Jhofre Vascari

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Such priestly behavior.


Um, everyone still here?


Dotted.


Just saw the end of the recruitment thread. I'll whip up an alias now.


Complete Application, I think,

Stats:

Tormod is a human fighter with the Two-Handed Fighter Archetype.

Strength 18

Dexterity 16

Constitution 16

Intelligence 13

Wisdom 12

Charisma 12

Feats:
Power Attack

Weapon Focus: Spear

[spoiler=Trained Skills]

Ride: 1+3+3=7

Knowledge Dungeoneering: 1+3+1=5

Intimidate: 1+1+3=5

Personality and Background:
Tormod is one of the most gifted athletes in the little village of Hope and makes sure everyone knows it. He runs everywhere and climbs onto the roofs of the little houses and into the trees growing about the village. His favorite way of demonstrating his prowess is to leap from a rooftop behind someone's back and then somersaulting around the person so he stands up immediately between them and the person they were talking to. Many people find it irritating but Tormod is one of those people who it is just hard to stay mad at, usually charming his way out of any serious trouble he gets into, coupled with the fact that his antics are never malicious, just irritating.

His living space is a mess of epic proportions, old clothes lay across his bed and he sleeps right on top of them. Several practice swords lay underneath, some whole, many broken and all showing signs of much use, evidence of his hidden devotion to his martial training. Tormod is like his mentor, devoted to a facade of being utterly carefree and only as good with a sword or a bow as he is because of natural talent and gifted ancestry, but he trains exceptionally hard. He is almost always up later than the other recruits, practicing forms and strikes on dummies in private or with the one-on-one tutelage of his mentors of the day. He rolls out of bed hours after everyone else, and is happy to let them chalk it up to laziness but it's usually due to his late-night training with his mentor, Alkhazad.

Alkhazad, Master of Weapons:
Alkhazad is an amazingly talented fencer and is generally good with any weapon you put in his hand, assuming it can be wielded with one hand. Alkhazad has only his left hand as his right arm has been removed up to the elbow. He won't say what exactly happened, only that it was not a sword or ax that removed it from the rest of him, but a set of jaws. That being said, he is still much faster with a weapon than nearly anyone else in Hope and his speed and technique are sufficient to make anyone balk at the idea of fencing with him, with the exception of his ever-more-ambitious-and-confident protege, Tormod.

Alkhazad is a strict mentor, but flexible in his willingness to use whatever approach his students require in order to learn effectively. Once he has made a commitment with his students, however, he expects them to follow through. He meets with Tormod every night because Tormod does not want to practice and train with the others, or even at any point he could be seen by the others, but if Tormod were to start shirking his commitment or not showing up, he would be awoken by Alkhazad sneaking into his room and striking him with one of the young man's numerous training swords, or even a metal rod. Alkhazad lives in "the corpse of the old keep" atop a small hill in the village. He calls it a keep, but even in it's heyday it was more of a wide stone watchtower, and it has fallen into considerable disrepair in the last century or so. Alkhazad, when he ever sleeps, sleeps in the top of the tower, while the exercise chamber and Tormod's sleeping quarters are in what was once a very large cellar.


Wow. Glad they're ok. If you need some more time I think everyone would understand.


1 person marked this as a favorite.

The month Lorrimor was in Barstoi:
Aerin had lived a life of privilege but little power as he grew up in a small castle, befitting a man of his station. Count Neska knew that his campaigns had made him enemies and they would use any signs of disunity in his house to depose him if they saw the opportunity, thus he forced every relation of his to put up a front of strength, unity and happiness to discourage "the wolves circling us" from striking. This meant that despite Aerin's many rides into the wilderness and small adventures to hunt bandits there was no real opportunity for him to experience much other than what he was exposed to as a child.

Lorrimor was Aerin's first glimpse into the world beyond a mile radius around his father's fort and the city of Barstoi. Lorrimor had come for research, and the breadth of his experience fascinated the young man, who had grown frustrated with the cloistered life his uncle had enforced. Aerin spent time in the libraries and archives of the temples, severely limiting the older man's productivity by pestering him about the different places he'd been and what he was studying. Petros evaded questions about his current research, saying he was only "studying what he had to in order to protect the people".

Lorrimor's opinions on what righteousness was differed greatly from the more dogmatic approach of the local Erastilian priests and his draconian uncle. Lorrimor had an approach that simply involved trying to make life as good as possible for as many people as possible, a simple code that Aerin later adapted to his own life. His personal moral code came directly from his conversations with Lorrimor, so news of the professor's death hit Aerin hard.


TheCelticCircle wrote:
** spoiler omitted **

You can give some to me.

Aerin's backstory:
Aerin Neska is a lesser cousin of the ruler of the county of Barstoi, Aericnein Neska, and a distant cousin of the Surtova family of Brevoy. This relationship is the product of a far-distant past political alliance made during the attempted reconstruction of Ustalav following the fall of the Whispering Tyrant that didn't lead to much. Not many people would even know about this connection without looking it up in old records of noble families in and around northeastern Avistan.

Aerin's the third son and definitely the warrior of the family. He frequently roams the countryside with his old friends and guards and finds Sczarni, bandits and monsters to fight, capture and either imprison or execute. He is popular among the general populace of Barstoi because of his good looks but people who know him in any way will know he has very poor ability to hide what he's thinking and an utter inability to put things delicately, always saying things in seemingly the bluntest manner possible. He always does what he wants when he wants to do it, and this tendency has always got him in trouble, though it's never trouble he hasn't been able to get himself out of either by sword or gold.

On one of his outings he and his entourage ran into Lorrimor, on his way to the city to find a book in an old temple to Pharasma. The professor was set upon by a large group of bandits, and the few mercenaries he had with him were not of sufficient numbers to save him. Fortunately, Aerin's party were out hunting these same bandits and arrived on the scene in time to rescue Lorrimor and his companions.

As they went home, Aerin learned a few things from Lorrimor, and in his gratitude the professor made sure to promise to repay the favor. After his research was complete and he left the city, Aerin did not hear from the professor again until the announcement of his death.

After Lorrimor's death Aerin decided to trek out to Ravengro on his own because there was some matter of state that required the presence of all the soldiers of Barstoi and he refused to not go to the funeral of an old friend.

Stats:
Race: Human
Name: Aerin Neska
Sex: Male
Height: 6'2"
Weight: 195
Age: 24
Fighter, Level 1

Abilities:

Strength 15
Dexterity 15 (+2 human)
Constituition 14
Intelligence 11
Wisdom 9
Charisma 13 (+2 Dual Talent)

Feats:
Noble Scion (War) (Add Charisma Bonus to Initiative, +2 Knowledge Nobility, Class Skill.)
Weapon Focus: Greatsword

Traits:
Veteran Jungle Forest Guide (+1 to perception, class skill)
Chance Savior (+2 Initiative)


Ok.

Stats: 4d6 ⇒ (5, 5, 2, 5) = 17 =15

Stats: 4d6 ⇒ (2, 5, 1, 4) = 12 =11

Stats: 4d6 ⇒ (5, 2, 2, 1) = 10 =9

Stats: 4d6 ⇒ (4, 5, 1, 4) = 14 = 13

Stats: 4d6 ⇒ (4, 4, 6, 1) = 15 =14

Stats: 4d6 ⇒ (2, 1, 4, 3) = 10 =9 X

Stats: 4d6 ⇒ (2, 6, 2, 3) = 13 =11

Stats are 15, 11, 9, 13, 14, 11. Workable. Was gonna make a fighter anyhow.


Based on my rudimentary chart skills it looks like Wednesday works for everyone except for Naralesh, who I don't know about.


Mondays don't work for me, I work those nights.


Bump?


This is the fluffy bits of my intended submission:

Backstory:
Jamash is a druid from a small village near the Lake of Mists and Veils. He lived there for years after being exiled from the circle of druids who fished him out of the lake. He has a different philosophy than the typical druid. He is determined to work with the settlements of the world, believing that civilization is the result of humanoid’s natural tendencies the same way that wolves form packs and sheep form herds. This eventually lead him to work too closely with the local human and halfling communities for the comfort of the more conservative members of the circle.
He was fished out of the lake by an elderly elf druid named Fal’Gahoried as a toddler. Fal’Gahoried believed that the child was a creature “blessed by water” a rare but not unheard of blessing placed on circles in anticipation of times of great change or need. Shortly after Jamash came of age there was a blight that reduced the population of water plants in the lakeside area. The Circle came believed that the blight was the reason the boy was brought to them.
Jamash’s role in the circle after that was diminished after the end of the blight. As is typical of people who are held in esteem because of a single event, once his height had passed he, unused to his new reduced role in the circle, found himself wandering to the local village to find himself a new place for that esteem. He was well-received because of his healing skills and good nature. Eventually he was found out by the circle and asked about his activities. “It’s natural for a species to make it’s habitat suit its needs. Birds build nests, badgers burrow and other animals make their own homes,” he said. “Why are the same activities of humanoids deemed unnatural by the circle? Civilization is the expression of the natural instincts of humanoids, and they deserve our nurture as much as any other animal.”
The circle didn’t see it that way. The philosophical differences were too much for the young druid to overcome, despite his charisma. This schism with his old friends led him to wander away from his hometown, to the south. Eventually he heard of the expedition to the Green Belt and he decided having no home of his own he decided to lend his services to the expedition, believing that reasonable expansion and exploration are the natural drives of the civilized races.


I'd be into this, depending on the day. I'd have a druid concept I'll post the full backstory later today.


What kind of token?


Doombringer the DM wrote:
Father Raphael wrote:

Out of curiosity, are we doing init in actual init order or in block format or what?

As for life link, I'm not 100% sure. Hero Lab says its range is 100 feet, but the text says it's "medium range" which is 100ft + 10ft/lvl (190ft). I was going with the text since HL has been wrong before, but I'm not sure.

Quote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
I'll go with the text rather than herolabs. And I'm keeping everything in init, and actions go off in that order, but you are free to post whenever. It generally IS better to wait to see what happens before you do though, in case the actions of your allies would change your own.

Unless you find yourself in a situation where your action won't change either way...


You were in fact stone dead in a moment.


Placing a dot here. Thinking an Undine Druid.


I'm still gonna be around.


It seems to work on my ipad.


It's just a website, are you on mobile?


What do you have against short people, dude?


You ought to get a personal message after a while with a link to where we will actually be playing.


Setting discussion and character generation will be done as a group in the first session. The group is kind of large so it's been whomever shows up since there hasn't been enough interest to need vetting.


I'm thinking a flames mystery oracle. Not the "cast the light of my faith into the darkness" sort per se, but he is the leader of the "torches and pitchforks" crowd.


Jean chuckles.

That talent sounds useful to me. If I could have lifted my family's old manse in Galt and just carried it to Absalom it would have made my life much easier a few years ago. Maybe he'll teach us if we asks nicely.


Potential Victim wrote:


"A good question might be, why bother? Plenty of old bad liches dustin up the place to worry over. What's another?"

Jean shrugs.

Well he moved an island halfway around Mwangi, I'd say he's earned attention for that one.


HAHAHAHAHAHAHAHAHA!


I'm thinking a ranger. I'd agree on the point buy taking something away from the whole "puny mortal" angle, since there's a lot under the player's control.

dice: 4d6 ⇒ (4, 6, 4, 6) = 20=16
dice: 4d6 ⇒ (4, 2, 5, 4) = 15=13
dice: 4d6 ⇒ (3, 6, 6, 3) = 18=15
dice: 4d6 ⇒ (3, 6, 3, 6) = 18=15
dice: 4d6 ⇒ (6, 4, 5, 6) = 21=17
dice: 4d6 ⇒ (4, 1, 5, 2) = 12=11

That being said those rolls are absurd.


Orion Snow wrote:
Doombringer the DM wrote:

Will everyone who doesn't have linguistics trained give me an untrained roll to see if you can reduce the DC on some of this information? You feel like your getting some of it, but with a bit more effort, might just get it all. (Anyone with it trained already has the DC reduction)

That being said: ** spoiler omitted **

"Hey Look!" Nudging leaf ripper. "It's not a new island. It's just in the wrong place. See. This is the island I flew over (pointing to an island in the Eye of Apendego). It's easy to spot because it looks like a grinning face. Instead of being where its should be it's all the way over here (pointing to the islands current location). Also, nothing grows around the 'nose' on the face. That's probably where the corruption lies. "

Overhearing Orion's comment on islands moving, Jean removes himself from the group of young recruits he was previously engaged with and scampers over. The large man is surprisingly agile, and his face is blank except for a slight scowl as if in concentration.

From what you describe, I agree. Whatever foulness causes plants to die, faces in rock formations to form and islands to move suddenly is probably what we are being summoned here for, and that many magical effects on such a small island can't be coincidence.


Almost any time works for me, at least for now. I may have to change things in the next couple of weeks. I'm on the West Coast. So, Central -2.


So, I count six people not counting the Butler, should we get this set up?


Jean laughs and points to Hamish, his earlier dourness gone like Aroden, replaced with excited zeal, his voice getting progressively more and more excited.

An undead giant sea gopher sounds like something worth investigating. Does it leave tunnels through the sea? It must, or else it's not a sea gopher it's a sea rat or something. Can you see those tunnels from the surface? Are there areas of the sea where the water is inexplicably 30 yards higher? It must be, or else the gopher would have to transport the water elsewhere somehow. It's undead so they can't really be consuming it. If we find a giant undead sea gopher I propose we bring it to the society's creature... studying... folk. This would be a monumentous find!

He pauses, his face completely still for about two beats then he starts laughing uproariously.

Perception: 1d20 ⇒ 7


A lost city doesn't strike me as very Ravenloft.


*facepalm* I can't believe I forgot to write this part:

Background:
Jean would have been a knight in Galt had his father, a ship captain who was promoted after a revolutionary army was permitted to launch their trebuchet off his ship on the river, taken the family as far away from Galt as they could go in rightful anticipation of one of the country's changes in leadership.

As a child his father changed success in fighting and politics to success as a merchant again, building a significant shipping business for himself, and becoming quite wealthy when Jean was still a child. As a result, Jean's life has been one of relative privilege. It hasn't affected his general demeanor, though. His father felt that the knightly traditions of combat and chivalry are an effective method of teaching discipline in children, so Jean has been instructed in the knightly ways since he was a boy. This linking of martial training and his Galtan heritage have led to Jean frequently joking that he is the "Chevalier of the Society".

He is fairly well-red and has learned a lot about his stance on issues of ethics and morality by a combination of reading the various Galtan philosophers who inspire revolution after revolution even as their ideas get them executed and a very informal reverence for the deity Cayden Cailean. This upbringing of knowledge, martial training

His desire to join the Pathfinder Society came from a friend of his named Gahareth who joined because he wanted to preserve history and learn arcane secrets, and talked Jean into it with the promise of traveling the world. Jean's father threatened to remove his rights to inherit the business if he joined the Pathfinder Society, an organization he called "a bunch of do-nothings" but that only encouraged Jean, because despite his intelligence he found business dull and uninteresting.

Gahareth imagined himself a wizard-to-be, despite his lack of book learning, so he dragged Jean off to any place he thought he could find some arcane tidbit. The young ranger eventually found himself on the wrong end of a vampire's bite in Andoran, an event that for a while dampened Jean's spirits. He has since gotten over it for the most part, but every time he returns to Andoran he goes to the small village of Liberty's Hill two day's ride from Almas to see his grave and pour a glass of liquor from whatever new countries he has been to.

Jean is and has always been a loud and boisterous man, who while educated and capable of acting the intellectual prefers to keep things blunt and simple unless he really needs to demonstrate his educated nature. He enjoys lively music, dancing, eating and drinking. The money he earns from the society allows him these comforts and to see the world (and the many places where dancing and drinking may be had in these exotic locales) so he enjoys his work.


Jean Begnoche

Jean is seated in the row behind Hamish, guffawing loudly and holding his first drink of the evening. He had figured the Grand Lodge was as good a place as anywhere to get started on his relationship with Osirani liquor if he was to be sent there next, but given his tastes it was half-gone before he even thought about how he felt about the taste anyhow. He was regaling a small group of younger adventurers with some tales of his previous missions.

So I dive behind the table as an arc of lightning shoots past me. The witch Igna is doing her usual bit, cackling, trying to cut the vampire up with her hair, cursing him, very unsettling stuff. I jump off the table and manage to cut off his arm. He was none too happy about that, undead or not, so he takes to the air. My new archer friend Ulrich was already bleeding and unconscious so I had to grab his bow to shoot him down. He didn't have all that many spells left, I suppose, so he kept shooting me with little piddling things and I kept peppering him with arrows until he had to run. We eventually caught up with him and finished him off, but he could have stayed afloat for who knows how long, and had I not picked up the bow we definitely would have lost more than just the thief we picked out of prison that night.

He takes another drink.

Anyway where was I? Yes, had I not picked up the bow we would have had more than one casualty. Lesson here: everyone should be able to fight at a distance and at close, because the day will come when you don't have a choice in the matter.

He looks serious for a moment. Of course, Pathfinders aren't really supposed to be fighters, we're supposed to be explorers and treasure hunters or something. Anyway, why are we talking about this?

He waves his cup in the air Are there any bards about? Strike up a song while we wait, let's get drunk and have fun before we jump into a ruin nobody's ever heard of.


Jean Begnoche

Classes:
Fighter level 6
Chevalier 3

Ability Bonuses:
Dexterity level 4, Charisma, level 8

Traits:
Ease of Faith, Armor Expert

Abilities:

Strength 16
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

Feats:

Two-Weapon Fighting, Improved Two-weapon fighting, Improved Shield bash, Shield Focus, Fast Learner, Combat Reflexes, Weapon Specialization Longsword, Weapon Focus: Longsword, Weapon Focus: Light Shield

Fighter:
Armor Training 1, Weapon Training 1(Close), Bravery +2.

Chevalier:
Aura of Courage, Recklessness +3, Poison Immunity, Smite Evil (As paladin of character level), controlled charge, stubborn mind.

Class Skills:

Acrobatics(Dex) 3+3+3=9
Bluff(Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha) 9+3+3+1=16
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 9+3+1=13
Knowledge (engineering) (Int)8+1+3=12
Knowledge (local)(Int) 1+1=2
Perform (Cha)
Profession (Wis)
Ride (Dex)
Survival (Wis)
Swim (Str)


Doombringer the DM wrote:
WhtKnt wrote:

Whoops! You're right! I was thinking old-school, I guess. Corrected rolls below; also dropping the fighter level, making rogue my first class.

** spoiler omitted **

I was wondering how you were ever going to survive with... 23 hit points (not including the con modifier... but still...)

Lots and lots of gaseous form?


The Flame wrote:
I was wondering if I had to create a lv 7 character or if I could enter my lv 9 ranger.

From the sound of things, we'll actually be starting at level 1, making our way up to level 7 on these other modules then starting Slumbering Tsar Saga.


Not my fault, I just watched Bill and Ted's Excellent Adventure.


HPs:

Level 2, Fighter: 1d10 + 3 ⇒ (4) + 3 = 7
Level 3, Fighter: 1d10 + 3 ⇒ (3) + 3 = 6
Level 4, Fighter: 1d10 + 3 ⇒ (2) + 3 = 5
Level 5, Fighter: 1d10 + 3 ⇒ (8) + 3 = 11
Level 6, Fighter: 1d10 + 3 ⇒ (6) + 3 = 9
Level 7, Chevalier: 1d10 + 3 ⇒ (7) + 3 = 10
Level 8, Chevalier: 1d10 + 3 ⇒ (1) + 3 = 4
Level 9, Chevalier: 1d10 + 3 ⇒ (1) + 3 = 4

Total: 69, duuude.


DM says it's 9.


I'd be interested. My scheduling is kind of up in the air but things should settle down by next week.


I wouldn't have a problem with it.


Stats: 4d6 ⇒ (5, 2, 6, 6) = 19
-2=17
Stats: 4d6 ⇒ (6, 2, 2, 4) = 14
-2=12
Stats: 4d6 ⇒ (5, 5, 3, 4) = 17
-3=14
Stats: 4d6 ⇒ (4, 4, 4, 4) = 16
-4=12
Stats: 4d6 ⇒ (1, 1, 3, 1) = 6
-1=5
Stats: 4d6 ⇒ (4, 1, 3, 1) = 9
-1=8

Stats that lopsided ought to be a fighter.


If you'd be willing to take one more, I'd like to make a fighter.


Human Ranger 1
Sheet

Attributes:
Strength=18
Dexterity=15
Constitution=14
Intelligence=10
Wisdom=13
Charisma=10

Class:
Favored Enemy: Human +2
Track: +1
Wild Empathy: +1
Spoiler:

[spoiler=Feats] Two Weapon Fighting, Improved Shield Bash, Dodge

Traits:
Killer,
Scorned by magic

Skills:
Climb (Str)
Craft (Int)
Handle Animal (Cha)1+3+1=5
Heal (Wis)
Intimidate (Cha)1+3=4
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Perception (Wis)1+3+1=5
Profession (Wis)
Ride (Dex)1+3+2=6
Spellcraft (Int)
Stealth (Dex)1+3+2=6
Survival (Wis)1+3+1=5
Swim (Str)

Gear:
Longsword, Light wooden shield, Armored Coat, Longbow, 20 Arrows, 12 gold.

Story, Appearance, Personality:
Orik is a Suel man from the city of Hardby. His family is poor but very conservative and likes to keep to the old ways of the city, including making its men subservient to their wives, sisters and mothers. He eventually left the city at age 17 to avoid getting married to a girl from the neighborhood he absolutely despised and who he refused to be tied to as a manservant for the rest of his miserable life.

Once he left Hardby, Orik found time to develop the weapon and hunting skills he had learned when he was ordered out to find food for his mother and two older sisters, eventually finding work as a caravan guard running from The City of Greyhawk to Diamond Lake and back. He worked there for two years, eventually leaving because he was sick of it. Now he is wandering about, trying to find something that interests him. He heard from a priest of some god or another that dragon cultists were trying to make a move of some sort, and that has piqued his interest for the time being. He wouldn’t call himself a hero or nothin’, mind, but he has a liking for his cities and hamlets when he gets to them, and dragons have a tendency to wipe them out or subjugating them. This Queen of Evil Dragons sounds like exactly the sort of person that would upset his current life, but not in the ways he would like.

Orik is dour-faced and glum, making him quite plain-looking despite his large, muscular figure, rare grey eyes and red hair hanging loosely about his shoulders unless it’s tied with a bit of string. He has a dark layer of stubble spread unevenly around his face, the result of shaving with a sword or a knife in the field every day. He is a man of simple tastes. He goes into the wilderness to earn money to come back to civilization and find creature comforts. He’s searching for something more, though. He feels that he isn’t really happy despite his vocal protests if pressed about such things, and thus is searching for any excuse out of the rut he has fallen into.


Dot. Thinking something like an Urban Ranger/Rogue. Like the Slayer class on steroids.


Ok then. Back in a flash.


Rolling Fighter's HPs

HPs: 4d10 + 8 ⇒ (3, 8, 6, 5) + 8 = 30

Do we still get max at level 1?

Also, what about wealth?

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