Phantom Genius wrote:
Do you have a character sheet?
Whisper gnome are an offshoot of Dread gnomes (those are gnomes with the dread gnome alternate racial features) most whisper gnomes are gnomes that has survived the bleaching. when a gnome suffers from bleaching most end up dying, but a few actually survive, and some are taken by the whisper gnome community to cared for through the process to increase their chance of survival. Whisper gnome exist both on the surface and in the Darklands. in the Darklands they simply exist in the shadows. and are only spoken of in whispers. (the origin of the name) I will send more info on them via private message as much more would be privileged info to someone want to play a whisper gnome I am NOT using fractional bonus system let me know if you are definitely choosing Whisper Gnome before I send the info
So far all the applicants seem to be in order. I am not going into extreme detailed examination of each submission at this time. I am mainly concerned with backstories and connections to the campaign overall So the following can report to the pre-game selection roleplay thread Andrea1: Trevor Culexis - Drow Alchemist 2 Dragoncat: Nathrae Khalazza - Drow black blooded oracle 2 Mokmurian the Great: Thanaton Sirov - Tiefling Necromancer 2 Ever_Anon: Shikki the Sailor - Female Aqueous Ratfolk Unchained Rogue 2 CucumberTree: Aranda Slade - Drow Cleric (Undead Lord) of Urgathoa 2 Ouachitonian: Pertinax Islaran - Tiefling Antipaladin 2
Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power. Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests. Currently, Lady Lavinia Vanderboren is not present Kora
when you arrive please describe your character as others see you in this scene. it is most likely that you are dressed appropriately for a wake. Each of you have had connections with the Vanderboren family, you know of their Daughter, Lavinia and her older brother Vanthus. You are also familiar with the Major Domo of the house, an apparently bleached gnome by the name of Kora.
Ok so far here is what I have for character submissions: Andrea1: Trevor Culexis - Drow Alchemist 2 Dragoncat: Nathrae Khalazza - Drow black blooded oracle 2 Mokmurian the Great: Thanaton Sirov - Tiefling Necromancer 2 Ever_Anon: Shikki the Sailor - Female Aqueous Ratfolk Unchained Rogue 2 CucumberTree: Aranda Slade (I don't know how to link individual posts) - Drow Cleric (Undead Lord) of Urgathoa 2 Ouachitonian - mentioned an Antipaladin - have not seen the character yet
Ouachitonian wrote: I’m working through tomorrow but should be finished with my submission by Sunday night. Edward, did you see my earlier question about Necromantic Affinity? Would you allow it to apply to the Antipaladin’s Touch of Corruption and Channel Negative Energy as well as Inflict Spells? I would have to say yes. necromantic affinity allows you to be healed by negative energy so channeled negative energy would heal you Also since touch of corruption heals undead, thus it would heal you as well with the necromantic affinity feat as well
CucumberTree wrote:
that seems fine however can you provide a little more on what you did as being employed by the Vanderboren's what tasks would you have been assigned or services would you have rendered. Would be adverse to making an alias for the character before selections are made?
Dragoncat wrote: GM, would you allow me to switch Nathrae's Pride drawback with the Warded Against Nature drawback? The thing I am wondering is the warded against nature has wording to imply all animals. so lets say you are attacked by a hungry T-Rex, would such a creature be affected by the drawback? or would it be restricted to common domesticated type of animals? what about rat swarms or bat swarms? they are animals seems pretty powerful for a drawback making you effectively immune to most swarms? I would allow it as long as we keep it somewhat limited as to what animals are affected
Thanaton Sirov wrote:
the back story looks good - my only concern would be what loyalties would he even have to the Vanderboren house should the situation arise. I mean would your character be the sort to abandon them if the pay wasn't enough or if they asked you to perform a mission that might not further your personal goals but rather the goals of the Vanderboren house as a whole? As far as the severed head... not so sure about that might be a little too much
Thanaton Sirov wrote:
probably not the lich unless it is granted via a class feature or something like that. As far as undead master - it is a wizard Archetype so it would be approved As far as diplomacy is concerned - it does have an impact in the campaign and would rather useful in ship to ship combat whoever ends up being the Ship captain can use diplomacy each round for various effects on the combat. (this stuff will be handled when the situations come up in game)
MordredofFairy wrote:
I expect to go to level 20 or maybe 21 not quite sure. But as for character level no single class will exceed 20 levels
CucumberTree wrote:
Go for it, we'll see how it goes
Trevor Culexis wrote: Got most of the stats up for my alchemist. Will get the traits and equipment up as well. As a Drow you would begin at level 2 (that should equate to CR 1) Also Drow sign Language is called Sakvroth. and for the purpose of this game it is also a written and spoken language as well. All Drow get this language for free
Some FAQ Background skills - yes we are using them as well as lore skill Templates - I tried to explain in the opening post but sometimes I think better than I type, if that makes any sense - anyway when you reach 5 HD you would end up with your CR Equivalent going up by 2 so the next level up you would skip. Also I do realize this is an evil game, however the party will be slightly more "gooder" than most while still being evil. Also the topic of slavery will be present. If this is something that makes you uncomfortable I need to know. Important note I forgot before. The primary language is undercommon there is a separate drow language that is restricted to drow only (like druidic is restricted to druids) Last note this game will be theater of the mind for combat.
Now recruiting for a Savage tide game but with a twist… A little story; A few years back my face-to-face group ended a campaign and I asked what they wanted for the next game. Half voted for a Pirate game and the other half wanted to do something in the Underdark (aka Darklands) so we could play drow. (Can I still say that word?) So, I pondered what to do and started looking at different things then while looking at Into the Darklands book, I saw there is a Sightless Sea. Then I saw that the sightless sea is inhabited by sailing races and so I decided why not do both. Long story short (or is that too late?) behold - Savage Tide in the Darklands. So If you are familiar with the Savage Tide AP this will be very much the same overall but there are several changes to make it different as well. First and foremost, Some traditional Golorian lore will be modified to fit the game. The game will begin in the Drow city of Telderist (this city has been modified from what is already published so please take the time to read the players guide linked here Now for some New lore that every character would know
lore info:
The city of Telderist is located on the edge of the Drow empire and is a rather active trade hub for much of the Drow. Located on the shores of Lake Nirthran, which is really, much larger than a lake (more like the size of the Caribbean Sea). As a trade port lots of things come through this city and dealings with the many different denizens of the Darklands visit Telderist. the corsairs of Telderist support numerous assassins, drug peddlers, and even pirates. Much about Telderist itself is in the linked players guide, so nuff said here about that. A group of privateers sail the Draklands known collectively as the Crimson Fleet. Some deal with Pirates, others are mercenaries going to the highest paycheck. The one thing to know is that many of the Drow houses of Telderist keep the Crimson Fleet on the payroll to avoid issues with shipping of their own. The primary forces opposed to Telderist are the Skum tribes (kept in check by the forces of the Corsairs of Telderist. The second and much more dangerous foes are the Blood Raiders. Mostly operating out of the undead city of Nemret Noktoria. And as you probably guessed, they are a fleet of Undead Pirates. Now you probably are wondering how do you get these ships down to the Sightless Sea and back? The answer is simple, Magic. A long time ago the Drow developed Navigational Orb to be placed on their ships. These orbs served a main purpose that a lookout would on a surface ship. Providing a scan of a distance out to about a mile around the ship as well as 200 feet above the ship and to depth of 50 feet below the waterline. These orbs have a second purpose as well, they are keys to portals to transport ships from Lake Nirthran down to the Sightless Sea. While the Orbs can be operated by any user, the portal feature was magically restricted to only be available to Drow female Divine spellcasters. The control of these orbs was left to the Harbormaster of Telderist
Telderist overview:
More detailed info will be found in the Players Guide Telderist is divided into 7 districts. Each district has its own Drow noble house that governs over that district as well as serving on an overall council to govern the city. Each District also has a primary faith but worship is not usually mandatory for residents in that district. Here are very brief overviews of each district: Azure District: The Azure District is Telderist’s true waterfront. Consisting of two sections, the East and the West, the Azure District also houses the majority of the city’s lower class citizens. The Western section of the Azure District is primarily concerned with the city’s waterways, while the Eastern section is where the city’s Plesiosaurus industry (Darklands equivalent of whaling industry). Is located Champion’s District The Champion’s District is a district of soldiers, gladiators, and mercenaries who follow in the footsteps of one of the city’s founders and one time king Teraknian. The champion’s District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the rightful leaders of the city. Cudgel District The Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of Nurgal. It’s also the safest district in Telderist. The citizens of the Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack. Merchant District Telderist’s heart, and perhaps even its soul, is lodged in its Merchant District. The first district visitors reach, it’s often the only district visitors need ever explore. Little can’t be found in the Merchant District’s shops and markets, and its taverns host the finest range of food and drink within the city walls (publicly in any event). Noble District Although rule of Telderist has always been handled in Castle Teraknian, the city’s Noble District has traditionally been thought of as the city’s ruling district, despite Orren Teraknian’s treachery and the resulting years spent under Skum occupation. The other districts view the Noble District as a place of decadence and eagerly await the district’s fall under its own excesses. Shadowshore Although relatively small, Shadowshore is perhaps the most notorious of Telderist’s districts. This strip of land nestled in the shadow of the Champion’s District has long been a haven for thieves, assassins, and criminals of all kinds. Generally the only people who live here are the poor or those who can ably protect their property. The city watch has all but given up on Shadowshore, so long as a general state of peace remains. Midnight District Like the Cudgel District, Midnight is primarily residences, yet the citizens of Midnight are generally a bit better off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous resource caverns that abound surrounding Telderist. Midnight District is the hub of the city’s slave trade. The following are the primary gods / demon lords of each district:
Ok enough text walls of Lore lets get to meat of what you need to do… Character Creation:
This game will be Pathfinder 1e but there are elements of Pathfinder 2e that I liked and incorporated into this game. Mainly I will mostly use 2e conditions, as well as 2e for things like poisons and diseases. Also, the influence mechanic may be incorporated as well Characters will begin in the city of Telderist you may be Drow, or any of the listed races available Ability scores will be 25 point-buy and If selected I assign some bonus stat points based on background The following races are available:
* Custom Race – see below
All new characters begin as CR 1. Look at your character in HeroLab and take note of your CR! (This means some will begin as level 2 while others begin as level 1 depending on you race selection)
The following Templates are available:
Be aware that the setting will be the Darklands. As such everything will be Dim Light or less. Without darkvision all attacks have 20% miss chance Due to the additions of Templates advancement will be milestone advancement and I will specify what your new CR should be when you advance in level. That means that some with a template may find themselves skipping level ups during the adventure The next thing to make sure all know: the guns setting for this game is guns are commonplace (the tech level of this game will be equivalent of late 1600’s to early 1700’s) only early firearms are available. Unchained versions are not required but are available if desired We are using background skills All characters will have max HP at every level
Whisper gnome custom race:
*Whisper Gnome is a custom race as follows: Humanoid Subtype gnome Size small Speed Normal (30’) Languages Standard – racial language is gnome Ability scores: Specialized – select +2 Dex, +2 Con, -2 Cha (they also have -2 Strength) Defensive traits: Defensive Training – Lesser – Giant Illusion resistance Feat and Skill traits: Sneaky (+4 to stealth) Skill Bonus Perception (+2 perception) Magic traits: Fell Magic Spell Like Ability lesser – Silence Offence Traits: Weapon Familiarity – select gnome weapons and Hand Crossbow Hatred Select Goblinoid and Elf Senses: Select Darkvision 60’ Select Low Light vision This should add up to 20 points Alternative choices: you may replace Weapon Familiarity with Poison Use You may replace Darkvision with See in Darkness but you also gain Light blindness weakness campaign traits:
All characters must choose one of the following traits as a campaign trait. This is not a bonus trait but you can take a single drawback to gain another trait. (These traits are reworded but remain the same mechanically as the campaign traits from Carrion Crown Adventure Path.) Chance Savior: Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
Subject of Study: Verik and Larissa Vanderboren approached you as part of their studies, as they heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, they met with you and maintained frequent correspondence until several months ago. The scars of your experience and their continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. They helped you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.
Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the influence and impact of your idol.
Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that they would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety.
On the Payroll: The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Teachers’ Pet: When Verik and Larissa Vanderboren saw the potential for greatness in one of their charges, they took it upon themselves to nurture their spark. You were such a student. Over the course of several months, you and the adventurers spent hours debating the finer points of your topic of interest, and the intellectual doors they opened for you continue to flavor your outlook on the world. (This trait is restricted to Drow characters only)
Once you have completed your character and I have reviewed it, you will proceed to the link I will provide the link via PM (or is it DM?) for the pre-selection role-play thread Here is the set-up for the roleplay: Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power. Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests. Currently, Lady Lavinia Vanderboren is not present Kora
Please feel free to post questions regarding character creation and submissions I do not have a definitive timeline as to how long the recruitment will remain open but I do intend to announce the end at least 24 hours before closing. Any interest post made before the closing will be given time to create their charcter.
Some things I am using Guns setting are considered guns commonplace. The tech level of this game would be equivalent to each of late 1600's to early 1700's so early firearms only and yes ships may have cannons. Typical ships will have small culverns which are basically 6 to 8 pounders with the occasional long nine Heavier naval guns are present but mist likely will not play much role in the game as they are going to be in ship much larger than the party will most likely be dealing with...unless you do manage to capture a man-o-war.
CucumberTree wrote: Do the females still get to break out the pimp sticks to keep the males in line? It is still a matriarchal society, but male drow still have some say and are not like I have seen portrayed. In other word a drow noble is always superior to a non noble and a drow non noble is always superior to a non drow But also like everywhere, sometimes, money trumps a lot
To si.plify my job, I tried to keep as much as possible to the original AP Also I eliminated the spider thing. Instead I went with more of a demon worship thing for the various drow houses Though the party is evil and in an evil location, they still will need to work together and they could be somewhat considered kind-of good among their peers. I don't want to get into to many details that would be spoilers I also tried to meld starfinder ship combat and various other sources I could find to develop my own ship to ship combat system. It's a bit clunky but works for table top gaming, not so sure on PbP games. When I can I will make my new players guide available.
Ok, this is only an interest check -Do not submit any character concepts Now to more details: A few years back I asked my regular group what they wanted for their next campaign. I got a split vote between pirates and something with drow or underdark theme. So I pondered this and started looking at the choices. I took a look at the Darklands in Golorian. There I noticed, the sightless Sea and how races of the darklands could sail about there. And then it hit me. Savage Tide AP but move the setting to the Darklands. I moved or rather changed, Sasserine to Telderist, a Drow city on the very edge of Drow territory. I then re-wrote the entire players guide to fit the new setting. And been playing this converted AP ever since I decided that I might try this same game here. The game will be Pathfinder 1e but I added elements from pathfinder 2e and will also eventually include mythic. Obviously everyone would be from the Darklands which changes up character creation a bit Of course the Vanderboren's will now be a Drow Noble house. In keeping with what was at my regular table a small selection of templates are available at character creation. I also converted and added Whisper Gnome using the race builder (20 RP) My intention is to use theater of the mind for combat as much as possible. I feel sometimes maps pulls away from role playing and becoming more a math exercise. Thoughts?
I am still working on my character
So far my non combat feat selection included additional traits (taken twice), alertness, and still unsure on the last two
ok here is what I got: KIMBERLY SNOW
picture:
DEFENSE:
AC: 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size) hp 19 (4d8-4) Fort +0, Ref +2, Will +7 OFFENSE:
Speed 30 ft. Melee +1 cold iron dagger +6 (1d3/19-20) or . . unarmed strike +5 (1d2-1 nonlethal) Special Attacks channel positive energy 8/day (DC 18, 2d6) Oracle (Reincarnated Oracle) Spells Known (CL 4; concentration +9, +5 melee touch, +5 ranged touch) . . 2nd (4/day) (0/4)—cure moderate wounds, detect thoughts (DC 17), lesser restoration . . 1st (8/day) (0/8)—bless, cure light wounds, detect evil, magic stone, sanctuary (DC 16), see alignment [UC] . . 0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, ghost sound (DC 15), guidance, light, mage hand, read magic, resistance, stabilize . . Mystery Life STATISTICS:
Str 9, Dex 12, Con 9, Int 15, Wis 16, Cha 20 Base Atk +3; CMB +3; CMD 12 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Channel, Extra Revelation [APG], Power Attack, Racial Heritage (Samsarian) [APG] Traits chance savior, sacred conduit Skills Acrobatics +1 *Appraise +2 Bluff +5 Climb -1 Diplomacy +12 (+4 ranks, +5 CHA, +3 Class skill) Disguise +5 Escape Artist +1 *Handle Animal +10 (+2 ranks, +5 CHA, +3 Class skill) Heal +12 (+4 ranks, +3 WIS, +3 Class skill, +2 healer’s kit) Intimidate +5 *Knowledge (history) +9 (+4 ranks, +2 INT, +3 Class skill) Knowledge (nature) +9 (+4 ranks, +2 INT, +3 Class skill) Knowledge (planes) +9 (+4 ranks, +2 INT, +3 Class skill) Knowledge (religion) +9 (+4 ranks, +2 INT, +3 Class skill) *Lore (lesser undead) +7 (+2 ranks, +2 INT, +3 Class skill) Perception +6 (+3 ranks, +3 WIS) Ride +1 Sense Motive +10 (+4 ranks, +3 WIS, +3 Class skill) Spellcraft +6 (+1 ranks, +2 INT, +3 Class skill) Stealth +5 Survival +3 Swim -1 *=Background Skill Languages Celestial, Common, Samsaran
magic items list:
+1 cold iron dagger Mithral Chain Shirt Ghost-vision Gloves : These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to see the restless dead more clearly for the next 10 rounds. While active, ghostvision gloves grant the following effects. The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet. If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s. While the gloves are active, constructs and living opponents treat the wearer as blind. Potion (Hide from Undead) x4 Potion Lesser Restoration TRACKED RESOURCES:
Dagger - 0/1
SPECIAL ABILITIES:
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not-so-distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Backstory: Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head. Believing it was her doll that she carried, she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name. She remained a recluse, many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro. She would always find a place to sleep, and food to eat with the church of Pharasma, never realizing the power she held inside. She would often walk the streets of the small town watching the people go about their business, she even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll. Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend. One evening, while wandering the town, Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign with his hand before passing cemetery gate. This did not bode well. There was something about him that piqued her curiosity, so Kimberly followed. Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked Kimberly and she screamed. She wanted to flee but, she heard the voice of her friend once more urging her to go to the man. Unsure what to do, she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign when she entered the cemetery, and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign of a spiral with her finger over her heart. It was at that moment a wave of divine energy emanated from her, driving back the monsters; Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. She saved the man’s life that night; a deed that she never thought about again… until now.
The Sly wrote:
Character radiates a small aura of positive energy. That harms undead. Does 1d4 damage to undead that are adjacent to the character. Also if the character channels positive energy to heal then add 1d6 to the amount healed. A house rule I use (this is only a suggestion) we dont specify to heal living or harm undead. Channel is simply a wave of positive or negative energy (depending on alignment or diety) and it affecta all in the area of effect as applicable excluding those per selective channel feat
Ok some dice rolls
Looks like final set is
Could be interesting let's see how it pans out As far as auras would a positive energy aura be something?
Hello all I think I will throw my hat into the ring. I have some ideas going on 1. (Trope here) a monk seeking an item that will restore his love back to her true form 2. A gnome ninja/assassin in the run from her clan 3. A geokinetisost daughter of a military General and abusive mother seeking a place in the world (a bit of Toph-like character) 4. A former ( or current) pirate captain simply looking for some excitement.
GM Mauve wrote:
I do have a level 10 core character available, unless that is too high
|