Definitely haven't played those. I'm trying to figure what to play and my apologies Peppers for missing drinks Uesugi was almost late because of Gallix lol. I figure Sirettis and Peppers will be running the same characters. Blaster too probably? So D and Gallix what ideas do you got in mind? Also any idea how to tie these new guys to existing Red Arm members. I'd still like to run with that story hook for our upcoming adventures. I figure since I have Uesugi I should choose a divine or a rogue class. Of course I have no problem playing another melee either.
DM Default here is my submission. A priest of Irori who will be taking some levels of monk. For both traits I used the Legacy of Fire Player's Guide, reclaiming your past and wisdom of the flesh. Hundred Steps: Hundred Steps Male Human Cleric of Irori 1 XP: 0 N Medium humanoid (human) Init +2; Senses Perception +3 FC (Cleric)(1)+1 SP -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (0 armor, +2 Dex) hp 12 (1d8+1+3) Fort +3, Ref +2, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +1 (1d3+1/×2) Melee quarterstaff +1 (1d6+1/×2) Ranged mwk lt crossbow +3 (1d8/19-20×2) 80ft Special Attacks channel positive energy 4/day (DC 12, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) . . 6/day—rebuke death . . 6/day—strength surge Cleric Spells Prepared (CL 1st; concentration +4) . . 1 (DC14)—bless, endure elements, enlarge person[D] . . 0 (at will)(DC13)—create water, detect magic, read magic . . D Domain spell; Domains Strength, Healing -------------------- Statistics -------------------- Str 13, Dex 14, Con 12, Int 10, Wis 17, Cha 13 Base Atk +0; CMB +1; CMD 13 Feats Toughness, Endurance, Improved Unarmed Strike (Deity’s Favored Weapon) Traits wisdom in the flesh - When you make Acrobatics checks use your Wisdom modifier instead of its normal ability score. This skill is always a class skill for you. reclaiming your roots Skills +7 Acrobatics; +7 Heal; +4 Knowledge, Religion; +4 Spell Craft Languages Common Other Gear quarterstaff, masterwork light crossbow, 20 bolts, quiver, travelers clothes, cleric’s kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol of Irori), small tent, healer’s kit (10 uses), vial of alchemist fire, 4 gp -------------------- Special Abilities -------------------- Cleric Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead. Cleric Spontaneous Casting Channel stored spell energy into healing spells that were not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).. Rebuke Death (6/day) (Sp) Heal 1d4. Can only use on creature below 0 hp Strength Surge (6/day) (Sp) Grant +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 rd. -------------------- Appearance -------------------- Age: 25 Height: 5'9" Weight: 175 lbs. -------------------- Backstory -------------------- Hundred Steps is a Tien who was born in Kelmarane but for reasons unknown was forced to flee at a very young age. He was raised in a monastery by followers of Irori at Tar Kuata in Osirion. His knowledge of how he arrived here is very vague. He only knows what the monks told him that when he was found he was clumsily holding an armed crossbow trying to drag a man who they believe was his father up the steps leading to settlement of Tar Kuata. He would not let the monks near him or his father and each step he was able to drag his father up he counted another number. As he made the hundredth step he collapsed from exhaustion and that is when the monks took him and his father to the monastery. After examining his father the monks saw he had died of a combination severe wounds and exhaustion. It also seemed that he had travelled quite far from given the state of his clothing and the blisters and sores present on his feet. When the boy awoke they attempted to question but he said nothing other than repeating the numbers one to one hundred. Having nothing else to call him they named Hundred Steps. Traumatized by the unknown events the child was carefully raised by the priests and monks of Tar Kuata. Through meditations and physical exercises he slowly strengthened his mind and body. As he grew older he slowly began to interact more with the others in the temple and eventually found tutelage under the priest, Jitak Uos Nimat, who soon became a father figure to him. It was on the day of the Running Moon on what the priests marked as his twenty fourth name day that Hundred Steps was given the contents of his father’s belongings. This included a crossbow of exquisite design etched with flowing dragons that ran along the tiller and bow, and an old map that had two spots highlighted on it, Tar Kuata and what Hundred Steps would later find out to be an old village named Kelmarane in Katapesh. Knowing his path before him he set out for Katapesh to uncover his past.
Here is my submission for Ollok Stoneguard Conversation:
”Please state your name, your place of origin and how you came to this building today. Please address the orbs.”
The hill dwarf eyes the orbs with disdain making no attempts to show his true feelings about addressing these orbs. Dropping his pack and gear into the chair he pushes it aside and stands before the orbs. Reaching down he picks up the jug and sniffs it before taking a long swig of it. While he drinks his gaze slowly drifts between Kolwyk and the orbs until finally he puts the jug back on the table and speaks, ”So I’m to speak to these glass bowls? Seems to be a lot of mystery just to find some work but let’s be done with this. I am Ollok of the Stoneguard clan. Second-born of Duruk that was born of Brer, who the last son of Merhad Stonesplitter” “What horrors, seen or unseen, known or unknown, scares you or keeps you up at night?” Under his breath you hear him say something in dwarven (“blasted wizards and their magic”)
“Do you value individual freedom and choice or order and structure?” ”Order and structure. If you think individual freedom will get you anywhere go ask the orcs and giants how far that gets them. Since I could hold an axe I’ve been wielding one. Trained by my father’s father. Without order we would have died to our enemies generations ago. ” “What languages do you speak? Which do you care to learn?” ” Dwarven, Common, Orc, Giantkin.” “Where do you see yourself in ten years’ time?” ”Ten years? That’s a short time. Hmmm I couldn’t tell ya – I’ll likely still be here talking to glass bowls. I wasn’t planning on heading back to Karakast for at least 20 or 30 years. So travelling the lands and hopefully cutting down a hundred giants in my wake seems like a good start. Heard word that south of here is the Yatil Mountains and that there is plenty of work there for one of my skills. Even heard that there are tribes of giants and other wretches that live up there. Lots of people have been lost in those mountain passes so heading there is in my near future. ” “Will you be able to work with, negotiate with or support a goblin, hobgoblin or orc tribe to get the job done?” ”By the Father of Battle! Work with them? Why would anyone want to do that? It might better to ask me to cut my beard off, because if a dwurfolk were to walk into any of their tribes those wretches would do just that if not worse! Next question.” “Do you think you work well with others?” ”For the last two decades I have been a Trailblazer in Karakast. You’d likely call me a military scout. Hunting and taking down giants, not so much orcs mind you, takes a combined effort. Better question is can the ones that you put me with work well with me. I don’t believe in dragging my feet like some bored halfling. If things need to be done then I’m for getting them done now.” “If you see innocents suffering will you break from the mission to resolve the issue?” ”The mission comes first, but don’t be thinking if I can help innocents from suffering I won’t do my best to come back and aid them. I understand that there are times when hard decisions need be made.” “Besides wealth, what else will you work for?” ”Well I am a simple dwurfolk. Enchanted weapons or armaments always will get my attention. I don’t work for books or any of that other useless stuff you probably have troves of. Hmm there is one thing I am looking for. It’s from an old dwurfolk story. It speaks of a hero of my kind, named Rigi Honoranvil. Rigi was said to have crafted many powerful items for our people, but his greatest creation was an axe forged of the rarest metal, Honor’s Call, that when thrown would fell any opponent it met. So great was this weapon that Rigi crafted a gauntlet of the same ore and only when one wore the gauntlet could Honor’s Call be wielded. It was lost like all of Rigi’s creations. IF you can find me reliable information on this it would be worthwhile to me. ” “Will you obey the law even if you feel it is unjust and goes against your beliefs?” ”Sounds like you just asked this question. But I value the law. You cannot have order without law. Thought you would have figured that one for yourself. So I could respect the law even if it is against my own beliefs. ” “What can you offer the team?” ”A battle hardened dwurfolk is worth ten of anything else you could possible have on this team. Along with my axe skills I can provide this team with one who is skilled in scouting, trapfinding and if need be I’ve had experience opening locks. The bloody giants like to throw the unlucky ones in their pens for eating later. Had to a sneak into a giant camp a couple of times to free some of my kin. Couldn’t think of a fate worse than to be food for one of those brutes. “Are you willing to endure suffering to complete the mission?” ”What exactly is this mission? Lots of questions from you and lots of me speaking to these glass bowls. These bowls don’t do any speaking but they seem to communicate enough. If I’m here it means I'm willing to endure suffering to complete this mission. I am dwurfolk giving our word is not taken lightly. You should remember that the next time you speak to one of my kin. “Complete the mission or save your companions- choose one. And why?” ”You ask a difficult question. If I’ve given my word to complete the mission then mission it must be.” Ollok sighs his eyes show a certain sadness you had not thought possible from this gruff dwarf.“Yes mission it would have to be. If a dwurfolk cannot be trusted on his word he is not worthy to sing the songs of battle that we dwurfolk learn as a babe. There is no shame in this. We all know that the mission is greater than any one of us. And if their deaths, or my own, meant the mission was successful then their last breaths were not in vain. Tales of their glory would be heard instead of whispers of their deceit.” "Who do you pray to?"
Character Sheet: Male Dwarf Fighter 1 / Unchained Rogue 1 Alignment: Lawful Neutral Favored Class: Fighter Speed: 20ft Init: +3 Perception: +5 DEFENSE
OFFENSE
STATS
20 pt STAT BUILD
ABILITIES
Feats
Skills
Rogue Abilities
Sneak Attack – +1d6 damg; The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
Trapfinding – A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps Dwarf Abilities
Unstoppable – Gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Stability – +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground Greed – +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones Stonecunning – +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Darkvision – 60 feet Hatred – +1 racial bonus on attack rolls vs orc and goblinoid subtypes Weapon Familiarity – Treat any weapon with the word “dwarven” in its name as a martial weapon LanguagesDwarven, Common, Orc, Giantkin EQUIPMENT
APPEARANCE
Age: 65 Height: 4'1" Weight: 190 lbs.
Sry about that rushed the sheet. Here is the corrected version. Don't think there are any other items I'm missing, but if so pls indicate. Thanks. Makall Lisnen: Makall Lisnen LN Male Human Cavalier (Daring Champion) 1 Initiative +3, Perception 0 AC 17, FF 14, T 13, CMD 16 CMB Hp 12 (1d10+2) Fort +3, Ref +3, Will 0 30ft Mwk Gladius +6 melee, 1d6+2 (19-20) Light Crossbow +3 ranged, 1d8 (19-20) Str 14, Dex 17, Con 13, Int 10, Wis 10, Cha 14 Skills: Diplomacy +7, Intimidate +7, Knowledge(Religion) +5, Sense Motive +4 Feats: Two Weapon Fighting, Weapon Focus (Short Sword) Cavalier Abilities: Tactics: Precise Attack; Champion's Finesse Traits: Devotee of a Dead God, Omen Gear: Chain Shirt, Masterwork Gladius (x2) 'Aroden's Tears', Light Crossbow, 20 bolts, Fighter's Kit(backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope 50ft, soap, torches (10), trail rations (5 days), waterskin), wooden holy symbol of Aroden, 2 vials of alchemist fire, whetstone, 3 potions: cure light wounds, oil of magic weapon x2, 34gp Makall was born in the city of Oppara. Born to the noble bloodline his family quickly fell from grace almost five generations ago around the same time as Aroden's return. Ever since he can remember he was told stories that the fate of their family bloodline is somehow tied to Aroden's return. It is something he does not share with others, but like his parents, grandparents and those before him he maintains devout belief that Aroden will return and somehow to return their family bloodline back to grace.
Here is my submission: Makall Lisnen
Gear: Chain Shirt, Masterwork Gladius (x2) 'Aroden's Tears', Light Crossbow, 20 bolts, Fighter's Kit(backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope 50ft, soap, torches (10), trail rations (5 days), waterskin), wooden holy symbol of Aroden, 2 vials of alchemist fire, whetstone, 3 potions: cure light wounds, oil of magic weapon x2, 34gp Makall was born in the city of Oppara. Born to the noble bloodline his family quickly fell from grace almost five generations ago around the same time as Aroden's return. Ever since he can remember he was told stories that the fate of their family bloodline is somehow tied to Aroden's return. It is something he does not share with others, but like his parents, grandparents and those before him he maintains devout belief that Aroden will return and somehow to return their family bloodline back to grace. Obstinate at times he has a flair about him that make many overlook his stubborn nature. He knows this and has no qualms about using this talent to influence others to help him in whatever cause he is championing. As one of the few followers left of Aroden he has taken on the onerous task of visiting whatever holy sites still remain. They grow fewer and fewer with time either through neglect or by other religious factions taking them over. He has come to heated words with those that he believes are squatting on Aroden's holy sites but he knows they are operating within the rules of the law and looks for other means to remove them from lawfully.
Dotting. I'm always up for an FGG inspired campaign. I'll be making a Cavalier (Daring Champion archetype), Order of the Star. His hook would be that he is a follower of Aroden. He would be part of a small sect who still believe that Aroden is in fact not dead but will return one day. As the special abilities of the Order are extraordinary abilities that do not rely on magic to function I think that this would tie in well with a faith that follows a dead god. I will have the character ready for you by the end of the weekend.
Interest Check -- Pathfinder CORE Campaign --Series of Classic Module Conversions (U1-U3, A1-A4, ??)
Interest Check -- Pathfinder CORE Campaign --Series of Classic Module Conversions (U1-U3, A1-A4, ??)
I'd like to be considered as well. My concept is for a valley elf monk. He will be a self exiled elf from the Valley of the Mage. Having never fit in with his elvish people due to his inability to control his emotions he leaves the community only to stumble upon a human outsider living as a hermit in the hills of the Vale. Having contempt for this outsider he decides to try and best this hermit but is easily defeated. The hermit takes pity on him and slowly begins to teach him the Way of the Hidden Palm. Years pass by until finally he discovers the secret the hermit is hiding. He is a defector of the Red Mantis clan. There is more to the story will continue but that is the gist of it.
Storm when were you planning on ending votes?
stat 1: 4d6 ⇒ (3, 4, 1, 5) = 13
stat 1 reroll: 1d6 ⇒ 3 stat 2 reroll: 2d6 ⇒ (4, 3) = 7 stat 3 reroll: 2d6 ⇒ (1, 4) = 5 stat 4 reroll: 1d6 ⇒ 2 stat 5 reroll: 3d6 ⇒ (3, 6, 2) = 11 stat 6 reroll: 2d6 ⇒ (6, 2) = 8 stat 3.1 reroll: 1d6 ⇒ 2 stat 4.1 reroll: 1d6 ⇒ 1 stat 5.1 reroll: 1d6 ⇒ 3 stat 6.1 reroll: 1d6 ⇒ 5 stat 3.2 reroll: 1d6 ⇒ 4 stat 4.2 reroll: 1d6 ⇒ 5 Finally tally is: 12, 15, 16, 17, 12, 17 I'll await the campaign announcement before proceeding further |