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LadyFeara's page

Organized Play Member. 20 posts (21 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.


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Good luck everyone

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Dotting

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Celia starsong
NG Female half elf witch (sea witch archetype) 1
Ability scores
Str 12 (+2)
Dex 18
Con 17
Int 18
Cha 10
Wis 9
Traits: water touched, healthy
Physical description
Celia is a pretty 5"6 half elf with long red hair. She has green eyes and weighs 130lb. She is 22.
Backstory
Celia is the daughter of two fisherman, Ara and Coren starsong. Ara was a human and Coren was an elf. They both had a passion for the sea, It was one of the many things they loved about each other. They soon bought a small sailboat, which they used to catch fish and make money. Not long later, they had a daughter, Celia. Celia grew up fishing with her parents. Celia always loved the sea, she always felt at home at sea. She also always liked reading about history.
One day Celia was out pretty far fishing with her family when a storm came in suddenly. They tried to head back, but the storm caught up to them. The water's rocked the the boat and it capsized and Celia fell into the water. Celia tried to get to the surface, but she couldn't tell which direction the surface was in. Her vision went black and she suddenly felt a strange feeling of calm.
4 hours later, she woke up lying on a beach with people around her looking worried. They told her she'd just washed up and had been shocked that she was still alive, because she should have been dead, she understood that. 4 hours was a long time at sea, they had been pretty far out with the boat. Celia soon found she had magic and felt a new deeper connection to the sea. Her parents had died at sea. She had a funeral for them and gathered up what money she had and decided to leave. There was nothing keeping her here. She decided to join the expedition to Azlant. She had nothing keep her here anymore, plus she always liked history. She thought it was a perfect opportunity.

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Roles
Awesome role: 1d3 + 15 ⇒ (3) + 15 = 18
Okay role: 1d10 + 6 ⇒ (4) + 6 = 10
Awesome role: 1d3 + 15 ⇒ (2) + 15 = 17
Okay role: 1d10 + 6 ⇒ (4) + 6 = 10
Awesome role: 1d3 + 15 ⇒ (3) + 15 = 18
Okay role: 1d10 + 6 ⇒ (3) + 6 = 9

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This is the best one. Not sure what class I'll do yet, perhaps a witch or cleric. Definitely ranged though. I won't be able to carry much with that strength. So not being able to wear armour might not be bad. i'll consider it. I might play a gillmen.
Str 8
Dex 14
Con 13
Int 16
Wis 17
Cha 12

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Sounds like a fun game, i'm definitely interested. I've been wanting to play a kineticist for awhile and this sounds like a water kineticist would fit well. Although stats could obviously affect that. I'm thinking an undine in terms of race.

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Dotting
5d6 ⇒ (6, 5, 1, 6, 4) = 22
5d6 ⇒ (6, 5, 6, 3, 4) = 24
5d6 ⇒ (4, 3, 5, 4, 5) = 21
5d6 ⇒ (5, 6, 2, 6, 5) = 24
5d6 ⇒ (6, 2, 1, 2, 6) = 17
5d6 ⇒ (5, 2, 6, 2, 5) = 20
Let's see how I do
17, 17, 14, 17, 14, 16

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Dotting as a psychic or kineticist

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Dotting for a rogue who will become an assassin

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Here is my submission:
Sarina
Female CG Half Orc Witch 1
Patron: Insanity
Age: 23, Height: 5”5, Weight: 170lb
Hair: Black, Eyes: Red
Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
AC 13, Touch 10, flat footed 10
HP 7
Fort +0, Ref +3, Will +2
CMD 13, CMB +0
BAB +0
Speed 30 ft
Melee
Dagger +0, 1d4, 19-20/x2, S
Ranged +3, 1d8+3, 19-20/x2, p, (60 bolts)
Skills
Craft +7, Fly +7, Heal +4, Intimidate +5, Knowledge (arcana) +9, Knowledge (History) +7, Knowledge (Nature) +9, Knowledge (planes) +10, Profession +3, Spellcraft +8 (+9 on concentration checks)
Languages: Common, Orc, Aklo
Feats: Rapid reload
Darkvision 60 ft
Traits
Lucid dreamer - You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.
Vengeful - Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Methodical mind - Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).
3 Gp
Gear: Alchemists grease, 60 Bolts, Dagger, Light crossbow, Witches kit (Includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin), Scroll of cure light wounds, Weapon blanch (silver), Sunrod
Spells known
0 level – All
1 level – 3 (burning hands, mage armor, Cure light wounds
Spells per day
0 level – 3
1 level – 2
Insanity: 2nd—memory lapse, 4th—hideous laughter, 6th—distracting cacophony, 8th—confusion, 10th—mind fog, 12th—envious urge, 14th—insanity, 16th—symbol of insanity, 18th—overwhelming presence.

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Here is my submission:
Vala
LE Female Half-Elf Cleric of Asmodeus
Age: 28, Height: 5”8, Weight 135lb
Hair: black, Eyes: blue
Domains: fire and evil
Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 16
Init +2, Low light vision, Perception +3
AC 19 (5+3 +1), Touch 14, Flat Footed 16
Fort +5, Reflex +5, Will +8
HP 39
Speed 30 ft
Melee – Masterwork dagger +4, 1d4+4, 19-20/x2, S
Ranged – Masterwork light crossbow +7, 1d8, 19-20/x2, P, 40 bolts
Special abilities – 3d6 Channel negative energy 8/day, spontaneous casting (inflict spells), Fire bolt, Touch of evil
Spells per day
0 level – 4
1st level – 3
2nd level – 3
3rd level – 2
Bonus spells
Fire, 1st—burning hands, 2nd—produce flame, 3rd—fireball
Evil, 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good
BAB +4, CMB +4, CMD 17
Feats: Extra Channel, Selective channel, Rapid reload
Skills: Appraise +3, Craft +3, Diplomacy +12, Heal +6, Knowledge (Arcana) +3, Knowledge (History) +3, Knowledge (Nobility) +3, Knowledge (Planes) +6, Knowledge (religion) +6, Linguistics +3, Profession +6, Sense motive +12, Spellcraft +9
Languages: Common, Elven
Gear: Bedroll, Beltpouch, Holy symbol (Iron), Holy text, 1 scroll of Cure moderate wounds, 8 scrolls of cure light wounds, Trail rations (5 days), waterskin, Spell component pouch, Mithral chain shirt, Mess kit, Masterwork light crossbow, two masterwork daggers, Masterwork backpack, Manacles (common), Ink pen, Ink, 10 sheets of paper, 40 bolts, amulet of natural armour, 20gp
Domain abilities
Fire Domain
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evil Domain
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I've been wanting to play an evil cleric for a while now.

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Since my players aren't very sinful, I had planned to decide sins based on the spell they cast last or the spell that was cast on them last (for non-spellcasters) before they entered the Runeforge. I also wanted to make it so when you are in a wing, which opposes your sin, your caster level is considered to be two lower and two higher in your wing of the Runeforge. I was considering just making spells not work in the wings of their opposing schools, but that seems a little intense. Plus that would mean healing spells wouldn't work in two wings, because our healer would probably end up with conjuration/sloth as her sin. I think my players would be annoyed at me. I like the idea of making them roll checks to see if there spells work, which is above. I do worry that like half of my players will end up with sloth because healing spells were the last spells that were cast on them/ by them. I like the idea of the keys determining their sins too (suggested by Skald above).

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"Easy solution: just give him Valeros."
Lol, I agree with this, a perfect solution.

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Lem the hunter wrote:

I use the high fantasy technique and sometimes i also use 4 standards and 2 heroics.

I do that as well, although i usually use 3 standard and 3 heroic. I also quite like dice pools though.

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Prana ghosts from the occult bestiary are often good, but not necessarily. They are certainly intelligent. I recently used a Prana ghost priestess of Sarenrae who was good protecting an important artifact that my PC's needed. Although I'm not sure if they'd make good characters.