Recruits will be taught the finer points of being a pirate. No land lubbers need be applying here. 20 point buy Candidates are encouraged to download the players guide.
Players Guide
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes should fit an old school theme and that of a pirate.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic and ACG. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest and any other Golarian source that befits the Shackles theme.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
12) Giving an unconscious person a potion requires a DC15
heal check. If you fail by 5 you spoil the potion.
So show me yer best dogs and we be plundering the high seas!
Recruitment for ongoing game. We can't seem to keep a Paladin or holy fighter. Have a good well established party beyond that. Need replacement level 7.
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Lost Lands Sourcebook, Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pi The World of the Lost Lands, Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
12) Giving an unconscious person a potion requires a DC15
heal check. If you fail by 5 you spoil the potion.
Recruiting for 6 players level 6 to start for 2007 edition of Jennel Jaquay's Dark Tower.
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Arcanist, Swashbuckler, Warpriest. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
12) Giving an unconscious person a potion requires a DC15
heal check. If you fail by 5 you spoil the potion.
Dark Tower
Long has it been since anyone has heard from the village of Mitra’s Fist. Hundreds of years ago the village fell into
shadow beneath the shifting sands as the mighty gods Mitra and Set and their minions fought to destroy each other
through the annihilation of their sacred temples and artifacts. In the nearest towns and villages, tales can still be heard of
the folks who went to Mitra’s Fist in search of fortune among the buried ruins.
Among those tales there are no happy endings: the fortune seekers never returned, and the village of Mitra’s Fist has
grown quiet...too quiet. Rumors persist of sightings of villagers in Mitra’s Fist who should long ago have perished among
the sand, and of the horrors that haunt the night in Redmoon Pass. Occasionally, through error or bravado, caravans of
pilgrims or traders are known to have ventured into Redmoon Pass, but they are rarely, if ever heard from again.
Folks from the nearby towns and villages would have it known what has happened to their loved ones who have vanished
within Redmoon Pass. The priests of Mitra would have their shrine rebuilt upon its original site. The leaders from the
surrounding area would have the pass cleansed of the evil which has left Mitra’s Fist silent for 300 years. And the mighty
lords of Viridistan and the City State would pay handsomely to have the most direct trading route to the Holy Cities restored.
Yet the rumors are clear: none who go there have return to tell of it. Something unspeakably wrong lurks beneath the sands
of Mitra’s Fist…waiting…
South of the free city of Endhome, east of the King’s Road and Trader’s
Way, north of the Forlorn Mountains, and west of the sea, these lands
comprise what are known today as the Sundered Kingdoms, a half-wild
land of scattered towns and villages, a handful of independent city-states,
and few formal borders. It is a land where giants still roam the mountains,
trolls prowl the hills, and unknown beasts walk in the night, a land where
villagers huddle after dark around crackling fires behind puny palisades
while lords remain in their castles and try to ignore the strange cries and
screams that come from outside. It is a land of old kingdoms shattered
by war, new alliances formed for survival, and black-hearted cults that
beseech their dark lords for favor and power. It is the Sundered Kingdoms.
South of the free city of Endhome, east of the King’s Road and Trader’s Way, north of the Forlorn Mountains, and west of the sea, these lands comprise what are known today as the Sundered Kingdoms, a half-wild
land of scattered towns and villages, a handful of independent city-states, and few formal borders. It is a land where giants still roam the mountains, trolls prowl the hills, and unknown beasts walk in the night, a land where villagers huddle after dark around crackling fires behind puny palisades while lords remain in their castles and try to ignore the strange cries and screams that come from outside. It is a land of old kingdoms shattered by war, new alliances formed for survival, and black-hearted cults that beseech their dark lords for favor and power. It is the Sundered Kingdoms.
I am going to be starting up another Rappan Athuk game here soon. It will be an old school game. Core races only, Core classes prefered but will consider others. APG, UC and UM per DM approval.
There are no magic shops here. Oh, you might find one where you can get a minor potion or scroll or material components, but even those are rare and not close. WBL, what is that? Encounters by CR, not in RA. If you open the wrong door and don't learn how and when to run those graves will pile up in a hurry! Better have plenty of back up characters for this one. My last party lost 12 characters by level 3! Gold? Treasure? That this place has in some vast quantities in some places. Presuming you can make it home with your hard earned gains.
From the introduction:
"Once upon a time, there was an idea—an idea formulated by Gary Gygax and Dave Arneson in 1974 and published in a little paperback book called Underworld Adventures. The idea was simple: it is a lot of fun to go into a dungeon and kill evil monsters. Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren't really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either (although “adventurer” probably tops the list). And we don’t have to know these things. This isn't an ecology experiment, it’s a dungeon—the quintessential setting for pure swords and sorcery adventuring.
This adventure pays homage to that original idea. True, there are
opportunities for role playing, but most of this module is dedicated to
“roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you
will recall the thrill of discovery, the terror in your heart when you fought your first skeleton, the joy of rolling your first natural 20 and the despair you felt when that 1 came up for your poison save.
This module, Rappan Athuk—The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl
updated for the Pathfinder Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an
abundance of traps, tricks and monsters."
I will select six vict... er players for this game.
I am looking to start a new Lost Lands campaign and where the party goes will somewhat be up to them as this is a sandbox. They could go to Rappan Athuk, Barakus, Stoneheart Valley or the new Sword of Air. Regardless, the party will start out in Bard's Gate and go that away!
As for options, I am looking at level one, 25 point buy, old school. Core and some APG with some other options thrown in as they fit the campaign. Races are generally core. Heck, I even have most of this Sword & Wizardry of enough people wish to chose that option! Looking for six to eight players that are dedicated to a multi-year campaign. Would like to post on generally a daily basis, but I understand things come up. Need to be willing to be botted if out a significant amount of time preferably by another player. So who's game?
I talked one of my players into doing a campaign log for our Rappan Athuk campaign. This one is done by one of our players named Don. We have been running every other week since 8/2012.
Encountered a mouse, it turned out to be Sandra, we dispelled the enchantment on her and returned her to her normal form.
Managed to lift the portcullis blocking our path.
Entered into maze, found secret door shortly thereafter.
Came across some giant spiders, killed them and found Binky Pink in their webs. Free’d him and he agreed to join us, encountered some Minotaurs, killed two and charmed a 3rd.
Came onto a cliff and after some comical entertainment watching Balmothere, Sandra, and Kaz trying to fly Big Red up the cliff, unable to do so until Big Red cast Bull’s Strength on Balmothere. We encountered a poisoned hallway and managed to make it through without triggering the trap, came into a room with two sets of really ornate doors and two statues. Doors were 20 foot high made of pure bronze. This was a tomb, Dae’din was able to decipher some ancient celestial on the statues that depicted the following.
Stone by stone and crafted by my hands
The tomb of Ereg Tal here stands
‘Til the end of time may be
Shall his goodness shine on thee.
Chiseled by the hands of Kor the
Storm Liegeman of Ereg Tal in peace and war
For to entomb his master’s bones
And thus to build eternal home.
Know ye who stand before the portal
Ereg was Titan, but not immortal
The Lord of Death did strike the blow
That laid my Mighty Master low.
Mortally wounded was Ereg Tal
The King I loved the most of all
And so I bore him to this cave
And from the stone carved our two graves.
About his blessed neck I placed
The Golden Torc, in life given free
As Symbol of my fealty
So I sealed it in the sepulcher with he.
To the end stand I the honor guard
‘Till life empties from my mortal gourd
Know all that Ereg Tal was the master to Kor
Faithful Servant to his Lord.
We rested in a cavern adjacent to the tomb where we encountered minitaurs and hill giants, then rested and decided to take the northern most passage that brought us downward. After proceeding downward we encountered an Eye of the Deep and killed it, then came upon a nest of over 50 Giant Scorpions and their mother, after a lot of heavy magic the group dispatched them and then searched the nest finding the eggs. Balmothere and Dae’din took them out.
Rumours – Break 7 seals to aid the side of good.
Shrine to a foul god or demon said to lie beneath the hills, corridors are gruesome and full of death.
We came across a small cavernous area with a brick wall and a path leading forward, we stopped to remove the pieces of brick to see what lay behind. During the wall removal we were attacked by a manticore and some stirges. We found a coffin containing an undead elf who pleaded for our help, Yokeem. Asked us to free her from her bondage, from which we went and killed the mummy who was holding her in this realm as an undead.
Dae’din accepted the key from Yokeem, and the group proceeded to the lake near the giant scorpion lair and underneath the lake as Yokeem said was an entrance to another tomb, in which lay the mummy. The group quickly dispatched the mummy thanks to Kaz’s fire breath and Balmothere’s Fire Bombs. Shortly thereafter Dae’din passed out while trying to identify a magical aura as Yokeem spoke into his mind thanking him for her release from undeath, as Dae’din is the one who accepted the key.
Don – Dae’din Ithil (Elf Rogue 3/Wizard 3/Arcane Trickster 3)
Kevin – Kaz (Gnome Sorceror 9)
Marty – Big Red (Half-Orc Cleric 7//Holy Vindicator 2)
Kara – Sandra (Elf Wizard 7/Druid 2)
James – Balmothere (Elf Alchemist 9)
Bill – Curt ( Human Fighter 9)
Henry – Liege (Human Mithral Knight 9)
The group went south via fly and swim magical aids and came upon an island full of goblins, after a chaotic mess of arcane magic (Fireballs, Ice Storms, Lightning Bolts) and divine magic (Walls of Fire) the group ran off the goblins and gained their hard earned gold ore. While collecting the ore the group was set upon by three river trolls and the fight seemed to be over rather quickly, that is until Curt fell into the river.
Sandra and Kaz morphed into aquatic forms to go and aid Curt who was being swept away by the river. Alas they were not of much help as the dangerously swift current swept them all away, along with the river trolls. After a struggle with both the river and the trolls Kaz, Curt, and Sandra broke free and made landfall. Sometime later the group re-united and continued the adventure. Curt noticed some tracks the trolls left behind and the party moved to follow. In a smaller chamber they found two of the three River Trolls in what was obviously their lair. Dae’din got the jump on the beasts and quickly fired off two Scorching Rays, Kaz came in with a fireball, Balmothere pitched a few bombs and the trolls were felled in fire and smoke. Sandra tossed a few arcane bolts, and Big Red cheered us on with a bless spell, ugliest cheerleader you’ve ever seen.
After dispatching the trolls the party searched the chamber and found several glowing magic items. Dae’din failed to notice a poison on a locked box and tried to open it, and although he made his save, he ran to the corner of the room, pilfering the periapt of proof against poison. He sat there clutching the periapt while the party was asking for it to help keep them safe against the deadly poison Dae’din claimed was on the trap as they attempted to open the box. Dae’din kept ahold of the periapt while not even wearing it. “Mine,” he repeated as Balmothere pleaded for it, finally to no avail Balmothere just searched the box, found the trap and disabled it. Inside was a tome that turned out to be a manual of gainful exercise. Also found amongst the treasure was a Robe of Scintillating Colours, a Bag of Holding, some arcane/divine scrolls, and Boots of Dancing (thought to be boots of Striding and Springing). Dae’din got the boots and put them on, and for the third time since entering the dungeon he was cursed once again and began dancing uncontrollably.
The group had a good laugh at his expense until Big Red finally stopped laughing enough to help Dae’din who thought his day couldn’t get any worse… And thankfully it didn’t as he noticed a pitfall trap just in time, thanks to Sandra wearing the Robe of Scintillating Colours and shedding enough light for Dae’din to notice. The group decided to rest here, and Sandra popped up a Tiny Hut for some measure of safety and comfort in the dungeon.
This is the recruitment thread for a ftf game already in progress. We are seeing if the players are interested in adding PBP to add to the existing game.
Recruiting players for PbP Razor Coast game per request. I am looking for 6 players level 5. Campaign runs through around level 12.
I would have to warn people before starting a PbP game that I am a very Old School DM and run my games similar to the way the Frogs created them and run them, largely Core with a few exceptions on races and classes. I do use UM, UC and all the sources that the Kickstarter included so there is quite a bit of additional source material for feats and especially traits and have all the S&S material also. So Dead Man's Chest, 101 Pirates Traits, A Brace of Pistols, etc. And yes I have Call of The Frog God so it may be included depending on what the players do. I am open to ideas and suggestions, however. If you have something you really want too run and can convince me it fits the setting go for it. This is set around 1700 in a sort of Hawaiian/Caribbean setting. Think Port Royal in Hawaii in a fantasy setting. The Tulita are the Polynesian natives. Guns are common place but are strictly limited to flintlocks with only a few types available. They are however, very cheap. You can buy a gentleman's pistol for 30 GP. The rapier is the weapon of choice for all gentlemen and there are oodles of feats for it. Heavy armor is largely outmoded and face it, you will be on a ship a lot of time. Light armor is your best choice.
The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of
unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.
Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful xistence. The last chapter of their story is now told in dust and ash.
Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along,vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale
oil and other treasures.
Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.
- Reiker Glassgrinder, accredited naturalist of
the Guild of Cartographers and Explorers
I enjoyed the first read through on Fire As She Bears by Frog God Games for Razor Coast. I have a few questions though, first of all on trying to convert existing ships that do not follow the 20' format. What do you do about ships that are 30' wide like the ones in Skulls & Shackles? I am interested in using the system with S&S, but need conversion help please.
I have been dming or gming for 32 years now and have a lot of players that like the way I run my games. I have also been published more than a few times over the years so I should know a little bit about this game I figure.
So I have been experiencing a lengthly bout of unemployment of late and seem to have a lot of time on my hands and asking myself what am I really good at? Well, I am a pretty good dm so why am I giving my services away for free?
What would they get for their money? Well, I have invested well over $20,000 in books, minis, terrain and extensive amount of Dwarven Forge. Besides, I provide a place to play. After all you can't go out and go to a movie for $10 a throw every weekend or any other form of entertainment.
Yeah, I know gamers are cheap and say why should I pay you when Joe Bloe down the street is a dm. He has been running for 4-5 years now. You can and play with your 3-4 friends. I usually have 8-12 constantly wanting to play in my games and I keep them all involved although I prefer 6-8.
I designed for Bob Bledsaw, Gary Gygax,Clark Peterson and Joseph Goodman. I also knew Dave Arneson pretty well back in the day so I am familar with how the game should be run, all the ins and outs. Not just the latest rulesets and how can I opitimize my character.
Full Name
Teladon Azuth
Race
Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
Spire Defender for the Modant Refuge; Nascent Red Rider of Baba Yaya
Strength
16
Dexterity
14
Constitution
14
Intelligence
17
Wisdom
10
Charisma
7
About Teladon Azuth
Teladon Azuth
Male Grey Elf (Fey Bearer of the Red Rider Mantle) Magus (Bladebound, Hexcrafter) 3/Champion/Archmage 1
CG Medium Fey (elf)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (3d8+11)
Fort +5 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +3, Will +3
Defensive Abilities hard to kill; DR 5/cold iron; Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +6 (1d6+4/18-20)
Ranged composite longbow +4 (1d8+3/x3)
Special Attacks mythic power (5/day, surge +1d6), spellstrike, Magic Inheritance (shocking grasp spell like ability 3/day)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 3rd; concentration +6):
1st (4/day)—color spray (DC 14), shocking grasp, expeditious retreat, windy escape
0 (at will)—brand (DC13), detect magic, prestidigitation (DC 13), spark
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 17, Wis 10, Cha 7
Base Atk +2; CMB +5; CMD 17
Feats Alertness, Arcane Strike, Arcane Strike [M], Dual Path [M], Enforcer
Traits eldritch inheritor, mantle of the fey knight, magical lineage (Shocking Grasp), spire prodigy (Frost Bite)
DrawbacksXenophobic
Skills Acrobatics +0, Climb +1, Escape Artist +0, Fly +0, Intimidate +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Linguistics +4, Perception +9, Profession (soldier) +4, Ride +0, Sense Motive +2, Spellcraft +8, Stealth +5 (+7 in forests), Swim +5, Use Magic Device +2;
Languages Azlanti, Common, Draconic, Elven, Sylvan, Other Language
XP 5,971/9,000
SQ arcane focus, arcane pool, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, hex arcana, spell combat
Combat Gear Potion of cure light wounds x4, Potion of endure elements x3, Sunrod; Other Gear Camoflage Netting, Chain shirt, Arrows (35), Blunt arrows (18), Cold-Iron arrows (20), Longbow, Comp. (Str +3), Masterwork Cold Iron Scimitar, Cold weather outfit, Spellbook, Spell Component Pouch, Vials x3, Furs, Elven trail rations x30, Wand of Infernal Healing (8 charges), 1 Vial of Fey Blood, 1 Vial of Dragon Blood, 1 set of Fey Wings, Handful of Dragonscales and fragment of Dragon Bone, 6 GP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Cold weather outfit +5 Fort save vs. cold weather.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Eldritch Inheritor (Frostbite, Shocking Grasp, Glitter Dust): +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. Select three spells. They function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Elven Magic (Ex) +2 to spellcraft checks to determine the properties of a magic item.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hex Arcana You can substitute Hexes for Magus Arcana.
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mantle of the Fey Knight +1 to Stealth checks, Stealth is always a class skill for you. Double this in forests.
Magic Inheritance (Shocking Grasp) Cast this spell as a spell like ability 3/day
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spire Prodigy (Frostbite): Adapted from Wayang Spell Hunter. Reduce spell level increase from metamagic for chosen spell by 1.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Xenophobic –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
Eldritch Inheritor:
Eldritch Inheritor
The relics of the fallen civilizations and secrets of obscure magics have always been safeguarded by the Mordant Spire. You’ve studied magic intensely with a focus on witchcraft and hope to increase your knowledge by adding Irrisen winter magic to your peoples carefully guarded secrets. You have been selected by the Elder Council to assist Andoran following the Winter Accord. It is expected that any hidden lore you uncover will be returned to the Spire for safe keeping.
Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Five background and concept elements important to Teladon Azuth.
1) Five years ago a star fell, striking the uninhabited island of Devils Elbow. It would herald the end of life as Teladon knew. As a warrior trained from birth to guard the secrets of the Mordant Spire from outsider and treasure-seekers, Teladon stood in the Hall of Elders as the secretive Shin’Rakorath petitioned the High Elders for aid in taking back the once great elven capital of Celwynvian. Against the Elders better judgment, they choose to honor the ancient pact with their Kyonin brethren, and so Teladon, along with his brother Arylon and a hundred other Spire Defenders marched to war. For weeks Teladon fought side by side with his southern kin reclaiming the city against their abandoned and forgotten kin and it was during the final battle amid the ruins of The Academy of Arts that Teladon watched his brother Arylon fall. Trait: Warrior of Old, Magus Class, Archetype Kensai.
2) After Celwynvian was reclaimed, Teladon along with the handful of remaining Spire Defenders returned to their homeland, believing the threat neutralized and for the next six months it seemed that they were correct. It was during this time that in quiet meditation Teladon began to question the elder’s decision to take part in a war that was no concern of theirs. The battle for Celwynvian had cost him his brother’s life and left Arylon’s wife without a husband and his brother’s child without a father. As the days turned to weeks Teladon became more and more frustrated. Instinctively he believed in the brightness, and that Arylon had been reborn anew, but that did nothing to still the anger, frustration and bitterness that grew in his heart. Hence Teladon’s charisma of 8.
3) Everything changed however with the coming of the second darkness. In the months leading up to the cataclysm dark and terrible rumors began to spread amongst the normally aloof island refuge. The rumors told of massing demonic forces from within the Tangebriar forest of Kyonin and of the rebirth of the fallen runlord Karzoug the Claimer. Other reports spoke of the resurrection of the ancient blue wyrm Kazavon and the beginnings of a war that would rock the frontier nation of Varisia. Then the unthinkable happened. In the dead of night as Teladon stood guard amid the standing stones of the Spire’s long dormant Elf gate, Teladon watched as the gate exploded into life, and from the billowing smoke, scorching heat and inky ash, Queen Telandia Edasseril, Ruler of Kyonin, led a shadow’s shadow of her people through the gate and away from the fiery hell that was once Iadara and into the Mordant Spire.
4) The months that would follow would be like those not seen since the elven retreat through the Sovyrian Stone in -5293 AR. With the elven nations caught unaware, evacuation to Sovyrian was not an option and with Iadara in flames and overrun by the demonic forces of Treerazer, reclaiming the elven seat of power was impossible. Desperate and facing enemies on all sides, the Elder Counsel turned to the only chance of survival they had, the ancient magic of Azlant. Making the decision to unlock their vaults and wards, the Elders brought forth the long protected Azlanti relics, arming their warriors and mages with weapons, armor and spells that they had safeguarded for thousands of years. It was during this time that Teladon was entrusted with an obsidian encrusted scimitar, bearing the forgotten symbol of Acavna, the dead goddess of battle and moons. Archetype: Bladebound
5) Since the fateful day that the sky fell upon Kyonin and the elven nations were shattered, the world has teetered on the brink of destruction. Calamity after calamity has stuck, and Golarion is balanced on a knife edge. Some nations have managed to maintain a tenuous grip, but even now with the appearance of unnatural storms all over the world, what little security that existed is slipping away. Two weeks ago Teladon listened as an Andoran envoy addressed the Hall of Elders and petitioned for aid. The human spoke of a gathering of nations and a unified effort to reclaim the ruins of their world. After quiet and careful deliberation the Elders decided that they would provide what assistance they could spare, despite the fact that the rest of Golarion’s nations provided no succor when Kyonin was destroyed. And so, Teladon, alone out of all of the Spire Defenders was selected to represent the Mordant Spire.
Appearance: Slight of build with shoulder length silvery-white hair, Teladon often wears the traditional garb of a Spire Defender. The armor serves as both a symbol of his people and as a reminder of his heritage. Teladon rarely ever removes the black iron helmet that wears for two reasons. The first is the terrible scar that splits his face from the right temple to his left cheek, the second is that when he looks into a mirror he sees his brothers face staring back at him and it is more then he can bear. When armed for war, Teladon carries his gifted black obsidian scimitar, which along the blade bears the forgotten holy symbol of Acavna, the dead goddess of battle and moons. If seen under light of the moon the scimitar seems to glow with an inner light that reflects the resonance of the moon.
Personality: (Chaotic good, bordering on chaotic neutral) Mercurial in nature, Teladon has seen how quick the illusion of stability can be broken as he watched the nations of Golarion fall one by one and since then he has learned to take nothing for granted. Naturally reserved as befitted his upbringing among the Mordant Spire, with the death of his brother and friends following the battle of Celwynvian, Teladon has become even more reserved then before. He is untrusting of strangers, and believes that humans are naturally selfish. Yet despite all of these feelings, he continues to believe in The Brightness and that each of his kin will be reborn again. This optimism constantly clashes at his sense of pragmatism and can lead him towards moments of self-doubt. In the six months since he was bestowed with the black obsidian scimitar from the vaults of the High Elders, Teladon has begun to slowly shift in his personality, adopting more of the formal Azlanti speech of his people. Little does he know that this is but the first of the effects caused by the awakening of his ancient sentient blade.
Mantras, Invocations and Empowerments:
14th invocation of conduction - Shocking Grasp
7th invocation of entrancement - Color Spray
8th mantra of awareness – Detect Magic
3th invocation of combustion – Brand
23th incantation of empowerment – Arcane Pool +1 enhancement to weapon
2nd binding of movement – Mage Hand