Rafa Dan

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2 posts. Alias of eriktd.


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I was thinking it referred to sizes, like large-scale war, medium-scale war, small-scale war... :)


Here's my submission for your game, thanks for your consideration.

Name: Indira Gotama
Concept: Blessed barbarian
Race: Half-orc
Alignment: Lawful Good
Deity: Erathis and Pelor
Class: Skald (Totemic Skald / War Drummer)
Roles: Party support (healing), control (combat maneuvers), melee damage

Character Creation:
Abilities
Str 17 (+3), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 16 (+3)

Half-Orc Traits
- Dusksight (replaces Weapon Familiarity): low-light vision, can reroll miss chance from cover in dim light
- Giant Ancestry (replaces Darkvision): +1 CMB and CMD, -2 Stealth
- Intimidating: +2 racial bonus to Intimidate
- Orc Blood: count as human and orc for race effects
- Toothy (replaces Orc Ferocity): primary natural attack that deals 1d4 piercing damage

Background Traits
- Armor Expert (-1 ACP)
- Bred for War (+1 CMB, +1 Intimidate)
- Dragon-Hunted (+1 Will vs fear, +1 vs dragon spell or effect)

Drawbacks
- Misbegotten (-2 Dex skills)

Skald (Totemic Skald/Urban Skald/War Drummer) Class Abilities
- Deadly Rhythm (Ex): At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat.
- Fearsome Mien (Ex): A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.
- Raging Song (Su), Inspired Rage (Su): affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. (5+CHA rounds/day)

Feats
- Skald's Vigor: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.

Weapons
- greatclub +3 (1d10+4, 20/x2)
- gore primary attack +3 (1d4+4, 20/x2)
- gore secondary attack -2 (1d4+1, 20/x2)

Armor
- scale mail, +5 AC, -3 ACP

Skills
- Bluff +4
- Diplomacy +7
- Intimidate +6
- Knowledge History +3
- Linguistics +3
- Perception +6
- Sense Motive +6

Languages
- Common
- Celestial
- Draconic

Spells
1st level: 2

Spells Known
0th level (4): ghost sound, light, prestidigitation, spark
1st level (2): cure light wounds, feather step

Step 1: Background and Concept Elements:
#1 Follower of Erathis: Indira's earliest memories were growing up as a child of the temple of Erathis, an orphan baby left for the priests to raise. She respects and worships the Mother of Light as if she were her own mother, but equally reveres Pelor as the Father of Light as an example for her proper behavior.

#2 Misshapen Child: Her biological parents are mysterious; Indira believes she is part human and part minotaur, for she has small horns growing out of her head. This might be why she was left at Erathis's temple. Nevertheless she has forsaken her monstrous heritage, and tries to redeem other creatures considered to be monsters as well. She believes there is good in everyone if only they choose to behave in a lawful and benevolent manner.

#3 Blessed Barbarian: Indira believes that because of her personal purity, she is blessed by her deities with divine strength and wisdom, and a gift for magical healing. Her totem is a sacred cow, a mighty celestial creature that represents her idealized self. When she prays, the rumbling of her drum makes her think of thundering hooves across the plains, and this stirs something primal within her.

#4 Dragon-Hunted: When she was still a girl serving in the temple, Indira had a vision of a five-headed red dragon that swallowed up the world. Indira and others stood on a tiny plot of land that she recognized as Brindol, in a hemisphere of light that kept them safe from the creature's fire. When she spoke of this dream to the high priestess, she sat Indira down and instructed her in the war against Tiamat's followers and the army of the Red Hand.

#5 Heroic Crusader: Indira believes it is her destiny to stand against the army of the Red Hand should it rise again. With the rumors of evil stirring in the Elsir Vale, the temple has decided to send a representative to the city council, and Indira is their chosen scion. She is empowered to offer her services in the investigation on their behalf.

Step 2: Goals:
#1 Last Stand: Indira wants to see her vision come to pass, to be able to help protect her city and allies against the terrible darkness that is coming for them while they regroup and prepare to take the fight to their great enemy.

#2 Epic Battles: As a player, I'd love to have a few really impressive large-scale battles, ideally with many enemies that can be more or less single-handedly defeated by the player characters.

Step 3: Secrets:
#1 PC Aware: Tiamat knows of Indira and occasionally watches her in her dreams, though usually in disguise. Indira has learned to recognize the half-dragon woman when she sees her, and she thinks the dragon goddess does not know. Indira does not know why Tiamat cares enough to haunt her sleep, but she and her high priestess speculate that Tiamat has seen her in a vision, some kind of evil prophecy similar to the one that Indira received.

#2 PC Unaware: Indira's parents were actually Erathis and Pelor, who created her immediately after the fall of Azzar Kul specifically to oppose Tiamat in the future, and gave her divine gifts to make that possible. She has their favor, though they cannot intervene on her behalf without giving Tiamat similar power. The high priestess of Erathis may have some inkling of her importance, but if so she has never told Indira her suspicions.

Step 4: Relationships:
#1 High Priestess Mhiram: Mhiram is a venerable half-elven woman who came to the faith late in her life. She served in Brindol during the war against the Red Hand, and took over the temple after the previous high priestess died during the siege. She is patient, very reserved, and very careful. Indira does not realize how unusual it is that they are friends.

#2 Pietra: Pietra is a young human woman who also grew up as an orphan at the Erathis temple. She works as a server at the Succulent Salmon restaurant and recently moved into a small house that she rents from the Jarmaan family. She and Indira are close, like sisters, and though Indira suspects that Pietra's arrangement with her landlord is not entirely proper, she looks the other way in the spirit of family. She is glad Pietra is prospering, and loves her enough to let her keep her secrets.

#3 Aravyre Tigersoul: The spiritual leader of the Shrine of the Sun, Pelor's cathedral, Aravyre dislikes Indira and has publicly refused her entry to the temple after discovering her listening to a sermon. Aravyre is a human cleric, very imposing and strong, and often preaches her belief that evil is in the blood, tainting races such as half-orcs, dragonborn, and tieflings. She has a great deal of influence in the city and its council.

Step 5: Memories, Mannerisms, and Quirks:
#1 Path of Peace: Indira prefers not to strike an enemy until the enemy has first attacked her or her allies. She would always rather negotiate than fight. She will try to convince her allies to have the same restraint, which might be frustrating for her.

#2 Sheltered: Having grown up at the temple, Indira has never left Brindol. The wide world is wondrous and intimidating to her, and she is awed by stories from those who have seen distant lands. She loves trinkets and souvenirs from far away.

#3 Body Temple: Indira is very careful what she eats and drinks. She does not consume alcohol, mind-altering drugs, or meat by choice, to keep her body healthy and pure. She doesn't rebuke or judge others for doing so, of course.