Armor/Clothing: -Padded Armor +1 AC, 5%, ACP 0 10lb. -Peasants Outfit 2lb. Other Items: - Waterskin 4lb. - Ration(2) 1lb. Total: 26lb Light: 43 or less Medium: 27–53 lbs. Heavy: 54–80 lbs. Class Features:
Curses: - Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. - Wasting[b]: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. [b]Mystery(Revelation): Flame: -Bonus Spells: burning hands (2nd), resist energy (4th), fireball
Revelations: -Molten Skin (Ex): You gain resist fire 5. This resistance
Spells: 0 Level: - Detect Magic - Purify Food/Drink - Read Magic - Spark 1st Level: - Burning Disarm - Sun Metal - Burning Hands Skills:
- Acrobatics: +1 - Climb: -1 - Craft: +0 - Diplomacy: +6 - Heal: +3 - Intimidate: +8 - Knowledge(Religion): +4 - Perform: +3 - Proffesion(Oracle): +7 - Sense Motive: +3 - Spellcraft: +0 Combat:
- HP: 8 - AC: 12 - CMD: 10 - CMB: -1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Who is Azziz?: Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on. His story:This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it. It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home. ![]()
![]() Virnal "The Enternal" Markov Basic Information::
Race: Elf Class: Internal Alchemist Alignment: Neutral Age: 120 Height: 6ft Weight: 106 lb. Religion: None Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic Statistics:
Abilities: -Strength: 12 +1 -Dexterity: 14 +2 -Constitution: 14 +2 -Intelligence: 18 +4 -Wisdom: 8 -1 -Charisma: 8 -1 Saves: - Fortitude: +6 - Reflex: +4 - Will: -1 Feats: -Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability. Traits:: - Resilent: +1 Fortitude on Saves. - Rostlander: +1 Fortitude on Saves. equipment:
Weapons: -Dagger 1d4 (19-20,x2) 1lb. Armor/Clothing: -Leather Armor +2 AC, 10%, ACP 0 15lb. -Scholars Outfit 6lb. Other Items: -Alcehmist Kit, portable 20lb. Total: 42lb Light: 43 or less Medium: 44–86 lbs. Heavy: 87–130 lbs. Abnormal Abilities:
Breath Mastery: At 1st level, the internal alchemist can
Mutagen: At 1st level, an alchemist discovers how to
Bombs: In addition to magical extracts, alchemists
Brew Potion (Ex): At 1st level, alchemists receive Brew
Skills:
- Appraise: +8 - Craft: +4 - Disable Device: +2 - Fly: +2 - Heal: +3 - Knowledge(Arcana): +8 - Knowledge(Nature): +8 - Perception: +3 - Proffesion(Librarian): -1 - Sleight of Hand: +6 - Spellcraft: +4 - Survival: +3 - Use Magic Device: +3 Combat:
- HP: 8 - AC: 14 - CMD: 13 - CMB: +1 - Init: +1 - BAB: +0 - Speed: 20ft(with armor) Storyline: Born: Rostlander. Virnal is a brilliant alchemist. He refuses all religion as he is a man of science. He was raised South of Brevoy in Rostlander. He spent a lot of time in the forest, honing his eventual powers and love of science. He studied wherever he could, rather it be at school or a library. He later on found that his inert magical abilities could be used with science to create brilliant potions. So he sets out with this power to find the eventual Elixar of Life. He comes to the these lands on search of knowledge, as above all, at this point, he wants to further his knowledge. Virnal tends to not talk much and be very stoic. He looks at everything logically and applies science and what he has read as opposed to "common sense".
![]()
![]() Tosniak Voxile "Vox the Vile" Basic Information:
Race: Tiefling Class: Cleric of Dispater Alignment: Lawful Neutral Age: 74 Height: 6'2 Weight: 170 lb. Religion: Dispater Languages: Abyssal, common and infernal Statistics:
Abilities: -Strength: 13 +1 -Dexterity: 12 +1 -Constitution: 8 -1 -Intelligence: 15 +2 -Wisdom: 16 +3 -Charisma: 10 +0 Saves: - Fortitude: +2 - Reflex: +1 - Will: +5 Feats: -Eschew Materials Traits:: -Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. -Noble Born(Surtova): You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.” Domains: -Law(devil):Hell’s Corruption (Su): - You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. - Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Spells: -1st: command -2nd: align weapon -3rd: suggestion -4th: order's wrath -5th: dispel chaos -6th: hold monster -7th: dictum -8th: shield of law -9th: summon monster IX -Trickery(deception): - Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier. - Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive. Spells: - 1st: disguise self - 2nd: mirror image - 3rd: non-detection - 4th: confusion - 5th: false vision - 6th: mislead - 7th: project image - 8th mass invisibility - 9th time stop equipment:
Weapons: -Heavy Mace 1d8 (x2) 8lb. Armor/Clothing: -Armored Coat +4 AC, 20%, ACp -2 20lb. -Light Steel Shield +1 AC, 5%, ACP -1 6lb. -Scholars Outfit 6lb. Other Items: -Signet Ring - Total: 40lb Light: 50 or less Medium: 51–100 lbs. Heavy: 101–150 lbs. Skills:
- Appraise: +2 - Bluff: +4 - Craft: +2 - Diplomacy: +4 - Disguise: +0 - Heal: +3 - Knowledge(nobility): +6 - Linguistics: +2 - Proffesion(politician): +3 - Sense Motive: +3 - Stealth: +1 Combat:
- HP: 8 - AC: 16 - CMD: 13 - CMB: +2 - Init: +1 - Speed: 20ft(with armor) Storyline: Born: Outside The World Wound in Shudderwood. Birth: It is said his mother was raped by a fiend and let live. She fled the to Shudderwood, elves assisting the native fey helped give birth to the tiefling... This process killed the mother. It was noticed by one of the elves the odd mark on the left inside palm of the child... (Birthmark trait) it looked odd or perhaps familiar... A cleric present observed the mark. It appeared as a brand more so than a birthmark. The cleric verified is was the mark of dispater... Life as Child: The elves horrified by the mark wanted to kill the child, as it was considered not a child of any fiend... But of Dispater himself. The Elves were quite distressed but took him took him far away to brevoy, in hopes to stave his wickedness he was left with temple. As the child starting growing up the Surtova family saw him and were immediately taken by the child, and decided on adoption. Despite the warnings from the clerics they took him in with ease. Earlier on the child started showing odd signs, as for one he was left handed.... As a young adult:In his teen years he starting showing signs of interest in politics and law. In his years he as well started feeling the over-whelming to worship the Iron Lord Dispater. He started making small altars in in the forests and some other area of secrecy. His devotion over the years was soon rewarded with powers as his worship continued. Adult in the World: He sets out in the world finding whatever he can to get himself into politics, rather it be directly, gold or infamy, it is apparent he wants to rule the world for the glory of Dispater and above all uphold the law. Though not born in the family of Surtova, he is quite close with the family. His rise in politics brought him close with the Surtova family. The family loves his wit and cleverness, and they are the perfect guinea pigs for his political gain. He earned his nickname "Vox the Vile" not in the typical way of battle or perhaps battlewounds, but in the act of deviance and harshness in political negotiations. Often leaving one party short handed and without choice, just by pure cleverness. ![]()
![]() Tassadan wrote:
I chose dispater for the Lawful aspect, which is his sympathy point. He would do whatever he could to break up an unlawful fight or destruction of a village, mainly because he sees all of it as his own. Despite that, he would gladly pin two kingdoms against one another for power. And the greataxe because a heavy mace is one handed, and i can't seem him holding a shield and the greataxe adds to his diabolic look. And i don't know if i have gotten HOW lawful he is across... In scenario with him and a LG Paladin, he would be the one that would uphold the law above the paladin. And as far as the other characters, i will take them from paper and put them on my comp. (at least my favorite ones). I will have them to you tomorrow. ![]()
![]() Tassadan wrote:
May i ask what about my character? AS far as the idea goes if you like it or not ![]()
![]() This sounds pretty interesting, would a tiefling cleric of dispater interest you? Alignment: LN He has the domains of: Law and Trickey, Sub-domains: Devil and Deception. He wields a Greataxe and wears an armored coat. Storyline:
(storyline built in golarian) Born: Outside The World Wound in Shudderwood. Birth: It is said his mother was raped by a fiend and let live. She fled the to Shudderwood, elves assisting the native fey helped give birth to the tiefling... This process killed the mother. It was noticed by one of the elves the odd mark on the left inside palm of the child... (Birthmark trait) it looked odd or perhaps familiar... A cleric present observed the mark. It appeared as a brand more so than a brithmark. The cleric verified is was the mark of dispater... Life as Child: The elves horrified by the mark wanted to kill the child, as it was considered not a child of any fiend... But of Dispater himself. But one family said "No... This child has every right to live as any other child". They took him in and traveled the world, trying to stay out of sight of clerics and some of the Elven community as the word has spread. Earlier on the child started showing odd signs, as for one he was left handed.... As a young adult:In his teen years he starting showing signs of interest in politics and law. In his years he as well started feeling the over-whelming to worship the Iron Lord Dispater. He started making small altars in places they settled in for more than a day, and when he couldn't he just prayed. His devotion over the years was soon rewarded with powers as his worship continued. Adult in the World: He sets out in the world finding whatever he can to get himself into politics, rather it be directly, gold or infamy, it is apparent he wants to rule the world for the glory of Dispater and above all uphold the law. I can easily input this character in appropriate format (as it is currently on paper), i just wanted to see if you liked the idea of the character first, as I have other characters with equal story that you may find more interesting :) ![]()
![]() Im thinking of having this be a short adventure rather than a campaign. And after we get throught his little part we will see of anyone wants to continue forward and if everyone likes it we can continue on as long as everyone wants. My imagination is endless (i will have what i can prepared though). ![]()
![]() Arkwright wrote: Hell YES. I have a Synthesist Summoner already prepared for an underwater game that failed. It works really well; gills and flipper evolutions. Yeah thats another thing, there are so many unused character options that are exclusively for underwater. Like gills evolution and aquatic druid ![]()
![]() What does everyone think about a COMPLETELY underwater campaign? Would it change the game too much? Would anyone want to play this? (or gm?) The party being completely underwater adds for soooo much more. First off everyone can move in three dimensions and spells like fly would be useless. Also it gives a chance for rare and unused pc races like gillmen and merfolk. Any suggestions on this campaign? Would anyone like this? |