Consortium Agent

F. Castor's page

Organized Play Member. 2,804 posts (6,089 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 25 aliases.


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Male Human

Honestly, I am fine with whatever makes the DM's job even a little easier. Although I have never played with a block-initiative method (I think), I am sure it is not something I cannot get used to after a combat or two.


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Not on the PC, at least not without an emulator, but there is an Android app called Pathbuilder 2E I find pretty handy.


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Alchemists

. . Dragon Scholar
. . . . Nevynxxx: ?, ? ? Goblin Alchemist

. . Out-of-Towner
. . . . CoffeeNoise: ?, ? ? Half-Elf Alchemist

Barbarians

. . Haunting Vision
. . . . Rysky: Thursday, ? Male Human Barbarian (Spirit Instinct)

. . Reputation Seeker
. . . . Sethran: ?, ? ? Half-Orc Barbarian

Bards

. . Local Scion
. . . . Profession Smith 6 ranks: ?, ? ? Human Bard

. . Returning Descendant
. . . . Dreaming Warforged: Abigail Garrett, CG Female Human Bard

. . Truth Seeker
. . . . Chapel Ty'El: ?, ? ? Half-Elf Bard (Enigma)

Champions

. . Out-of-Towner
. . . . The KGB: ?, CG ? Elf Champion (Liberator) of Calistria

. . Truth Seeker
. . . . John Haines: Rivka Dell, NG Female Human Champion (Redeemer) of Nethys

Clerics

. . Haunting Vision
. . . . Amaranthine Witch: ?, ? ? Elf Cleric (Cloistered Cleric)
. . . . ElbowtotheFace: ?, ? Male Human Cleric (Warpriest) of Gorum
. . . . Helikon: ?, ? ? Dwarf Cleric (Warpriest) of Torag
. . . . Iff: ?, ? Female Goblin Cleric of Desna

Druids

. . Haunting Vision
. . . . Rowe: ?, ? Male Half-Orc Druid

. . Warrior
. . . . GM Ash: ?, ? Male Dwarf Druid

Fighters

. . Dragon Scholar
. . . . Crisischild: ?, ? Female Human Fighter

. . Hellknight Historian
. . . . Steve Geddes: ?, NG Male Human Fighter

. . Local Scion
. . . . Mefika: ?, ? ? Half-Elf Fighter

Monks

. . Emancipated
. . . . Vrog Skyreaver: Fargus, ? Male Dwarf Monk

. . Returning Descendant
. . . . ZetaGilgamesh: Highness, ? Male Goblin Monk

Rangers

. . Emancipated
. . . . Ever_Anon: Aronida, ? Female Halfling Ranger

Rogues

. . Local Scion
. . . . Mark Sweetman: Gethric Orted, ? Male Halfling Rogue

. . Reputation Seeker
. . . . Neil Spicer: Jonagher Winnt, NG Male Elf Rogue

. . Truth Seeker
. . . . GM SpiderBeard: Gunna Rothdam, N Female Dwarf Rogue (Ruffian)

. . ?
. . . . PCScipio: Milo Townsend, CG Male Halfling Rogue

Sorcerers

. . Dragon Scholar
. . . . Delightful: Aurelia Landon, ? Female Half-Elf Sorcerer (Draconic)
. . . . JakBlitz: ?, ? Male Half-Elf Sorcerer (Draconic)

Wizards

. . Hellknight Historian
. . . . Phntm888: Korgar Forgehammer, ? Male Dwarf Wizard

. . Truth Seeker
. . . . F. Castor: ?, N Male Human Wizard (Universalist)


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He has the Skilled Human heritage and does not have Natural Ambition (which is the ancestry feat that grants a 1st-level class feat) at 1st level. Versatile Heritage, by the way, gives a general feat, not a class feat.

According to the CRB, Ezren, being a Skilled Human Universalist Wizard with the Metamagical Experimentation arcane thesis, should have three wizard class feats at 1st level. One from being a 1st level wizard (as, according to the CRB, wizards get a wizard class feat at 1st level), one from being a Universalist (since Universalists get an extra wizard class feat) and one from his arcane thesis (since the Metamagical Experimentation thesis grants a 1st-level metamagic wizard class feat as a bonus feat).

He, however, only has two, Reach Spell and Widen Spell.

Going by his write-up, his Reach Spell class feat is from his Metamagical Experimentation arcane thesis, so that is accounted for. As far as I can tell it does not specify where his Widen Spell class feat comes from (whether it is from his being a Universalist or it is his 1st level wizard class feat).

Regardless, if the Core Rulebook is correct and wizards do indeed get a class feat at 1st level (unlike bards, clerics, druids and sorcerers by the way, who do not get a class feat at 1st level), then Ezren has one feat less than he should have, something that is true for both his 1st and 5th level write-up.


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Male Human
Javell DeLeon wrote:

Alright, folks. Just to give y'all an update I'm going to switch Morthos out at some point with a rogue. Why? Well... we need one. That's pretty much it.

My initial plan is to go Swashbuckler/Unchained rogue mainly due to the fact I'll have a lot more options weapon wise. I don't want to waste a feat on weapon proficiency so that's the main reason I'm rolling with that. Although they do have some nice 1st level abilities that should prove useful. This is all going to be fairly new to me because I am a fighter type/cleric type kinda guy. IRL and pbp. I've only run 1 rogue ever. And he was a rogue/ranger. So this'll be different for me for sure. As far as the split I figure 1 level SB and the rest rogue. Although I do like that 2nd level SB Charmed Life ability. That's pretty cool. Especially considering their saves are garbage outside of Reflex.

Anyway, just thought I'd give y'all a heads up.

Were you not just telling me what a bother it is to rebuild when I asked if it would be alright to change Raven's crunch? :-P


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Operative's Edge, Skill Focus and Skill Synergy bonuses do not stack as they are all insight bonuses.


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Male Human

Ah, and I do believe I have decided on a name.

The military R&D project that my android soldier is a product of is -or was- called Reactive Nanotechnology. It is -or was- an attempt to develop adaptable and self-upgrading nanotech (going to be fluffing soldier gear boosts and fighting style techniques, as we as augmentations and feats and ability increases, so basically his whole leveling up thingy, as his nanites making him better, faster, stronger, smarter) for potential combat applications. My guy's body and its nanites were the fourth model or iteration and had the designation 4.0. So Reactive Nanotechnology 4.0, or RN-IV. Aaron Ivey.

This means his backstory needs a few changes probably, but nothing too severe I think. Either way I will post something... fluffy tomorrow or the day after to reflect that.


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I just want it to be feasible to dual wield scimitars using Dexterity.

...

What? It is not like I mentioned any drow elves, did I now?

:-P


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Paladin perhaps?


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Alrighty, here be the completed submission. Let me just roll for hit points first and on we go...

Hit points (level 2): 1d10 ⇒ 2 => 6
Hit points (level 3): 1d10 ⇒ 9

Raevanis Dwin'Alir, Elven Vampire in the Making:
RAEVANIS "RAVEN" DWIN'ALIR CR 2
Male Elf Brawler (Snakebite Striker) 1/Fighter (Weapon Master) 2
NE Medium Humanoid (Elf)
Villain Points 3
Init +5; Senses Darkvision 60 ft., low-light vision; Perception +11
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+3 Dex, +2 natural)
hp 22 (3d10-6+3)
Fort +4, Ref +5, Will +1; +2 vs. fear, +1 vs. effects targeting longsword
Defensive Abilities Weapon Guard +1; DR None; Immune None; Resist None; SR None
Weaknesses Daylight (sickened)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed strike +5 (1d6+2/20/x2/bludgeoning)
Ranged None
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 15, Dex 17, Con 6, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 18 (19 vs. disarm and sunder when wielding longsword)
Feats Alertness, Improved Unarmed Strike, Run, The Bitten, The Dying, Toughness, Two-Weapon Fighting, Weapon Focus (Longsword)
Traits Dueling unto Death, Student of History
Skills (Trained) Acrobatics +9 (+13 to jump with running start), Climb +6, Intimidate +6, Knowledge (History) +7, Knowledge (Local) +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Linguistics +3, Perception +11, Ride +7, Sense Motive +9, Stealth +9, Survival +5, Swim +6
Skills (Untrained) Appraise +2, Bluff +2, Craft +2, Diplomacy +2, Disguise +2, Escape Artist +3, Fly +3, Heal +1, Perform +2
Languages Common, Dwarven, Elven, Goblin, Sylvan
SQ Bonus Feats (Fighter), Brawler's Cunning, Chosen Weapon (Longsword), Fleet-Footed, Martial Training, Memories Beyond Death, Shadowless, Unarmed Strike
Combat Gear None; Other Gear Pickpocket's outfit
Magic Items None
Oils None; Potions None; Scrolls None
Money 0 platinum pieces, 3000 gold pieces, 0 silver pieces, 0 copper pieces; Other Wealth None

Of Books and Covers:
Standing six feet tall, Raevanis combines an elf's slender form with the athletic build of a trained warrior and moves with the grace that is a defining characteristic of his people, even if on occasion it takes an almost predatory quality. With complexion so fair as to be considered pale, his long hair, once midnight black, a trait that along with his given name had earned him the nickname "Raven", is now white, while his almond-shaped eyes are entirely a deep red color, quite the change from the vibrant blue orbs he was born with. Usually dressed in well-made fitted attire of darker hues, such as midnight blue, indigo and black, Raven generally prefers to wear as light and non-restrictive a suit of armor as he can find when necessary, though he does show a preference of forgoing it entirely if he can do so. His weapon of choice is the longsword, ideally of mastercrafted quality, and one such weapon is more often than not resting in a scabbard by his left hip, while he tends to also keep a trio of daggers on his person at almost all times, one sheathed horizontally at the small of his back and the other two kept in a pair of concealed spring loaded wrist sheaths.

Raevanis is civilized, charming and witty, or at the very least he used to be before the bite of a vampire changed his life. That unfortunate event and the tragic circumstances of his life after it appear to have dimmed his spirit and made him more withdrawn than the gregarious and quick-to-smile elf that he was. Still, as his condition progresses and his connection to his mortal origins diminishes, the tragedies and crimes of his past life start to feel as not that much of a burden and have less and less of a hold on him. An odd consequence of that is that his charm and wit and even his crooked smile are returning as he embraces his new reality and life, or unlife as it were, even if such character traits now appear to on occasion have a bit more of a... bite to them and his wit is somewhat drier than before sometimes.

The Journey So Far:
There were two things about the young elf called Raevanis that no one expected to come true. One, that a boy that seemed so unable to stand still would actually manage to muster the discipline to do so long enough to become a capable and skilled swordsman. The other, that his noble House name of Dwin'Alir, elven for "Walkers in Shadow", would one day prove to be so fitting in so tragic a way.

The first of Celeador and Ellanira's two children, Raevanis was born more than a century ago, and almost two full decades before his younger sister Arianne, into the noble elven House of Dwin'Alir in the port city of Greengold in Kyonin. Quite unlike his father, who more or less epitomized the image of the aloof elven noble, Raevanis -or Raven as some of his non-elven friends would call him, the nickname having started being used because of his actual name as well as his midnight black hair- was free-spirited and gregarious, making friends among the commoner folk, elven and non-elven alike, easily despite his own social status. In fact, he preferred their company, finding them a welcome change from his family's friends and acquaintances, and would more than once sneak out of one of House Dwin'Alir's social gatherings to meet up with youths of other races on some rooftop or other. His father disapproved of course and his mother as well, albeit the latter less severely than the former, while his younger sister looked up to him, her older brother, and always looked forward to those times, few though they were, that he asked her to join him in his escapades.

Still though, even elves grow up eventually and must therefore leave behind childish things. And even though Raevanis did retain much of the nature of his youth, his charm and wit did become more refined as the years and decades passed, making men and women out of those boys and girls he had spent much of his own youth with, and he finally stood still long enough for his father to start teaching him and training him in the ways of fighting with a sword. Celeador, being an accomplished swordsman himself and quite proud of his mastery of the blade, wanted to pass his knowledge and skill to his son, hardly a strange desire for a father. And Raven proved an apt pupil, finding grace and elegance in his father's style of swordplay. Indeed, he was quick to pick up the moves and forms Celeador taught him, the longsword feeling almost like an extension of his arm during their sparring and training sessions before long. It was a good time. A pity it did not last long, at least considering how elves measure time.

As good as training and sparring is, even with real blades, and as much as it build discipline, it cannot replace actual battle experience and fighting or at least functioning alongside others, or so Celeador thought. It had certainly held true for him, as the older elf had spent quite some time when he had been younger patrolling the edges of Tanglebriar alongside other elves of Kyonin. So the time came he decided his most prized student, his own son, was ready to put what he had been taught to some use and perhaps learn from the experience. Indeed, even Raevanis, having grown much closer to his father over the years of training under him, was curious and perhaps even looking forward to putting his skills to the test. Unfortunately, such a thing was not to be.

It happened during Raven's first patrol. His was a newly formed unit, so its members were given a simple enough first task: scout a part of the Tanglebriar's northern edge, keeping a safe distance and with strict orders not to engage anything unless such a thing could not be avoided. A sort of a way to get their feet wet, as the human saying goes. But something went wrong, terribly so. Because with the exception of Raevanis, none returned from that simple scouting mission. And even he did so barely, sick and weak and pale from loss of blood, even though no visible wounds could be found. Not by the time he stumbled back into the closest elven camp, collapsing right in the middle of it.

It was immediately decided he would return to his family in Greengold, but he would do so under heavy guard as there were certain theories about what had transpired, or at least some of it. By the time he and his escort finally reached his family's estate, he was still weak and pale, but there were other disconcerting changes as well, such as his black hair slowly but surely turning white and the blue eyes he had been born with having given their place to orbs of a deep red color. These shifts in his appearance, along with the theories about what had happened, theories the elves escorting him shared with Raven's father, convinced Celeador that his son should be kept in his room and under guard at all times -imprisoned, in other words- until he and Ellanira could reach a decision about what was to be done. It took time, time during which Raevanis began growing resentful, while his father started to feel that his son was lost or would soon be and his mother believed that something could still be done, that perhaps some cleric or some divine magic could return him to how he was, to what he was.

And then there was Arianne. The sister who dearly loved her brother. The sister who would do anything for him and finally did. The sister who brought him food and drink each day and then, one day, a key as well. The sister who distracted the household guards. Who helped him escape.

Leaving his family and the city he had been born in behind, Raevanis wandered for a time, one year giving its place to the next and then the next and so on, until he found himself in Talingarde, an island in the northern hemisphere of Golarion, though not without assistance. It seems he had caught the interest of one Cardinal Adrastus Thorn, an apparently powerful man who through agents of his he had managed to facilitate the elf's voyage there. It had not come out of altruism of course, but even so Raevanis made it clear that although he was grateful, he did not see eye to eye with the man to say the least and any gratitude he felt would be expressed with words only raather than deeds. Surprisingly enough, the Cardinal actually allowed him to go, albeit with a strange smile on his lips. The elf was indeed a little suspicious, but he did not dwell too much on it, but in retrospect perhaps he should have had. Truth be told though, he did not plan on staying there for long anyway, but alas, fate had other plans and one more tragedy in store for him. Shortly after he had reached this land, Celeador and Arianne arrived as well and it was not long until their paths crossed. It was not a happy reunion.

Words were spoken, harsh words by both father and son, and despite Arianne's tearful attempts at stopping the argument, soon enough swords were drawn. Celeador had given up on his son ever becoming what he was long ago; indeed, it would not have been an exaggeration to say that the older elf had come to see Raevanis as no longer an elf, but a monster, an abomination, even though he still drew breath and was not yet what both his family and himself knew he would eventually become. And Raven was still bitter and resentful at the way his own father and mother had treated him after his return from the Tanglebriar.

The first sword blow was struck by the patriarch of House Dwin'Alir, but the younger elf managed to parry it just in time before responding kind. And so it went for a while, and even though it seemed as if Raevanis was holding his own, his weakness from whatever had happened to him at that scouting mission along with his father's clearly superior skill soon proved his undoing. But although Celeador stood poised to strike the final blow and end his son's life, his sword never came down. Something stopped him as he looked at Raven and for a moment saw his son as he had once been. Perhaps there was still a chance at reconciliation. Perhaps... if Raevanis had also stopped. But carried away by the fight and focused on parrying and counterattacking, the younger elf seized this opportunity. And he struck.

Afterwards Raevanis only remembered bits and pieces of what followed, distraught and even horrified as he was at what had done. There was his sister's cries and screams of anguish and the image of her beautiful face twisted with pain and grief and anger and hate. There was his coughing and the flecks of blood that came with it as he half ran and half stumbled away from the place the duel with his father, so unlike the sparring sessions of his youth, had taken place. And then... darkness and nightmares. And, oddly, a sense of... accomplishment of sorts, a feeling of pride at besting such a strong opponent, such a skilled swordmaster. And he felt a part of him, once small but having grown in the last few years and growing still, liked it.

After a while, he felt himself regaining consciousness. And the very next thing he felt? Strong arms lifting him up, gruff voices, threats spoken with a tone of authority. And in an instant he knew what had happened. And he knew who had turned him in, who had brought these men of law. And then he wept one more time, perhaps the last. In fact, when he turned on them, he still had tears in his eyes as he managed to wrest a sword from one of them and then proceeded to kill a couple and injure a few more, the element of suprpise and his own skill with a blade apparently all he needed to make his escape. Or at least his escape from the fate they had in store for him.

Cardinal Adrastus Thorn welcomed him back with a thin smile, a smile so like the one he had when he had allowed him to leave with only words of gratitude as payment for his debt. A smile that made Raevanis feel as if the man had known how events would play out for the elven vampire to be from the first time he had laid eyes on him.

Class Levels and Crunch, Timeline and Fluff:
His 1st character level (Fighter (Weapon Master)), along with stuff like the Fleet-Footed racial trait and the Student of History trait, are attributed to the time from his birth and somewhat free-spirited childhood up to his formal training in the ways of the sword and finally the bite, as well as the fact that he was part of a noble family along with the education and perks such a thing may provide. The bite is also responsible for his Memories Beyond Death racial trait, as I am considering it a weird side effect of his being bitten; it diminished his elven side, but granted him resistance to fear, as well as some insight and knowledge into subjects the one who bit him was knowledgeable about, such as nobility and religion for example, due to his quite possibly very advanced age.

His 2nd character level (Brawler (Snakebite Striker)) and quite a few of the class skills that come with it are a result of his life after "escaping" from his family estate and wandering about, having to rely on his wits and stealth, as well as having to learn how to fight without necessarily a weapon nearby and not always fairly or honorably. Also, I am thinking the unarmed strike's higher damage as indicative of his growing physical strength as undeath approaches.

His 3rd character level (Fighter (Weapon Master)) marks his return to formal training once he has finally more or less accepted his fate and finds himself under Thorn's "employ" so to speak.

A Couple of Extra Things:
I am a bit torn between Power Attack and Two-Weapon Fighting, but I am expecting to make up my mind, if chosen, before the character actually enters play.

I have not purchased equipment, but I aim to do so more or less immediately if chosen. They will mostly include standard stuff, like a good weapon and armor, a secondary weapon or two and the usual adventuring gear.

Looking ahead, if chosen, I may look into retraining him out of the Weapon Master archetype if permissible when he is a full vampire, i.e. around level 10. I am thinking that once he has embraced his new and formidable abilities, he will be moving away from focusing entirely on the longsword and will seek to probably blend swordplay with natural attacks, thus taking advantage of his vampiric strength.

Finally, I have played Way of the Wicked before and I think we had managed to finish Book 1. It was some time ago though and frankly I do not remember much, not many specifics anyway.


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Male Human

Having become the owner of a tiny little female human a week ago, I am a bit busy at the moment. However, with my returning back to work in four to five days, posting should resume at least somewhat.


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Male Human

Ha! Thank you for the wishes guys! And you can visit Europe and Greece for that matter anytime, I am sure there is a loophole or other... :-P

Work is basically a private practice, so when there are no patients I am generally able to post, yes. It is what I am counting on in order to still play PbPs.


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Male Human

By the way, a bit of a heads up...

In all probability in the coming days I am going to be the adequately proud owner of my very own tiny little human of the female variety. Thus, the little creature is probably going to upset my free time somewhat, but what can one do, right? Thus, posting may be affected for a few days, but I will do my best to not let such trivialities hinder me too much. After all, priorities, right?

;-P


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Still getting logged out as well.


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Random logouts seem to persist for me, at least on an Android phone with Google Chrome. They may be happening a little less often but I am not entirely sure.


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Random logouts for me as well.


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And here you go...

Hero Lab Online FAQ


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I, for one, cannot possibly believe this... debate, for lack of a better word, is still going on. And over multiple threads no less. But I do admit it is amusing in a somewhat bizarre way as it has actually lasted more time than the game has been out and available to most people (not counting preorder headstart of course). This also begs the question about how much actual empirical evidence there is regarding the poor Solarian's in-combat -or is it general?- "uselessness" not just at 1st level but also beyond it when we have all or most of us just begun playing Starfinder, but whatever.

As a certain pointy-eared half-alien tends to say...

Fascinating.


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Actually -to me anyway- the Solarian feels more like a switch hitter type of fighter or at least like he could be built as either melee or ranged. Certainly a fighter-type class, but not necessarily melee I think. You could after all take Solar Armor and invest in being a ranged combatant, right?


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racs333 wrote:
at first level there is only a few armor upgrades a android could even afford ,this being one of them...

The android could simply leave the upgrade slot empty if no suitable upgrades exist at first level, right? And simply fill it when something useful becomes available later on?

And from what I have gathered, most armor upgrades basically benefit the wearer of the armor anyway (someone mentioned jump jets and I think forcefields?), so installing them in the android itself does the same thing in the end. This particular upgrade (Tensile Reinforcement) seems to affect only the armor itself via strengthening its hardness and hit points, while doing basically nothing for the wearer. So I would simply see it as an exception to the android's upgrade slot and what can be installed in it.


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Male Human

May your horns never get caught in low-hanging branches.


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Male Human

Ah, no worries. You are frustrated. On such occasions a bit of venting can be good.

As for the blame, considering I find PbPs a perhaps more cooperative type of RP than PnP, well...

For my part, I still stand by what I said in my previous post though.

Sandbox games can be... difficult when played as PbPs because, I think, due to the whole forum thing and posting and all that, the rails of AP can more often than not prove quite useful indeed. I have been in a few sandboxes here on the forums; some were successful, others were not. And it is exactly because a sandbox requires quite a bit more from the players (and the GM of course) than structured APs. And speaking for myself, I have generally never been particularly adept at driving things forward (probably one of the reasons I have never GMed a game here), though I have done it on occasion. And I have to admit that my current schedule and RL circumstances (happy and positive some of which are) are not helping with either my energy or my free time or my mood. And I suppose it did not help that I went with a bit of an oddball character, no matter how interesting the concept felt at the time.

As for new players, I do agree. New blood does not magically fix things. It might up frequency of posting and the chances for interaction between the PCs and maybe the new guys would be better at acting rather than reacting. Quite a few maybes of course. But losing half of the party in quick succession certainly did not help. Especially when the ones lost are the verbose and boisterous Sigurd, Daerdryn with her story hooks (I do believe we were going to explore one of those before the town and the orcs and we were to continue with it after?) and Idana, who was one third of basically a set.

The above offers no solutions methink, just cents. Two of them.


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Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Callum and Hugo:
I did not actually remember that. Sure, let us keep the Force Point spent and have him for other Force users and any Dark Side taint. After all the skill check did take place before the Zabrak elaborated about hooded people and the tattooed dude.

"I... see," is all Callum says at first as his eyes fall on the crashed distress beacon, which he proceeds to pick up and examine a little closer. "Thank you," is what accompanies his putting the bits and pieces in one of the small pouches on his utility belt. And then the Zabrak mentions reward and his gaze moves to the credit chip still in his hand.

"Oh, dear," he utters, a look of mild surprise on his face. The reaction could be called almost theatrical, just without the almost. "I had forgotten I still had that," he quips as he proceeds to put it back in the pouch he had taken it out of. "A reward is indeed in order, certainly," the atypical Jedi agrees with a smile as he once again reaches into the Force.

"You do not want anything to do with death sticks or illicit substances of any kind," he finally says. "You want to go home and rethink the choices you have made in your life, including the company you keep." And then, as his smile comes dangerously close to turning into a grin, he adds, "And that haircut. Rethink that. Hard."

He then turns to Hugo, his smile undiminished. "Come, my friend. The game is afoot, as I am sure someone somewhere must have said or will say at some point."

Sorry, I just could not help myself... :-)


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Male Human

A couple of potions of cure light wounds are definitely useful, yes. Also, I think Kieran could find some use for the potion of barkskin if nobody objects, at least until he can sorta kinda cast barkskin himself.


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In this Era, they very much are. It is before the Cataclysm, even before Huma (he is around, but it is before his rise to glory).


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Dance Sidious.


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Heh... Thank you.

As for equipment, there is the following, though I am not certain how accurate it is.

Click me.

Furthermore, here is a useful link I posted in the other thread Loup Blanc put up (the one about multiple campaign ideas).

Click me.


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Actually, someone has made such a thing. As far as I know the following is a complete list of feats and talents and it also lists which book each can be found in.

Click me.

I should point out that you should check the actual feat and talent in the actual book as the brief description in the above link may differ somewhat from the full description of the feat or talent in the book.


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For Constitution definitely at least a 12 for me. And certainly never below 10. But then again I never drop any stat below 10, not even Charisma, as I hate dump stats with a passion. :-P


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This is such an interesting thread.

I have been around for quite some time now I think -a little over seven years apparently judging by when my first ever post was- but I have mostly lurked in the various forums. Again, I think at least; I mean I have posted now and then to be sure, but I do not remember how often. Sometimes I look back through my posts history and I surprise myself. Heh...

Anyway, I am mostly here for the PbPs, so that is the part I generally frequent, though real life does affect such things.

First PbP I got in I played with some interesting fellows. It was DMed by therealthom and the players -in no particular order- consisted of Dabbler, Wellard, hogarth, Set and Neil Spicer (though I think he was just NSpicer back then). I wonder if they are still around and posting...


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Something that you may find of interest...

Click me.

It contains various resources, references and tools, not to mention a couple of files or three with rules clarifications and errata. I would direct your attention to "Jedi Counseling 100-115", "Official Errata for 6 books" and "Official FAQ & Errata Compilation Thread". The last one is quite possibly the only one of the three that you might need as it is fairly comprehensive (it certainly includes the "Official Errata for 6 books"); as a sidenote, it also is at least partially put together by Ravingdork I think.


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Heh...

I seem to remember a behind-the-scenes featurette in the Lord of the Rings trilogy. They are discussing when Frodo is in Mordor inside the dark and windowless cell. And yet there is light, OOC so we, the audience, can actually see what is going on.

And in the commentary there is an anecdote about how someone -perhaps Elijah Wood?- asked where was the light coming from if the cell is dark and windowless. And the answer? The same place as the music (referring to the soundtrack playing during the scene).


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The following must be one of my favorite scenes/quips in the movie.

"Are you kidding me? I'm blind!"


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Male Human

De... bugging...? :-P


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Male Human

Here are a couple more guides of sorts for Spheres of Power.

General Guide

Elementalist Guide


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Regarding Spheres of Power (a system that is entirely unknown to me by the way), the following couple of links may help. "May" being the operative word here as at first glance they do seem somewhat complicated and maybe a little reminiscent of Words of Power (please note the "at first glance" caveat).

Click me!

Hey, me too!


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The following is taken from the Dragonlance to Pathfinder Conversion that you have already linked in the recruitment post, so I am assuming it is allowed?

I may or may not be interested in taking levels in this particular PrC (provided of course my characters is not only selected for the game, but also survives the Test), but I thought it good to have it here for your and our reference.

I have tidied it up a bit and put everything in one place for easy reference.

Wizard of High Sorcery:
Wizard of High Sorcery Prestige Class

Entry Requirements
. . Alignment: Any good (White Robes), neutral (Red Robes), or evil (Black Robes)
. . Base Save Bonus: Will +4
. . Spellcasting: Ability to prepare and cast 2nd-level arcane spells
. . Skills: Spellcraft 5 ranks
. . Feats: Spell Focus (any), Scribe Scroll, and one other Item Creation or Metamagic feat
. . Special: Test of High Sorcery: One of the traditions established by the First Conclave is the institution of the Test of High Sorcery, designed to challenge the dedication of any student desiring to master the art of magic.
Each Test of High Sorcery is uniquely designed for the individual taking it, and should include at least three challenges to be overcome by the wizard’s knowledge of magic and its use. Characters must solve problems and defeat foes by casting every spell they know at least once, and should also face confrontation with someone thought to be a friend or ally. The Test must also include at least one lethal danger of a Challenge Rating equal to the wizard’s own level.
Those taking the Test can bring companions with them if they desire, but will find the challenges scaled upward in compensation. No one who accompanies a wizard on his challenge has any guarantee of returning, for by the harsh terms of the Test, failure means death.
Favored Specialization: Each of the three Orders of High Sorcery has a degree of expertise in two schools of magic. This knowledge and mastery of these schools is reflected in the narrowed focus of dedicated wizards (see the Arcane Focus class feature in the Addendum spoiler). The favored schools are Abjuration and Divination (White Robes), Illusion and Transmutation (Red Robes), and Enchantment and Necromancy (Black Robes).

Hit Dice: d6
Class Skills: The Wizard of High Sorcery's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Linguistics (Int), and Spellcraft.
Skill Ranks at Each Level: 2 + Int modifier

Base Attack Progression: As Loremaster PrC
Saving Throws Progression: As Loremaster PrC
Spells Per Day Progression: As Loremaster PrC
Weapon and Armor Proficiency: As Loremaster PrC

Class Features:
. . Moon Magic (Su): All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.
The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction, wizards of both moons’ Orders cast spells at +1 caster level and with a +1 to any spell save DCs. These bonuses stack with any bonus or penalty already in place for the phase of the moons. Thus, if Lunitari and Nuitari come into conjunction at High Sanction, Wizards of the Red and Black Robes cast at caster level +2 and a +2 on spell save DCs. If the same two moons come into conjunction at Low Sanction, the benefit from the conjunction cancel out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.
When all three moons come into alignment, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +2 and with a +2 on spell save DCs. Again, these bonuses stack with any bonus or penalty in place for the phase of the moons. If the three moons are in conjunction at Low Sanction, every wizard still casts with +1 bonuses. If they align at High Sanction, the bonuses are +3. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).
. . Tower Resources (Ex): A wizard who has passed their Test of High Sorcery and declared their allegiance to the Gods of Magic gains access to the libraries within the towers controlled by the Orders of High Sorcery. When a Wizard of High Sorcery is scribing or copying a spell using one of these libraries, the time requirement for this process is halved. The cost for researching new spells is onequarter standard.
When a Wizard of High Sorcery uses one of the Orders' laboratories to create magic items they automatically gain access to the most commonly used components and magical reagents. All magic item creation costs are automatically reduced by 100 stl.
. . Arcane Research (Ex): At 2nd level, a Wizard of High Sorcery gains a +1 competence bonus to all Knowledge (Arcana) and Spellcraft skill checks. For every two levels after 2nd this bonus increases by +1.
Additionally, each level that grants an Arcane Research bonus also grants the Wizard of High Sorcery a bonus spell to their spellbook in addition to spells gained from normal level advancement. This spell must be of a level the Wizard of High Sorcery can cast and must be from one of their Order's specialist schools (see Favored Specialization under Special in Entry Requirements).
. . Order Secret (Su): At 3rd, and again at 5th, 7th, 9th and 10th level, a Wizard of High Sorcery may select an Order Secret appropriate for the Order they belong to. A Wizard of High Sorcery may not choose the same secret twice.

Secrets of the Black Robes
. . Magic of Darkness: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward negates it). The remainder of the damage is dealt as normal for the spell. Undead are healed by negative energy, so damage dealt to undead creatures simply averages out to nothing for a spell modified in this way. (Assume that the healing takes place first, granting the undead creature temporary hit points above its maximum if necessary, with equivalent damage then dealt to leave the creature back where it started.)
. . Magic of Death: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret may apply the Empower Spell or Extend Spell feat to any Enchantment or Necromancy spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Fear: A Black Robe who knows this secret can make her spells more intimidating. As a full-round action, the wizard can cast any spell that deals damage and has a normal casting time of 1 standard action. Then, as a free action, she can immediately attempt to demoralize one opponent within 30 feet. The wizard receives a circumstance bonus on the Intimidate check equal to the level of the spell she casts.
. . Magic of Hunger: A Black Robe who knows this secret may draw even further upon her own resources to increase the scope of her magic. Each day, she may prepare one extra spell of any level she can cast at the cost of 1 point of Constitution damage per spell level. This ability damage heals normally but cannot be magically restored.
. . Magic of Pain: Once per day for every two Wizard of High Sorcery class levels attained, a Black Robe who knows this secret may cast any spell that deals hit point damage to inflict pain beyond the spell’s normal effects. Any creature damaged by such a spell must make a successful Fortitude save (DC 10 + spell level + Constitution modifier) or suffer a –2 penalty on attack rolls, skill checks, and ability checks for one round due to the lingering pain the spell inflicts. As a price for this wracking pain, the Black Robe herself takes 1d6 points of damage when the spell is cast.

Secrets of the Red Robes
. . Magic of Change: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Transmutation spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Deception: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Illusion spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Independence: A Red Robe who knows this secret casts spells that are harder to dispel. When another spellcaster makes a dispel check against one of the wizard’s spells (including using dispel magic to counterspell a spell the wizard is casting), the DC is 15 + the wizard’s caster level.
. . Magic of Mystery: A Red Robe wizard knows this secret casts spells that are harder to detect and identify. When another spellcaster attempts to use a divination spell (such as detect magic), or a spell-like ability or magic item that might detect the magical aura of one of the wizard’s spells, the other caster must make a level check (DC 11 + the wizard’s caster level) to successfully detect the spell. Similarly, a spellcaster attempting to use a divination (such as see invisibility) to reveal the effects of one of the wizard’s spells must make a level check to reveal the spell’s effects. Any given caster can check only once for each divination spell or effect used, no matter how many of the wizard’s spell effects may be operating in an area.
In addition, when another spellcaster attempts to identify the spell a Red Robe wizard is casting (for instance, to counterspell it), the DC of the required Spellcraft check is increased by +1 for every 2 class levels the Red Robe wizard has attained.
. . Magic of Purity: Once per day for every two Wizard of High Sorcery class levels attained, a Red Robe wizard who knows this secret can imbue any spell that deals hit point damage with pure arcane energy. Half of the damage dealt by such a spell comes from this arcane energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage is dealt as normal for the spell.

Secrets of the White Robes
. . Magic of Defense: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret may apply the Empower Spell or Extend Spell feat to any Abjuration spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.
. . Magic of Radiance: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret can imbue any spell that deals hit point damage with radiant energy. Half of the damage dealt by such a spell comes from this radiant energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage dealt is as normal for the spell. Against undead, a spell modified in this way deals half again as much damage as normal (double the radiant energy damage). As a side effect, radiant spells give off as much illumination as a light spell of equivalent caster level, and this light lingers in the area for one round after the end of the spell’s duration (or one round for an instantaneous spell).
. . Magic of Resistance: This secret allows a White Robe to more easily counter or dispel the magic cast by others. The wizard gains the benefit of the Improved Counterspell feat (if she does not already possess it) and gains a competence bonus on dispel checks equal to +1 per two class levels.
. . Magic of Sustenance: This secret allows a White Robe to cast spells even under difficult circumstances. The wizard gains a competence bonus equal to +1 per two class levels on all concentration checks made to cast or direct spells (but does not gain a concentration check bonus while casting defensively).
. . Magic of Truth: Once per day for every two Wizard of High Sorcery class levels attained, a White Robe who knows this secret may apply the Enlarge Spell or Extend Spell feat to any Divination spell they cast as a swift action. This ability does not use up a spell slot one level higher than the spell's actual level.

Addendum:
The above conversion has removed the following two features of the Wizard of High Sorcery prestige class, reasoning that they are adequately replaced by the Arcane Bond And Arcane School features of the Wizard class.

Arcane Focus: Upon passing the Test of High Sorcery, a wizard has the option of narrowing the focus of his arcane power in accordance with the traditions of his order. The effects of this optional focus depend on whether the wizard was already a specialist or not.
Non-Specialists: At 1st level, a Wizard of High Sorcery who was not already a specialist wizard may choose a specialty school from one of those favored by his Order (see Favored Specialization under Special in Entry Requirements). From this point on, he follows all of the rules regarding specialist wizards in the Player’s Handbook, including the selection of prohibited schools.
Specialists: If the wizard was already a specialist in one of the two favored schools of his Order, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the specialist school, as well as gaining a +1 bonus on saving throws against spells from his specialist school and against spell-like abilities (but not supernatural abilities) that duplicate such spells.
In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the specialist schools of the other two Orders of High Sorcery (see Favored Specialization under Special in Entry Requirements). He cannot choose a prohibited school that he already chose as a 1st-level specialist.

Item of Power: Once a prospective Wizard of High Sorcery successfully completes the Test, his order gives him a permanent magic item, usually valued between 2,000–4,000 steel pieces (though the reward may vary depending on the number of Risk Points at the end of the Test). The order does not tell the new Wizard of High Sorcery what powers the item possesses, as discovering the item’s secrets is seen as a challenge on his new path.

My personal suggestion is to keep both features anyway.

The Arcane Focus is not really affected by the way Pathfinder handles specializations any more than it was affected in 3.5 for which the PrC was first created. And wizards with archetypes that replace the Arcane School can either be excluded from the PrC's Arcane Focus feture or actually remove the archetype and take a specialization instead like a vanilla wizard. After all the Test is supposed to on occasion profoundly affect the wizard taking it.

The Item of Power is in my opinion not the same as Arcane Bond in the least, being one of the rewards and reminders of what can very well be the most important time of a wizard's life in Dragonlance. This feature of the PrC refers to the Test's reward which at times is something simple and at other times... well, anything but, if a certain staff is any indication. That the Item of Power may end up becoming the wizard's Arcane Bond item as well, that is indeed a possibility and an option, but they are not the same thing. Not to mention that the Item of Power makes a very suitable candidate for the Scaling Magic Items ruleset from Pathfinder Unchained, as the GM can actually gift a magic item that at that moment does not exceed the price limits set in the Test of High Sorcery chapter of the Towers of High Sorcery book, but can with time and patience and experience reveal powers that actually make it something worthy of the name Item of Power.


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In Dragonlance spontaneous spellcasters do not really exist in this particular era of play. Sorcerers (spontaneous arcane casters) and mystics (spontaneous divine casters) come into being after the Summer of Chaos once the Age of Mortals begins and the Gods are not around (or rather the world has been stolen from them; long story...). And the relationship between spontaneous and prepared arcane spellcasters is... strained at best (another long story...).

Bards I think are special circumstances, but technically cannot cast healing spells as those are the purview of the Gods and their clerics, i.e. divine magic. Or so it went if memory serves in the Dragonlance Campaign Setting for 3.5.

Occult classes or psychic classes I have no idea if they exist in Dragonlance, but from what I remember they do not. Though I suppose they could be refluffed.

Setting-wise, arcane magic is ridiculously regulated. All prepared arcane spellcasters fall under the scrutiny of the Orders of High Sorcery (the White Robes of Solinari, the Red Robes of Lunitari and the Black Robes of Nuitari), though they are more or less left alone and unharmed right up to the point that they are able to cast powerful spells, i.e. 3rd level spells. In order to do that they have to pass the Test of High Sorcery (which can result to death) and officially don the White, Red or Black Robes to show that they are disciplined and committed enough to do so. Those that refuse to do so but continue to grow in their magic are deemed Renegades to be hunted down and either forced to take the Test and commit to one of the three Orders or killed. I also think there is the option of forsaking magic forever, but my memory is fuzzy on that part.


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I am assuming by Mystic you mean Oracle?


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Here you go...

adsapiens/The Chess:
Shogunto Heineous, CG Male Half-Orc Rogue (Unchained) 3/Brawler (Snakebite Striker) 2

angryscrub:
Joseph Bakerson III, CG Male Human Rogue (Unchained, Scout, Swashbuckler) 5

Atlas2112:
Anton P. Merovach, ? Male Half-Elf Summoner (Unchained) 5

Battlespy:
Naali, CN Female Tiefling Wizard (Controller) 5

DekoTheBarbarian:
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Crunch]
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Fluff]

Dennis Harry/Storyteller Shadow:
Armitron Foebane, LG Male Human Paladin (Holy Tactician, Oath of Vengeance) of Ilmater 5

derpdidruid:
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Crunch]
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Fluff]

djpika:
Kanithar, CG Male Aasimar Kineticist (Fire) 5

F. Castor:
Isandril Velahrn, CG Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3

goodwicki:
Lavinia, CN Female Halfling Ranger (Divine Marksman) 5

Greymore:
Kastelic Kurza, LG Male Tiefling (Oni-Spawn) Paladin (Oath of Vengeance) of Tyr 5

Jovich:
J'Victus, NG Male Elf Rogue (Unchained) 5

Limeylongears:
Izrafil Thuranouth, CN Male Elf Rogue 3/Fighter 2

nate lange:
Micah Haynes, N Male Human Arcanist (White Mage) 5

Phntm888:
Joran Gres, LG Male Human Inquisitor of Tyr 5

ron v/Vanthor Brightholme:
Taos Stormreaver, CG Male Human Warpriest (Molthuni Arsenal Chaplain) of Stronmaus 5

rungok:
Nicholaus Brunfield, LN Male Dhampir Sorcerer (Wildblooded, Sanguine) 5

Seth86:
Aldrea Fangor, LE Female Suli (Genie-Touched) Ranger (Battle Scout) 5

Sundakan:
Majhul, N Male Human (Rashemi) Psychic (Amnesiac) 5

Tacticslion:
LG Female Changeling (Hag-Touched) Witch (Ley Line Guardian, Winter Witch) 5

TriShadow:
Shadow, CG Male Elf Alchemist (Mindchemist) 2/Investigator (Empiricist) 3

Xan Nes:
Almynd Thomas, CG Male Human Cavalier (Order of the Lion) 5

Xunal:
Manzuqari, CN Male Ifrit (Fire Genasi) Skald 5


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I will wait some time before putting up another submission-summarizing post so as to include as many of the newest arrivals as possible.


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For your convenience (I am fairly certain I have not missed anyone)...

adsapiens/The Chess:
Shogunto Heineous, CG Male Half-Orc Rogue (Unchained) 3/Brawler (Snakebite Striker) 2

Atlas2112:
Anton P. Merovach, ? Male Half-Elf Summoner (Unchained) 5

Battlespy:
Naali, CN Female Tiefling Wizard (Controller) 5

DekoTheBarbarian:
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Crunch]
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Fluff]

Dennis Harry/Storyteller Shadow:
Armitron Foebane, LG Male Human Paladin (Holy Tactician, Oath of Vengeance) of Ilmater 5

derpdidruid:
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Crunch]
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Fluff]

djpika:
Kanithar, CG Male Aasimar Kineticist (Fire) 5

F. Castor:
Isandril Velahrn, CG Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3

goodwicki:
Lavinia, N Female Halfling Ranger (Divine Marksman) 5

Greymore:
Kastelic Kurza, LG Male Tiefling (Oni-Spawn) Paladin (Oath of Vengeance) of Tyr 5

Jovich:
J'Victus, NG Male Elf Rogue (Unchained) 5

Limeylongears:
Izrafil Thuranouth, CN Male Elf Rogue 3/Fighter 2

nate lange:
Micah Haynes, N Male Human Arcanist (White Mage) 5

Phntm888:
Joran Gres, LG Male Human Inquisitor of Tyr 5

rungok:
Nicholaus Brunfield, LN Male Dhampir Sorcerer (Wildblooded, Sanguine) 5

Seth86:
Aldrea Fangor, LE Female Suli (Genie-Touched) Ranger (Battle Scout) 5

Tacticslion:
Navarra Dyernina, LG Changeling (Hag-Touched) Witch (Ley Line Guardian, Winter Witch) 5

TriShadow:
Shadow, CG Male Elf Alchemist (Mindchemist) 2/Investigator (Empiricist) 3

Xan Nes:
Almynd Thomas, CG Male Human Cavalier (Order of the Lion) 5

Xunal:
Manzuqari, CN Male Ifrit (Fire Genasi) Skald 5


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Tacticslion wrote:
F. Castor wrote:

Heh...

Yeah, Sand was an inspiration for the nickname. But I do not actually remember the tiefling?

Oh! Neeshka the Tiefling rogue with a bit of a martial bent (similar to Sand's transmutation focus). She's chaotic (opposed to Sand's LN nature), so the chaotic prepared INT-based caster (with a martial bent) rogue elf seemed kind of like a hybrid of the two concepts.

Ah, I see. I think I remember her now. I will admit to not having played NWN2 as much as I would have liked. Still, maybe my subconscious remembered and merged them into one? I wonder... ;-)


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Heh...

Yeah, Sand was an inspiration for the nickname. But I do not actually remember the tiefling?


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Well, here is the crunch for my submission, Isandril Velahrn, or simply Sand to his friends.

ISANDRIL VELAHRN CR 4
Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3
CG Medium Humanoid (Elf)
Init +5*; Senses Low-light vision; Perception +13*
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 16. . (+4 armor, +4 Dex, +1 deflection, +1 natural)
hp 38 (5d8+5+5)
Fort +5*, Ref +9*, Will +5*; +2 vs. enchantment
Defensive Abilities Elven Immunities, Evasion; Immune Sleep
--------------------
OFFENSE
--------------------
Spd 35 ft.
Melee +1 scimitar +9 (1d6+5/18-20/x2/piercing or slashing) or
. . Alchemical silver dagger +7 (1d4/19-20/x2/piercing or slashing) or
. . Cold iron dagger +7 (1d4+1/19-20/x2/piercing or slashing) or
. . Unarmed strike +4 (1d3+1/20/x2/bludgeoning, nonlethal)
Ranged Alchemical silver dagger +7 (1d4/19-20/x2/10 ft./piercing or slashing) or
. . Cold iron dagger +7 (1d4+1/19-20/x2/10 ft./piercing or slashing)
Special Attacks Sneak Attack +1d6, Spell Combat, Spellstrike
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SPELLCASTING
--------------------
Magus Spells Prepared (CL 5th; concentration +8)
1st - arcane mark, dancing lights, detect magic, mage hand
0 (at will) - shield, shocking grasp, snowball (DC 14), vanish
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 13, Int 16, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 18
Feats Alertness*, Arcane Strike, Dervish Dance, Toughness, Weapon Finesse, Weapon Focus (Scimitar)
Traits Magical Knack, Metamagic Master
Skills (Trained) Acrobatics +12, Climb +5, Diplomacy +7, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nobility) +7, Knowledge (Planes) +9, Linguistics +8, Perception +13*, Perform (Dance) +6, Sense Motive +11*, Sleight of Hand +9, Spellcraft +11, Stealth +10, Swim +5; Modifiers Keen Senses
Skills (Untrained) Appraise +3, Bluff +1, Craft +3, Disguise +1, Escape Artist +4, Fly +4, Heal +1, Intimidate +1, Perform +1, Ride +4, Survival +1 (+3 to avoid becoming lost)
Languages Common, Draconic, Dwarven, Elven, Goblin, Orc, Sylvan
SQ Elven Magic, Expert Acrobat, Finesse Training, Long-Limbed, Magus Arcana (Familiar), Rogue Talent (Weapon Training), Spell Dance
Combat Gear +1 scimitar, mithral shirt, ring of protection +1, cloak of resistance +1, spell component pouch, spring loaded wrist sheath (1 lb: alchemical silver dagger), spring loaded wrist sheath (1 lb: cold iron dagger); Other Gear Pickpocket's outfit (0.5 lbs: compass, flint and steel), masterwork backpack (20 lbs: bedroll, blanket, elven trail rations x5, ink (black), inkpen, Isandril's spellbook, mess kit, soap, twine (50 ft.), waterskin), belt pouch (1.08 lbs: money), belt pouch (0 lbs: empty), scroll case (0 lbs: parchment x5)
Magic Items Pearl of power (1st); Potions Cure light wounds (CL 1st) x2
Money 0 platinum pieces, 41 gold pieces, 5 silver pieces, 8 copper pieces; Other Wealth None

Onyx, Isandril's Familiar:
ONYX
Ioun Wyrd
N Tiny Construct
Init +2; Senses Blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +7
--------------------
DEFENSE
--------------------
AC 17, touch 15, flat-footed 14. . (+2 Dex, +1 dodge, +2 natural, +2 size)
hp 19 (1d10)
Fort +3, Ref +6, Will +5
Defensive Abilities Construct Traits, Improved Evasion
--------------------
OFFENSE
--------------------
Speed Fly 30 ft. (average)
Melee Slam +2 (1d4-3/20/x2)
Special Attacks None
Space 2½ ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 4, Dex 15, Con —, Int 7, Wis 14, Cha 5
Base Atk +3; CMB +3; CMD 11
Feats Dodge
Skills Acrobatics +7, Climb +3, Diplomacy +0, Fly +10, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Local) +0, Knowledge (Nobility) +2, Knowledge (Planes) +1, Linguistics +0, Perception +7, Perform (Dance) -1, Sense Motive +7, Sleight of Hand +4, Spellcraft +3, Stealth +13, Swim +3
Languages Common (cannot speak)
SQ Deliver Touch Spells, Empathic Link, Ioun Affinity, Share Iouns, Share Spells
Ioun Stones Dusty rose prism (cracked)

Isandril's Spellbook:
Preparation Ritual - Glorious Blade
0 - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1st - chill touch, grease, obscuring mist, ray of enfeeblement, shield, shocking grasp, silent image, snowball, true strike, vanish

Regarding where the money has gone...

Other than gear both mundane and magical, money has also been spent to add a preparation ritual to the spellbook (as well as the spark cantrip). The preparation rituals can be found in the Ultimate Magic and Arcane Anthology books (this particular one is from the latter).

Furthermore, the ioun wyrd familiar is from the Familiar Folio book, and since I am not exactly sure how it works being a base familiar (it is not an improved familiar) and yet a construct, I preferred to err on the side of caution and pay for it (1500 gp for its construction and 500 gp for the dusty rose prism (cracked) ioun stone, since it requires an ioun stone during its construction). Fluff-wise it is a gift from his sun elven mother, a wizardess, when he left home; it will be elaborated upon when the fluffy parts of my submission come as well.


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So, I think I have the concept down. This is Forgotten Realms so why not a Bladesinger?

A rather mobile scimitar-wielding Chaotic Good Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3 to be precise. Traits will probably be Magical Knack and Metamagic Master (shocking grasp), while I will be replacing the Weapon Familiarity racial trait with Long-Limbed for a bit of extra speed (fluff-wise, still nicely proportioned and not freakishly tall or anything, just faster). Otherwise, he will be going straight Magus from now on and quite possibly investing in the Dimensional feat chain further down the road.

Basically a fast, agile and graceful elven warrior mage who was a bit of a scoundrel in his youth before following the family tradition and training in the ways of sword and spell. No worries though, he still remains scoundrely, roguish even. Father a Moon Elf, so a bit more relaxed, and mother a Sun Elf, so a bit... well, less relaxed, with Isandril -or Sand to his friends- combining physical traits from both of them. Demeanor-wise though? The kid takes after his father mostly.

Actual crunch and fluff to follow.


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And here is my complete submission. I am including both the link to the profile, as well as the profile's contents, just in case.

Nathaniel Harker, Occultist

NATHANIEL HARKER CR 1/2
Male Human (Chelaxian) Occultist 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +6*
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DEFENSE
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AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +5*, Ref +3*, Will +4*; +2 vs. emotion and fear effects
Defensive Abilities None
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OFFENSE
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Spd 30 ft.
Melee Cold iron sword cane +2 (1d6+2/20/x2/piercing) or
. . Alchemical silver dagger +2 (1d4+1/19-20/x2/piercing or slashing) or
. . Unarmed strike +2 (1d3+2/20/x2/bludgeoning, nonlethal)
Ranged Sling +2 (1d4+2/20/x2/50 ft./bludgeoning) or
. . Alchemical silver dagger +2 (1d4+1/19-20/x2/10 ft./piercing or slashing)
Special Attacks None
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SPELLCASTING
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Implement Schools
. Abjuration (Cloak, 3 points)
. . Resonant Power - Warding Talisman
. . Focus Powers - Aegis, Mind Barrier
. Divination (Planchette, 3 points)
. . Resonant Power - Third Eye
. . Focus Powers - Sudden Insight
Occultist Spells Known (CL 1st; concentration +5)
1st (2/day) - heightened awareness, shield
0 (at will) - detect magic, resistance
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STATISTICS
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Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 11
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits, Extra Mental Focus
Traits Affable, Arcane Temper, Enduring Stoicism, Fiend Blood, Slippery
Drawbacks Warded Against Nature
Skills (Trained) Disable Device +6, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +7, Perception +6*, Sense Motive +5, Spellcraft +7, Stealth +7, Use Magic Device +4
Skills (Untrained) Acrobatics +2, Appraise +3, Bluff +1, Climb +2, Craft +3, Diplomacy +0 (+2 to gather information), Disguise +0, Escape Artist +2, Fly +2, Heal +1, Intimidate +1, Perform +0, Ride +2, Survival +1 (+3 to avoid becoming lost), Swim +2
Occult Skill Unlocks Automatic Writing (Linguistics, 1/week), Gatefinder (Perception), Gatekeeper (Knowledge (Planes)), Phrenology (Knowledge (Arcana), 1/day), Prognostication (Sense Motive, 1/day), Read Aura (Perception, 1/day)
Languages Common, Draconic, Dwarven, Elven, Varisian
SQ Bonus Feat, Implements (2), Mental Focus (6/day), Skilled
Automatic Bonus Progression None
Combat Gear Cold iron sword cane, sling, sling bullet x10, leather, thieves’ tools, spring loaded wrist sheath (1 lb: alchemical silver dagger); Other Gear Pickpocket's outfit (0.5 lbs: compass, flint and steel), backpack (24.5 lbs: bedroll, ink (black), inkpen, mess kit, shaving kit, silk rope (50 ft.), soap, torch x2, trail rations x4, twine (50 ft.), waterskin), belt pouch (1.16 lbs: money), scroll case (0 lbs: parchment x5)
Magic Items None; Potions None
Money 0 platinum pieces, 43 gold pieces, 9 silver pieces, 6 copper pieces; Other Wealth None

NATHANIEL'S IMPLEMENTS:
Kyras Harker's Hidden Blade: Kyras Harker was not a famous thief. He was not even a particularly infamous one. But he was Nathaniel's -or Nate's as the half-elf called him- adoptive father, as well as his teacher in matters of stealth and swordplay. And he was a capable enough mentor and a caring enough parent, at least up until the night he vanished, becoming a somewhat mysterious and unsolved disappearance case. It was a job like any other, he said the last time they talked, the last time they saw each other. Nothing to worry about, he would be back before dawn. And then he left, leaving his sword cane behind. And that was the one thing that was strange about his departure, as the half-elven scoundrel never went on a job without his trusted blade. In fact, he never went anywhere without it. And when the dawn came and went the next day, Kyras did not return. And so his adopted son, thinking to give his father some time as even simple jobs may prove less so, waited for one more dawn. And then another. And another. And another...

Lady D'Argent's Heart: What appears to be a vaguely heart-shaped brooch made of sterling silver with the words "non sic dormit sed vigilat" -roughly translated as "sleeps not but is awake"- engraved on it once served a purpose other than keeping a cloak in place. A purpose it can still serve in fact, even without the now long lost smooth round crystal that was once set in the item's round hole and the magics of seeing and revelation bound within it. For this particular item was made for Lady Viviana D'Argent, a Taldan noblewoman and diviner of no small skill, to be used as a planchette alongside a wooden spirit board in order for her to communicate with the Other Side. Or at the very least that was the idea. But the very first time she looked through the silver planchette's crystal, using it as a focus for her divination magic, was also the very last as whatever she saw shattered her mind, her body soon to follow. Or, at the very least, so the story goes. Whatever the truth, the planchette's crystal is long gone and the remaining item was at some point fashioned into a cloak clasp, albeit one with the part of it that is the original planchette made to be detachable.

Signifer Petronicus Crispin's Ebon Cloak: Petronicus Crispin was a Signifer, a Hellknight of the Order of the Gate. He was neither the greatest swordsman nor the most accomplished mage, but what he was was a particularly skilled craftsman and enchanter. And one of his creations was an entirely black hooded cloak he made for himself, imbuing it with magic of various kinds, prevalent among them that of a protective nature. Hearing others speak of it, it could stop anything from sling bullets and arrows to fire and lightning. If only it were so. The cloak certainly possessed such enchantments of protection and shielding among others, that much was true, but quite possibly not to the extent some of his brethren in the Order were talking about. And even if it did, it became apparent one fateful day that such protections did not work against boulders hurled by giants. Following that particular incident, Petronicus Crispin's black hooded cloak, its magic and powers all but gone, was buried with what remained of Petronicus Crispin himself.

OF BOOKS AND COVERS:
Standing five feet and ten inches tall, Nathaniel is fit and healthy, albeit possessed of a slender build. His raven black hair and fair, almost pale, skin are, along with his sharp features, evidence enough of his Chelaxian heritage. Still, there is one exception, for Nathaniel's golden eyes are quite unlike his people's more common dark orbs. And it is this particular characteristic that along with another strange trait of his, that being the fact that animals of all kinds seem oddly wary of him to the point of almost never approaching him if they can help it, serve as hints that something about him is slightly different, perhaps something to do with his birth or ancestry or a relic hunt gone awry.

Nathaniel shows a preference for comfortable fitted clothing, ideally well made and with several hidden pockets sewn into the fabric, and light armors, unwilling to sacrifice freedom of movement for better, but more encumbering, protection. An entirely black hooded cloak secured with what appears to be a vaguely heart-shaped brooch or clasp made of silver complements the rest of his attire and is in fact one of two items he is almost never seen without. The other is what appears at first glance to be a finely made cane of steel and black wood, although closer inspection reveals that it is actually a sword cane with a blade of cold iron. Other than that, he has a couple of other weapons hidden on his person, such as a dagger of alchemical silver that is concealed in a spring-loaded wrist sheath of dwarven make secured on his left forearm and wrist, as well as a sling and its accompanying bullets that are kept in a nondescript leather pouch.

REACTION TO DM'S SCENE:
Nathaniel stops, taking a moment to stare at the two paths in front of him before turning to look at the sickly fog behind him. He seems to have managed to evade it so far, leaving it ever so slightly behind, but there it is, inexorable, drawing ever closer. He sighs as he turns his gaze upwards.

'Such a strange sky,' he ponders with a sigh as he takes in the alien colors of it, of the moon and the stars. 'Such a... familiar sky?' The thought is as much a statement as it is a question.

He then turns entirely, no longer facing the two paths but the roiling mist. "This is futile, yes? The upward path will slow you, perhaps, but it will do the same to me. And the descending one will certainly feel quicker to me, but to you as well," he says softly, almost as if he is addressing both the fog and himself, as a faint click and then another are heard. The first is followed by the bottom part of the cane held in his right hand falling to the ground and revealing a cold iron blade underneath it, while the second is accompanied by the sudden appearance of a gleaming silver dagger in his left hand. And then comes the magic as both his black cloak and the clasp that secures it in place come alive for but a moment, as enchantments of protection shield him. "Enough running, I believe."

He looks down at the weapons in his hands. "I... I know how to use them," he mutters to himself, feeling as if the fog is not only out here, but in his mind as well. "I have been... taught?" He looks back up again. The mist is close enough now to make out shapes within it. Not all look human. "Well, at least he is not here to see me make an utter fool of myself," he quips, a crooked smile appearing on his lips. Then a thought, a rational one. 'Cold iron in one hand, silver in the other. One of them is bound to work.' And then another thought, a fleeting one. 'He? Who is he?'

"We have such sights to show you." The whispering voices, inviting and threatening at the same time, come from all around him. They are everywhere.

"Yes, I trust that you do." He brandishes his weapons and looks at the yellow cloud about to envelop him calmly, stoically. "But I very much doubt I will survive the experience."


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Male Human

Please do not forget us Greeks. If nothing else we seem to always be in the running where such contests are concerned.


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Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

As the pieces of metal fall and kill the two remaining thugs there is a... feeling tugging at Jeren's consciousness. A sensation that directs his eyes from the "freak accident" to Jace.

'Well,' he thinks to himself with a mental sigh, 'this pretty much confirms my suspicions.' Another sigh, this time an actual one, albeit a soft one. 'Hopefully I am the only one who felt this.'

Use the Force: 1d20 + 7 ⇒ (8) + 7 = 15

Come on Daaneth. You know what to do...

Click me (Daaneth mostly, but anyone can really).


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Male Half-Elf Vigilante (Avenger) 1; AC 16, touch 14, flat-footed 12, CMD 18; HP 6/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

"No, I do not believe I will be willingly sacrificing myself any time soon," Erevan replies casually, "and certainly not to a... touchy gem."

Despite his somewhat nonchalant response, he does pause to think a little before speaking again. "Still, Etna expressed doubts as to its nature as well, yet I am the one with the dubious honor of being a preferable sacrifice? Perhaps Etna, being what she is, is not to the artifact's liking? Or perhaps it prefers humans? And if it does, it could not very well ask for Tatienne's sacrifice, seeing as it is her who communicated with it."

The golden-eyed man sighs. "No matter. At least for now. But I agree that further research is necessary. If for no other reason than the fact that I would not want to test the boundaries and fine print of our Contract."

Mechanics:
Lest I forget again, Erevan will be using two charges from the wand to bring himself back to full hit points. :-)

OOC:
Perhaps "Some of the sheep." is written on it.

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