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![]() Kana Cherryblossom wrote: I would say knowing the guards stats puts us all in metagaming danger, what is not good for a nice roleplay experience. I agree. Unless someone has an ability that allows them to assess what their fighting (such as making a K.Check of the right kind) then it doesn't make much sense for the characters to know those kinds of things. A perception check may glean insight into things like what the armor looks like, or whether they appear fatigued etc but unless you have knowledge about armor (like in a craft) and make the check then it should mostly be 'hit it until it dies, whenever that may be' ![]()
![]() Akinra wrote:
By doing this I found out that I was actually supposed to have 13HP (d10 + 2 Con + 1 favoured class bonus) because I only had training in 3 skills instead of 4 (since Pallys have 2 + Int and Ghorza's Int is +1) ![]()
![]() I tried to pick spells, traits and feats that added flavour more than would be powerful or even practically useful (as I normally do). Also occurred to me that his mum would probably be very dead by now, so adding that this is something he feels he must do before he can more on and explore the world. Like letting his mum know that he's leaving while also seeing this lighting of the everflame as a kind of personal candle of mourning. I made him younger (from 80 down to 64) though I may put him into the young adult age range (so between 50-60) rather than the adult because I do see him more as a troubled youth than a lost adult. This also means that his mum might still be alive, though very old, which means my drawback would change back to Family Ties from Pride. ![]()
![]() Quick question, when looking through the drawbacks I noticed that a lot of them are social based or religious based. Even though many of them can be worked into my characters background, some really well, knowing that this is a dungeon crawler and not going to have many social situations makes me feel like I'm cheating a bit by choosing what is for all purposes generally a social drawback (not matter how well it suits my character). Is this an issue? Is there a restriction to the drawback you can choose, or the trait you can pick depending on the said drawback? ![]()
![]() Dotting for interest. Background Summary: Basic idea is that he is an Ifrit, his mother wanting him to be as far away from the influences of his 'nature' as possible. After a few incidents in bigger cities, she decided that living on the water and among trees, in a peaceful environment, may settle his... unstable personality.
For a while, it seemed to work. She couldn't keep the fire nature completely suppressed, she'd tried before and he'd wound up exploding (metaphorically, luckily) so she got him an apprenticeship at the local blacksmith, using fire to mold and create, rather than destroy. He desperately wants his mother's acceptance, to make her happy instead of upset or angry. The same goes for the village, and others in general. He is constantly battling himself, trying to do what's good, but there's always the temptation to cause mischief, or just winding up using people to gain things when he started with good intentions. The fact that he show'd signs of possessing sorcerer powers thanks to the fire elemental blood he's inherited just keeps compiling the issues he has with himself, what he is, and who he wants to be. Apparently, someone in the village saw his inner conflict and has given him the opportunity to participate in the pilgrimage to the Crypt of the Everflame. And Meram jumped at the chance to prove to the village (and to himself) that he can do something good and control himself around fire as well. ![]()
![]() The idea was for Zogar to get my weapon and the bolts off Nix and take them to the fountain, because you could move before us and I wasn't sure if Nix could even get out of where he was because you were next to him. But no, I never did actually give it to you, since Nix decided to go off by himself and you finished off the zombie anyway. ![]()
![]() Akinra wrote:
I do have a BAB +1, so the drawing the weapon is a given. I wasn't so sure about also being able to prepare my shield as well. ![]()
![]() Since no one has said anything otherwise, here it is Money, Encumbrance and Inventory If I've missed something for someone, feel free to edit. Just don't change anything in the Weight column, because those have formulas in them (such as with arrows, just change the amount and the weight will change accordingly) ![]()
![]() Could we get a list of all the items we have now? And do we just gather that the guard's armor fit's whoever puts it on. Cause I don't think that armor that would fit Cole and Wade, who are over 6ft tall would fit me, who is 5'1". Though we are all 'medium' creatures, so I gather that it's just default medium, one-size-fits-all kind of armor :P ![]()
![]() True. Being as arrogant as she is, she never really thought about learning more powerful magic. She as natural charm and charisma, and only uses her bardic magic to cover up her fiendish features, or to weaken the resolve of the more conservative. Even though she is on the better half of a century old, she never learnt more spells than the ones the bard taught her, instead focusing on dances, songs, and other social knowledge that would help her climb the ladder toward the king. It is this event that made her come to terms with that the world won't accept her, no matter how charming, no matter how many stories or dances or gossip she knows. To them she is a monster, and no amount of illusion will change the truth. Since trying charm and seduction failed, she now aims to learn more powerful forms of magic. Magic that will have others killing for her, not just liking her. Magic that will hurt, destroy, trap etc In essence, she has gained wisdom into how the world works (kind of making up that -2 Wis racial ;P) and resolved that if she can't rule as a human through words and whiles, she'll rule as a devil, a monster, through power, force and a more devilish kind of corruption. ![]()
![]() DM Repentance wrote:
While I'm not really sure how to work it, the idea is that this guy wanted to put some sort of law into place regarding illusion magic and its use, especially in the capitals. He is a bit paranoid about cultists and untrusting of magic, believing that magic granted by the divine to be pure magic and all other kinds to be sourced from Asmodeus, demonic blood, tainted lineage etc. She found out about his plans to restrict/outlaw/otherwise alter magical law, particularly ones about illusion, charm and other mind-altering, deception magic, so she sought him out, and spent a decent amount of time (we're talking over 5yrs) distracting him and keeping him off focus until she gained enough of his trust and affection to be in a situation where she could do away with this threat for good. She doesn't know it, but he actually had artifacts in his room designed to weaken illusions. She believes that there was something else at play (after all, she has never had problems before) but she doesn't know what it is, or the extent of it. Her body illusion pretty much had a countdown the minute she entered his chambers, the fact that she began casting other illusion, mind-altering spells only made it wear out faster. ![]()
![]() Well, here's Avyanna Maeve . My Tiefling (Rakshasa-Spawn) female bard convicted for attempted murder. Background pending, but description is done. ![]()
![]() I'm putting this separate because I don't know if editing would result in a re-roll. I kinda wish her dex was higher, mainly because she (was) supposed to be flexible and agile :/ Adding in modifiers these are my stats: Str 8
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![]() Even thought you said recruitment ends at 50 posts, I'd really like to play this campaign (I only just found the thread D:) My character would be a Tiefling bard arrested for attempted murder. She often uses bard illusionary tactics to hide her fiendish features, although most are hardly noticeable as is. She is based on a succubus, in that she uses the promise of pleasure and the art of seduction to get what she wants, which is money and power, in that order. She had just seduced her way into a high-ranking officials chambers, having him completely bedazzled and distracted from his surroundings and was about to finish him off, but she lost focus on her own illusion, thus her true appearance was exposed. Being as devote as he was, and Tieflings being incredibly rare in a city that would kill them without hesitation, the shock breaks her hold over him and he overpowers her and calls for his guards. Being Lawful Evil, this was a huge blow to her honor, not only sentenced for a crime, and being taken prisoner, but being defeated by someone she deemed inferior to herself. Had she been found normally, then her sentence most likely would've been carried out then and there, but she was caught committing a crime and thus would be imprisoned and executed as was the treatment of criminals. This they would regret. His death was going to be swift and painless, another body to add to the ladder of her ascent. She was killing for gain, it wasn't meant to be personal. Now it is. Now she's killing for revenge. EDIT: I'd also like to have her be Rakshasa-Spawn (Beastbrood) as I believe it ties in well with why she seeks out material and earthly pleasures and is driven to overthrow the rule of mortals and instill her own dominion. ![]()
![]() So here's Aurora Stargazer, my Elven Heavenly Shaman. And this is her familiar, Darris the Raven For Darris, the top section, before the MELEE part, is all correct. Though the page regarding ravens had +1 Fort, +4 reflex and +2 will, but I'm not sure if I put those in 'base' value; meaning that the total woud be Fort +0, Reflex +6 and Will +4 or if they go into the total column, meaning they remain how they are. I've never had an animal familiar or companion before, so I don't really know how to make one. ![]()
![]() My Cat-folk bard, Aleera, didn't fit the requirements of a previous campaign that I'd like to submit. What limits are there? What's the ability buy? Alignments allowed? Up til now, I normally build a character for the campaign, since most recruitment threads I've read require you to have a campaign trait which normally plays into character background. My Half-Orc Paladin, Ghorza, might be more suited for this, since she is a follower of Sarenrae. I haven't gotten a chance to play either one D: Ghorza was made for Wraith of the Righteous and the campaign trait did play a bit in her background in relating to her skills, but I'm willing to rewrite it. Aleera was made for Council of Thieves but her background isn't as developed. ![]()
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![]() Soory it's late
Background:
Had her mother not been such a devote follower of Sarenrae, Ghorga may not have survived beyond the cradle. Being the offspring of a violent encounter between her mother and a wandering Orc, it would be expected that her family life be loveless and hateful.
This wouldn’t be exactly true, however, because, despite herself, Kaleen grew to love her child, and she constantly reminded Ghorga that it was Sarenrae that made such a thing possible. She never acted so in public, however, belittling, ignoring or abusing Ghorga whenever there were other people nearby, but apologising and being a dutiful, loving mother when they were alone. This led to Ghorga only being honest with her feelings when alone, and treating those she cared for the most poorly when with others. Thanks to her Orc-blood, she had always been an independent child, venturing off by herself exploring the surrounding city and listening and talking with random people. This almost got her killed on one life-changing occasion, and it was this event that turned her towards the path of the Paladin. While out exploring the edge of the city, a demon that had gotten past the wardstones attack her. The last thing she remembers is a blinding light, which turned out to be the Paladin slaying the demon using holy abilities. During the next few weeks, she lay in a coma on the edge of death. The demon that had almost killed her, and had been slain, plagued her dreams, though she knows they were more than nightmares. The demon spoke to her in a foreign tongue, and always was trying to drag her into the abyss. Her only salvation was clinging to the light that was her last waking memory, of how it shone but wasn’t blinding, seemed to burn but only harmed the demon. A light that manifested itself as a white beaming scimitar. When she awoke, she had changed. Her faith was set, she was a devotee of Sarenrae, the goddess that protected her from the demon’s vengeance and gave her protection from the swallowing darkness of the abyss.
She see this moment in her life when she was freed from the sins of her father and the taint flowed within her from birth. The mission given to her by Sarenrae was to find those corrupted, enslaved, or otherwise tarnished by the demons from the Worldwound, and guide them to salvation, to spread the saving grace of The Dawnflower, to shine The Everlight through the darkness of the Abyss and to save those lost souls from damnation. Crunch:
Ghorga
Female Half-Orc Paladin 1 CG Medium Humanoid (Half-Orc) Senses: Darkvision Ht: 6'4" (190.5cm) // Wt: 203 lbs (92kgs) // Age: 15 Favored Class: Paladin Alignment: Lawful Good Languages: Common, Orc, Abyssal Senses: Darkvision (60ft) ==============STATS==============
================================= Base Stats (20 pt buy)
Combat Info
Initiative: +0
AC: 17 (10 T / 17 FF) (+5 Armor, +2 shield)
Melee Scimitar (1d6 +2) (18-20/x2) Gear
Starting Gold (average): 175gp
Paladin Class Features
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. 2nd Level
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. 3rd Level
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. 4th Level
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. 5th Level
Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Traits, Feats, and Skills
Feats: 1st - Alertness +2 perception and sense motive
Detailed Skills
Italics = class skill
Acrobatics: -4 = +0(ranks) -4 ACP
Projected Path: She will take all levels in Paladin.
Any feats and spells she aquires will either be based around incapacitating enemies (for later redemption/conversion), killing demons and undead, or blessing. I'll be basing the skill points off what has happened so far (like if they had to climb something, she may get a rank in climbing because of it) or what she would've gotten had she not gone on the Crusade. ![]()
![]() Bugger, and I'd just finished sorting out my Heavenly-Life Shaman D:
I was also going to ask how ability scores are increased as levels progress, because I noted that some characters had ability scores not possible to achieve through 20 buy point originally and couldn't find it anywhere. Have a good game guys! ![]()
![]() Eulalia wrote:
My character's name is Ghorga also with the Exposed to Awfulness trait ![]()
![]() I second Niesen's question: do we have to take the trait that is associated with our planned mythic path? I'm asking because Stolen Fury would work in really well for my character background, and the benefit is also more preferred because my Orc Ferocity allows me to act as Disabled when brought to 0HP but not killed, so the benefit for Exposed to Awfulness is still kinda good, but failing a save on an attack that would incapacitate me wouldn't incapacitate me anyway (though I'd still die if the attack killed me instead). I was going to use the ritual as the base of how I know Abyssal, that she became obsessed with finding out what the ritual was for, repeating what they said over and over again, looking through books and asking around until she had gotten to the stage where she understood it, but by then she couldn't remember what the cultists had been chanting (to keep true to the description in the campaign). Having the demon that was slain torment her while she was in the coma, and having her waking up knowing the language that it was speaking could be used for Exposed to Awfulness, I guess, but the question still has merit. ![]()
![]() Niesen I'm not sure what it means by 1/3pt into confirm smite. Is that one-third? How do you have one-third of a point? Or is it one out of three, three being the max amount of points you can give to confirm smite? But you were right, I missed my Int mod skill point, thank you for pointing that out. |