Ranger

Lady Shakira Gabrielle Suna's page

10 posts. Alias of GYPSY ROSE.


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Sovereign Court

Proposed possible classes for caster

Arcanist or Sorceror

Blood Arcanist (Archetype)
Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.

The blood arcanist is an archetype of the arcanist class.

Bloodline
A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.

Draconic Bloodline
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At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Aeromancer
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The were the undisputed masters of wind and sky, and they unlocked numerous secrets of air magic. The vast majority of these secrets were lost when their civilization collapsed, but a few of their magical traditions have been preserved through the years. While the practice of aeromancy is rare, some arcanists today are able to rival the aerial mastery of the ancient aeromancers.

Djinni Bloodline
You were born with the power of air genies, and the magic of the djinn is strong in you.

Class Skill: Knowledge (planes).

Bonus Spells: shocking grasp (3rd), invisibility (5th), fly (7th), minor creation (9th), overland flight (11th), chain lightning (13th), plane shift (15th), greater planar binding (17th), wish (19th).

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.

Stormborn Bloodline
You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.

Skald base class

Dragon Skald
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Skalds are prized on sea raids and linnorm hunts.

Dragon skald performances involve song, whistling, or blowing mighty horns, and viking sailors often talk about having a skald along to whistle up a wind or sing away the mists on the morning of a momentous raid.

Wyrm Singer
Wyrm singers spin fragments of the story of the ongoing struggle between the gods of the dragons.

Wyrm Song (Su)
A wyrm singer gains the following raging songs.

Draconic Rage (Su) At 1st level, a wyrm singer can kindle an echo of ancient rage felt between warring dragon clans in his allies. This ability acts as inspired rage, except those affected gain a +2 morale bonus on melee attack and damage rolls and a +2 morale bonus on saving throws against paralysis and sleep effects (but they still take a –1 penalty to their AC), rather than inspired rage’s normal bonuses. At 4th level and every 4 skald levels thereafter, the song’s bonuses on saves against paralysis and sleep effects increase by 1. At 8th and 16th levels, the song’s bonus on melee attack and damage rolls increases by 1.

This ability replaces inspired rage.

Saga of the Witch Queen (Oratory, Sing)
Your tale of Baba Yaga’s inexorable return allows you to unerringly locate your target.

Prerequisite(s): Knowledge (history) 7 ranks, Perform (oratory) or Perform (sing) 15 ranks.

Cost: Feat or 5th-level skald spell known.

Effect: You tell the epic tale of the Baba Yaga, the Queen of Witches. Once each century, she deposes one of her daughters as queen to install another daughter in her place. For 1,400 years, each reigning queen has known that her mother’s return was a certainty. When you complete the performance, you name a creature you have seen or who once owned an item you have in your possession, and you immediately know the creature’s location, as per discern location. At the same time, the creature learns your name and that you have determined its current whereabouts. Use: 10 raging song rounds.

Spell Warrior
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The spell warrior uses his arcane knowledge rather than his rage to turn the tide of battle in favor of himself and his allies. With a clash of bracers and a sonorous chant, the Spell Warrior’s song reaches out to touch the weapons of his allies, lending them arcane power. While his song does not inspire rage, he can use the power of his music to enchant the weapons of his allies and counter the spells of his foes.

Improved Counterspell
At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.

This ability replaces Scribe Scroll.

Weapon Song (Su)
A spell warrior gains the following raging song, allowing him to grant his ally’s weapons enhancement bonuses and special powers.

Enhance Weapons (Su) At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon.

This ability replaces the inspired rage raging song.

Fated Champion
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Many cultures see fate as a limit that is both stifling and unwanted, regardless of the destiny that lurks in the days and years ahead. Among cultures where skalds are the keepers of lore and wisdom, there are those who learn to read the winds of fate and take up the mantle of the fated champion, knowing and embracing their destined paths with strength borne of conviction.

Aquatic Beastmaster
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Hunters beneath the sea are just as committed as their surface-dwelling counterparts to working alongside their animal companions to eradicate threats. Although many aquatic beastmasters simply want to be left alone in the areas they have claimed as their own, others use their abilities to fight against aboleth masterminds, sahuagin tribes, and other villains that haunt the oceans.

Magus base class

Eldritch Archer
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The eldritch archer rains magical attacks down on her foes from the city walls.

Class Skills: An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill.

This ability modifies the magus’s class skills.

Arcane Pool (Su)
An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.

This ability modifies the magus’s arcane pool.

Eldritch Scion
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Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, eldritch scions find that their spells and abilities come to them instinctively.

Spell Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

Oracle

Seer
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While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Revelations
A seer must take the following revelations at the listed levels.

Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Recommended Mysteries: lore, nature, time.

Witch
Scarred Witch Doctor (Witch; Orc)
The scarred witch doctor is an archetype of the witch class, available to orc witches.

The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power.

Sovereign Court

Cevendyl wrote:
Laroisael wrote:
Scrap Fjord, cause here's KoolKobold's character submission-Laroisael, the forlon elven archaeologist!
A Forlon!? How did this elf get all the way from Babylon-5!?!?

Forlorn Elven racial subtype core books, an elf who is a loner, drifter, and forsakes the Elven isolationism away from humans out of the usual arrogance of elves, he actually likes or finds shorter lived races interesting, wishing to learn and understand them.

Sovereign Court

brvheart wrote:
Rabscuttle wrote:

Yarrr, here's a Dwarven Bloodrager who wants to fill his ancestor's piratical boots

Detlev Greenbeard: CN Dwarven Bloodrager 1

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I see no errors on this character, however I am at my limit of one CN per game. Usually I don't allow them at all but as this is Skull&Shackles I will allow one. Please choose a good alignment please if possible.

lawful neutral could work also, a matey, follow the pirates code, they were after all highly superstitious and democratic, voting for their captains and officers.

Sovereign Court

Ok you skalleywags, take a knee and I will tell you some tales of my adventure in the underdark, on the sea and in the Hornsaw forest back when the world broke it's self an age ago, because I was there, and it was an army of light against the army of darkness as the gods had forsaken the world and allowed the titans and magic to take over. Now we have a world renewed with a hope for a better future. We can even adventure on the high seas due to what we did. The Worldwound and the maelstrom being the only visible reminders of that cost in lives.

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. Dot

Sovereign Court

1 person marked this as a favorite.
Capt Mercy wrote:
Who be willin to sail the Razor once more?

how about we combine razors skulls and shackles and Freeport into a super pirate campaign, with factions vying to take over a the trade on the seas.

Sovereign Court

So, you want to be a swashbuckling spellcasting Rogue, but a wizard needs intelligence, a Rogue needs lots of dex and intelligence and a swashbuckling type also needs Charisma but you only can spend 25 points and no stat can start below 10 plus you obviously need Con or you are wasting your time because you have a average hit Die of 6 and unless you are a half elf, you get one favor class for hit points or skills but you want 3 base classes and a prestige making your favored class useless, oh you go half orc and get stats for strength or human but elf is a neg to con or dwarf and neg to Charisma or gnome and halfling get neg to strength. Believe it or not you can't min max enough any stat to make up the difference between points spent to increase it over the -2 vs taking a race with a single plus 2, math isn't there, it's a illusion to get plus 2 to two stats with a negative to one. On point buy you just loose; unless you single class.

To multiclass you need human or half human and still any class more than two classes kills your potential expecially since we require a minimum of a two level dip and a legitimate reason as a group,
not just the DM, but their is hope, we have hybrids that can help like Swashbuckler but it can't get you into Trickster, we have Archetypes that may help but we need a dodgy combat-oriented skill monkey with 10 skill per level and 8 hp a level its a delicate balance and 1 level of Rogue won't cut it, a good mix, maybe a archetype with well placed feats and talents can get you the right mix. Think about it. Take it from a character that survived Gen Con 2003

Sovereign Court

Allowed classes: Arcanist, Barbarian, Bard, Cleric, Cavalier, Druid, Fighter, Hunter, Inquisitor, Magus, Monk, Oracle, Paladin, Shaman, Ranger, Rogue, Sorceror, Swashbuckler, Warpriest, Wizard, Witch.

I am not sure yet, but it looks like we have melee and divine covered. So I am thinking arcane or Striker type.

Sovereign Court

Female Elf of the High and Hornsaw Descent. Rogue 7/Fighter 3/Duelist 9

Also arriving with the Dwarf on the Boat:

hi, want to make my acquaintance with you blokes.

I am Lady Suna, Aire to the Elven Kingdoms and the Bridge City and too many other titles to count.

I am a Aristocrat by blood and a purveyor of Alchemy & Magic by trade. Zorro leaves his mark with a sword, mine is a "s" and arcane as well.

I understand that you have made contract with some of my business partners. I hope you bloody well have treated them kindly.

I had my fathers affairs to tend to and have been at my Estate in the Bridge City, I also had a Elven Council Meeting in the Hornsaw Forest.

The Dreams always needed tending too, in order to keep the curse at bay. I am, at least in part tied to that land and Forsaken by the Gods for the rest.

I am a product of two worlds, the city and the wilds. My mother having been cursed by the Titan Mormo and her evil Gods, having turned to magic as a refuge and married to my Father, A High Elf Merchant Class Engineer, I am there only daughter. The High Elves in my lands are forsaken because our gods have been sundered by Evil and no longer have power in the Physical realms.

Sovereign Court

hi, want to make my acquaintance with you blokes.

I am Lady Suna, Aire to the Elven Kingdoms and the Bridge City and too many other titles to count.

I am a Aristocrat by blood and a purveyor of Alchemy & Magic by trade. Zorro leaves his mark with a sword, mine is a "s" and arcane as well.

I understand that you have made contact with some of my business partners. I hope you bloody well have treated them kindly.

I had my fathers affairs to tend to and have been at my estate in the bridge city, I also had a council meeting in the Hornsaw forest.

The dreams always needed tending too, in order to keep the curse at bay. I am, at least in part tied to that land and forsaken by the gods for the rest.

I am a product of two worlds, the city and the wilds. My mother having been cursed by the Titan Mormo and her evil gods, having turned to magic as a refuge and married to my Father, A high Elf Merchant class Engineer, I am there only daughter. The High Elves in my lands are forsaken because our gods have been sundered by Evil and no longer have power in the Physical realms.