Kaleb Hesse

True Repentance's page

Organized Play Member. 119 posts (3,594 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.


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Working on some backstory at the moment but also had a few questions.

Is Leadership feat allowed? What I want it for is to have a sort of Watson to go along with my Holmes (generalization here, I will not be purposefully basing my character off of Sherlock Holmes) as well as an information network of contacts that I could build up in various cities around the world. Like my own little information/spy network to keep up on things that are going on everywhere.

The idea for my character here is a half-elf(they seem quite rare in this world) that has Human Deva and Elf Eladrin parents (i'm sure stranger things have happened) who no longer are together and went their separate ways to go live among their own kind at the time their son was just old enough to decide for himself what he wanted to do and where he wanted to live. He didn't like how chaotic his life had been so far and wanted things to make sense. Lot's of things don't make sense. He enrolled into the RHC to try and put some order back into the world.

He will get improved familiar for a Arbiter Inevitable and Eldritch Heritage Impossible Bloodline which go together rather nicely. He will be LN obviously.


Spirit Medium is on page 11 of the free PDF, one of the free theme's we are meant to choose.


Posting for Interest!

My idea is a Half-Elf Witch/Mind Chemist(Spirit Medium Theme).
I'm wondering if there is a way for the magitech to be used with my bombs (or maybe just crafting) creating all sorts of cool 'alchemagical' bomb effect gadgets. Also could there be a way I could do 'nonlethal' damage with my bombs? For apprehending suspects and what not without killing and splattering blood and guts everywhere heh.


Ok I guess i'll change the spy aspect and be more of a diplomat sort of agent creating connections between his world and the material. Don't want to be screwed over down the track even if an informant would be fun.


5d6 ⇒ (1, 3, 2, 1, 2) = 9 (will drop)
5d6 ⇒ (5, 6, 6, 4, 3) = 24 = 17
5d6 ⇒ (6, 3, 3, 4, 2) = 18 = 13
5d6 ⇒ (2, 3, 6, 2, 3) = 16 = 12
5d6 ⇒ (1, 5, 3, 4, 3) = 16 = 12
5d6 ⇒ (6, 1, 6, 3, 6) = 22 = 18
5d6 ⇒ (4, 3, 5, 2, 2) = 16 = 12

18, 17, 13, 12, 12, 12

STR 12
DEX 13+2
CON 12
INT 17+1
WIS 12-2
CHA 18+2

Wanting to create a Fetchling Sorcerer Illusionist. I need more time to complete my idea but here is the gist. The hook for him will be a stolen artifact from the the shadow planes that he is sent to recover. He is the one sent because he has spent time on the material place and can thus blend in better. He has been a spy of sorts and has become linked with the 'Crimson Knights' or whoever they might recruit from near the beginning of the game. Not bad spying as he merely is an information funnel on what's up in the material plane and identifying possible threats to the shadow plane (like what happens when the 'artifact' gets stolen).
Hopefully as we play he is successful in reclaiming this artifact. He then becomes the protector of the item (fashioned as a special mythic item via the Legendary Item universal ability that opens it's powers up to him over time as he gains more mythic tiers) and an emissary between the two planes if he can create allies between his people and others here on the material plane (such as the Knights).

If there is going to be bunches of abilities I want to be shadow themed rather than fire/water/earth/air and so on. Strangling enemies with shadows, walking on 'shadow clouds' instead of normal clouds, etc. So I was smart and just read your above posts again. I might look to the darkness/night domains for ideas on that. We get 1 ability related to this each level? I'm confused about this.

Wondering what you meant by each having 5 levels or less if we have HD? How does this work?


Dot for high powered interest. Thinking of a shadowy fetchling. Will post after work on my pc.


I was highly interested in this idea and then you said gestalt. I will think about what to apply with. A New Hope, for the darkside!


Quick Build:

Lorewarden 18/Maneuver Master 2

FEATS
F1...1 Exotic Weapon Proficiency(Whip)
F1...1 Weapon Focus(Whip)
F1...1 Weapon Finesse
F2...2 Combat Expertise
F2...2 Whip Mastery
M1...3 Stunning Fist
M1...3 Improved Unarmed Strike
M1...3 Improved Trip
M1...3 Dodge
M2...4 Improved Disarm
F3...5 Mobility
F4...6 Improved Whip Mastery
F5...7 Combat Reflexes
F6...8 Combat Patrol
F7...9 Greater Trip
F8..10 Greater Whip Mastery
F9..11 Disruptive
F10.12 Spellbreaker
F11.13 Teleport Tactician
F12.14 Penetrating Strike
F13.15 Weapon Specialization(Whip)
F14.16 Greater Weapon Focus(Whip)
F15.17 Greater Weapon Specialization(Whip)
F16.18 Greater Penetrating Strike
F17.19
F18.20

THINGS I CAN DO
1 Maneuvers upto 15ft.
2 Lethal with whip and no provoking.
3 Threaten 5ft with fists. Maneuver Flurry(useable with whip)
6 Threaten up to 10ft with whip.
7 AoO's!
8 15ft AoO's!
9 AoO on trip!
10 Grapple with Whip!
11-13 Bye bye casty's!
14+ figure it out when I get there


I might not do alot of damage with whips (1d3 woo) so I decided to focus my feats elsewhere and therefore go with Lorewarden which gives nice bonuses to CMB. Having high dex instead of strength means i can still have a good ac because lorewarden takes away heavy and medium armour. So i needed weapon finesse and because trip, disarm and eventually grapple can be used with the whip i don't need agile maneuvers. It becomes pretty interesting when combat patrol let's me AoO at 15ft to begin with. What do people think? Yea whips are pretty bad and probably only is just ok with a fighter that gets a billion feats but watevs. Oh and helping flank from 10ft+ beginning at 6th is pretty nifty.


Blacksnake and the other ones grouped with it are apparently meant to go with almost any class. Replacing the classes abilities with the abilities of the archetype. So for Blacksnake, fighters lose bravery, weapon training and a few bonus feats. Then they gain the blacksnake abilities.

But I was thinking of dual wielding whips with the two weapon fighter! :(


How do you feel about a pimp?

This guy would has previously been a priest of calistria before the end of the world. His first experience was with a priestess when he snuck down to the temple with a couple of friends when he was 15. He became a priest himself several years later and eventually was in charge of his own temple.

When the end came felt the connection to his god snap like an immense rope under too much strain. Something was forced inbetween them cutting him off. It was the worst feeling he had ever known. Then came the undead. He tried to protect his girls but he couldn't save them all. The temple was lost, desecrated with the corpses of those that served there. He was one of the only ones to escape it and no one showed up at the meeting spot outside of town so now he wanders alone.

He would use whips. I am thinking of several build options. Lore warden, Two weapon fighter, maybe dip maneuver master or warpriest. Another option is the blacksnake 3pp archetype if you allow it. I'll flesh out the backstory properly tonight and build later when i do a bit of research on how to make whips not suck.

So basically an ex pimp. :p


Did you just double the cost of the spell?


Oh man if he ever is caught by strength damage without his eidolon around. ^_^

I would think it's like Spell resistance in the same way that Fire immunity is to fire resistance though. So it shouldn't intefere with his own personal spells and items at least. And if you can supress spell resistance why not his immunity? Eh just my thoughts.


Yea pretty sure that's how we did it.

@DM. I think we need a discussion thread open in the other thread.


Well I took a blank template from another alias and edited from there. Yea it was a lot of work lol.

Zorryn will be passable socialwise from having good CHA. Not bothered about being the best though but he can contribute. Hoping to use dominate a bunch too so I don't need skyhigh skills there.


I posted a backstory for a character idea but I hadn't done the sheet yet. I think it is complete now. Haven't made an alias yet, I will if I'm in though. I had another question also, would you allow me to use a flaw?

Backstory:

Zorryn did not know it but he had something in his blood that would one day change his life. Make that two somethings. These somethings were ancient bloodlines normally to weak to be noticed on their own, but due to there being two separate and distinct influences, the drow scientists discovered it quite quickly. Zorryn was a slave to the drow. One of the least fortunate ones, they used him and others in their terrible exepriments. If not for the hidden bloodlines being discovered he would have long been dead. But they kept him alive, experimented on him more trying to see what strange things could come from manipulating the two bloodlines and watching them interract. They played with him, injecting strange chemicals and magical energies into him forcing things to happen. There was a war inside him, it caused him great pain as the Fiend attempted to destroy the Dragon and the Dragon lashed back. This agony lasted for days and he wished he could died but they would not let him. They healed him and kept him breathing. It was the worst form of torture, being eaten alive from the inside. From their efforts his body began to change, he grew wings, claws and sharp teeth. His skin changed, becoming scaly and black like dragon scales but mixed with a hellish red tinge. This delighted the scientists and their experiments escalated. Even though the pain never stopped he got used to it in a way. He developed powers, breathing acid and calling forth darkness. The drow decided they would test him further. He was made to fight and kill others to see how strong he truly was and he was magnificent to them, killing all they set in his path. Zorryn killed one of the scientists who was foolish enough to get too close to him. He thought they would kill him for that but they just hurt him even more and were more careful after that. His strength grew and grew but he was powerless to save himself.

One day he was being transported to be presented to one of the nobles. The scientists hoped to gain favour and wealth by selling him to the highest bidder. Through the underdark they travelled when they were attacked by a group of vampires. What drove them to attack no one knows, but it was bloody and short. When he was freed from his magically sealed box and stood there in front of several vampires he saw the bodies of all the drow lying dead around him. Several vampires had been staked also. The leader of the vampires saw inside him and seeking gain offered Zorryn to join them instead of death. In that moment of being free of the Drow but having the choice of another master or death he was strangely afraid. He did not want to die, the pain had even become a friend, making life a glory few experience at his level. Knowing his strength the Vampires leader changed him herself. He became a vampire like none other. The vampirism changed him in more than the usual ways. It seemed to use the strength of both Fiend and Dragon in him to become more powerful than any of the other vampires. They were weaker and even she who created him was not as strong as him. She feared that he would rise up and destroy her so she released him and he left. Now finally free. He wanders and survives, feeding from whatever weak specimens appear in front of him. He desires revenge on the drow for what they did to him and he also wished to thank them as they die. He wouldn't be stopped by them. Not even their powerful nobles could hope to match him. But then a voice called to him in his rest and a gift was found after waking up with no trace of who left it there. A ring and Armour to help protect him and a bow that grew stronger and more powerful along with him. A generous gift, so he decided to seek out this voice and travelled to where he would meet it.

Personality/Appearance:

Zorryn is almost 7ft. tall with a fully extended wing span of 14ft. The leathery black wings have red streaks along the length. His skin is pale where it is not protected by the dark-red edged black scales. Sharp claws extend from his fingers and pointed teeth show when he smiles. His unscaled torso is protected by magically enhanced leather armour and a blood red hangs over his shoulders. His long white hair is threaded into a plait with red ribbons and a moment later his form changes. Now he is a simple human, how he would have been if he had lived a normal life.

Equipment Calculation:

25,000 start

Greater Hat of Disguise - 6,000gp (crafted)
Wand of Invisibility - 4,500gp
Bag of Holding II(500lbs., 70^3ft.) - 2,500gp (crafted)
Conductive Amulet of Mighty fists - 2,000gp (crafted)
Apprentice's Cheating Gloves - 1,100gp (crafted)
+1 Cloak of Resistance - 1,000gp (crafted)
Deathwatch Eyes - 1,000gp (crafted)
Handy Haversack - 1,000gp (crafted)
Quick Runner's Shirt - 500gp (crafted)
Weapon Blanch, Adamantine - 50gp (crafted)
+1 Darkleaf Leather Armour - 1,760gp
+1 Adaptive Composite Longbow - 3,400gp
20 durable arrows - 20gp
Courtier's outfit - 30gp
Compass - 10gp
Coin purse with 30gp - 30gp
Total =25,000gp

Character Sheet:

Zorryn the Outcast Male Human Half-Fiend Half-Dragon Dread Vampire Alchemist(Vivisectionist/Beastmorph) 3
LE Medium Undead(Augmented)
Init +12; Senses Blindsight 30ft., Darkvision 120ft., Low-light Vision, Scent, Perception +23
--------------------
Defense
--------------------
AC 33, touch 17, flat-footed 26 (+6 Dex, +1 dodge, +3 Armour, +13 natural armour)
hp 42 (3d8+24); fast healing 5
Fort +11, Ref +12, Will +8(+2 vs divination effects)
Defensive Abilities Channel Resistance +6 DR 10/good and silver; Immune Acid, Cold, Undead Traits Resist Electricity 10, Fire 10, Sonic 10
SR 20
Weaknesses Sunlight Vulnerability, Water Vulnerability, Pride, Oppressive Expectations, Mark of Slavery
--------------------
Offense
--------------------
Speed 30 ft. Climb 30ft. Fly 60ft.(Perfect)
Melee
...2 Claws +16 (1d4+14/x2)
...Bite +16 (1d6+14+blood drain/x2)
Ranged
...+1 Adaptive Composite Longbow +9 (1d8+15/x3)
Special Attacks Sneak Attack(2d6), Smite Good(1/day), Breath Weapon(1/day, (60-ft. line, DC 18, 3d6 acid), Blood Drain, Children of the Night(3/day), Create Spawn, Dominate(DC 20), Energy Drain(Bite, 2 levels, DC 18)
--------------------
Half-Fiend Spell Like Abilities CL 3; Concentration +9;
--------------------
3/day Darkness
1/day Desecrate, Unholy Blight(DC 20)
--------------------
Dread Vampire Spell Like Abilities CL 3; Concentration +9;
--------------------
3/day Darkness, fog cloud
1/day Deeper Darkness
--------------------
Alchemist Formulae
--------------------
1st level (5/day) Comprehend Languages, Crafter's Fortune, Enlarge Person, Expeditious Retreat, Shield, True Strike, Identify, Blend, Deathwatch
--------------------
Statistics
--------------------
Str 38, Dex 23, Con --, Int 22, Wis 20, Cha 24
Base Atk +2; CMB +16(+2 to grapple); CMD 33(+2 vs grapple)
Feats Brew Potion, Throw Anything, Ability Focus(Dominate), Dodge, Mobility, Craft Wondrous Item, Alertness, Combat Reflexes, Improved Grapple, Improved Initiative and Lightning Reflexes
Flaw Daydreamer
Traits Reactionary, Bandit(Stealth), Ease of Faith, Fast Talker, Carefully Hidden
Drawback Vain, Oppressive Expectations, Mark of Slavery
Skills(11/level = 33) 3 Bluff +26, 0 Climb +22, 3 Craft(alchemy) +15, 3 Diplomacy +14, 3 Fly +12, 1 Knowledge(arcana) +10, 1 Knowledge(dungeoneering) +7, 1 Knowledge(geography) +7, 1 Knowledge(nature) +10, 1 Knowledge(planes) +7, 1 Knowledge(religion) +7, 3 Perception +23, 0 Sense Motive +14, 3 Sleight of Hand +12, 3 Spellcraft +13, 3 Stealth +23, 3 Use Magic Device +13 Racial Bonus Bluff +10, Perception +10, Sense Motive +10, Stealth +10, Climb +8
Languages Common, Draconic, Abyssal, Infernal, Necril
SQ Change Shape, Fast Healing, Gaseous Form, Supernatural Movement, Uncanny Climber
Combat Gear Conductive Amulet of Mighty Fists, +1 Cloak of Resistance, +1 Darkleaf Leather Armour, +1 Adaptive Composite Longbow, 20 durable arrows,
Other Gear Greater Hat of Disguise, Wand of Invisibility(50), Bag of Holding II, Apprentice's Cheating Gloves, Deathwatch Eyes, Handy Haversack, Quick Runner's Shirt, Adamantine Weapon Blanch, Courtier's outfit, Compass, Coin Purse with 30gp inside.
--------------------
Special Abilities
--------------------
Smite Good(Su) Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.
Breath Weapon(Black Dragon = Acid) A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).
Blood Drain(Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night(Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn(Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate(Su) A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Energy Drain(Su) A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Change Shape(Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form(Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless(Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb(Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Alchemy(Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Brew Potion(Ex) At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything(Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.
Mutagen(Su) +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Sneak Attack 3d6 At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
Torturer's Eye At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Discovery(Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Feral Mutagen Discovery Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Poison Use(Ex) Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Beastform Mutagen At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell(darkvision 60 feet, low-light vision, scent, and swim 30 feet.), which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
--------------------
RACE Racial Traits
--------------------
Favoured Class Bonus(+3HP) +1hp or +1 skill point or add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bonus Feat Humans select one bonus feat at 1st level.
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Daydreamer You always have your head in the clouds, and find it hard to pay attention. Penalty The character must make a DC 15 Will save to seriously listen to someone else talk. If the character fails the check, the GM should inform the player that the character’s mind drifted off and only got partial information (GM’s discretion as to what information the character actually picked up).
Undead Traits
Dread Vampire Template
Half-Fiend Template
Half-Dragon Template


Would you let an undead alchemist research Inflict Light Wounds as a formulae? They only get CLW for obvious reasons.


Got a backstory for my human half and half. Threw in some vampire. I have wanted to play a vampire for AGES lol. So basically he is a slave to the drow and rather than experiment on himself he was the experiment. Until he escaped. Now he hopes to have the chance to kill him some nobles. Of course he would have to play nice if a certain drow noble was also chosen. There could be some fun interaction there but obviously he will work with those strange outcasts that he is told to work with.

Backstory:

Zorryn did not know it but he had something in his blood that would one day change his life. Make that two somethings. These somethings were ancient bloodlines normally to weak to be noticed on their own, but due to there being two separate and distinct influences, the drow scientists discovered it quite quickly. Zorryn was a slave to the drow. One of the least fortunate ones, they used him and others in their terrible exepriments. If not for the hidden bloodlines being discovered he would have long been dead. But they kept him alive, experimented on him more trying to see what strange things could come from manipulating the two bloodlines and watching them interract. They played with him, injecting strange chemicals and magical energies into him forcing things to happen. There was a war inside him, it caused him great pain as the Fiend attempted to destroy the Dragon and the Dragon lashed back. This agony lasted for days and he wished he could died but they would not let him. They healed him and kept him breathing. It was the worst form of torture, being eaten alive from the inside. From their efforts his body began to change, he grew wings, claws and sharp teeth. His skin changed, becoming scaly and black like dragon scales but mixed with a hellish red tinge. This delighted the scientists and their experiments escalated. Even though the pain never stopped he got used to it in a way. He developed powers, breathing acid and calling forth darkness. The drow decided they would test him further. He was made to fight and kill others to see how strong he truly was and he was magnificent to them, killing all they set in his path. Zorryn killed one of the scientists who was foolish enough to get too close to him. He thought they would kill him for that but they just hurt him even more and were more careful after that. His strength grew and grew but he was powerless to save himself.

One day he was being transported to be presented to one of the nobles. The scientists hoped to gain favour and wealth by selling him to the highest bidder. Through the underdark they travelled when they were attacked by a group of vampires. What drove them to attack no one knows, but it was bloody and short. When he was freed from his magically sealed box and stood there in front of several vampires he saw the bodies of all the drow lying dead around him. Several vampires had been staked also. The leader of the vampires saw inside him and seeking gain offered Zorryn to join them instead of death. In that moment of being free of the Drow but having the choice of another master or death he was strangely afraid. He did not want to die, the pain had even become a friend, making life a glory few experience at his level. Knowing his strength the Vampires leader changed him herself. He became a vampire like none other. The vampirism changed him in more than the usual ways. It seemed to use the strength of both Fiend and Dragon in him to become more powerful than any of the other vampires. They were weaker and even she who created him was not as strong as him. She feared that he would rise up and destroy her so she released him and he left. Now finally free. He wanders and survives, feeding from whatever weak specimens appear in front of him. He desires revenge on the drow for what they did to him and he also wished to thank them as they die. He wouldn't be stopped by them. Not even their powerful nobles could hope to match him. But then a voice called to him in his rest and a gift was found after waking up with no trace of who left it there. A ring and Armour to help protect him and a bow that grew stronger and more powerful along with him. A generous gift, so he decided to seek out this voice and travelled to where he would meet it.

Personality/Appearance:

Zorryn is almost 7ft. tall with a fully extended wing span of 14ft. The leathery black wings have red streaks along the length. His skin is pale where it is not protected by the dark-red edged black scales. Sharp claws extend from his fingers and pointed teeth show when he smiles. His unscaled torso is protected by magically enhanced leather armour and a blood red hangs over his shoulders. His long white hair is threaded into a plait with red ribbons and a moment later his form changes. Now he is a simple human, how he would have been if he had lived a normal life.


Throwing in an idea for a base human with both dragon and fiendish blood in his history that have both come to full strength in him (mechanically half-dragon and half-fiend templates) because of his alchemical experiments which he includes himself as a test subject often. Class would be Alchemist(viv/beastmorph) then eventually master chymist as the two conflicting sides of him fight for control.


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1: Check for 'one million gold pieces only'


Ok cool. Just wanted to check my matha was working. Thinking a monk or ninja or both as an assassin.

She had been a powerful noble but had been outsmarted and almost assassinated if it weren't for being a vampire. She tried to stop them from finding out but they did and she was forced to leave. Now she hates all nobles and lives as a hit(woman) for those with money, though she kills drow for free.

Thats the basic idea anyway. Not sure if monk or ninja is better. Backatory to come.


Would a Drow Noble Dread Vampire have 4 class levels?


The elf just wasn't coming together for me in a way I liked so i have another idea to propose. A ratfolk alchemist that is sort of a member of the poorer side of town. He is known for being able to acquire all sorts of strange but useful (and sometimes illegal) items for those willing to pay. His front is a small goods store with a secret storage room for his lab where he creates concoctions and alchemical things. I would know bob and trade with him sometimes and the questionable side of me would be sort of known but unprovable. He would be chaotic good, not seeing the harm in some things, quite easy to get along with and his catch phrase is 'its only illegal if you get caught'. He knows quite a few of the troublesome villagers and the poorest folk as well as other businessmen but would be known by quite a few more than that.

I can get a better background and character up tonight after work.


So I changed my mind and decided to do things a bit easier. Same type of scientist character but an elf instead. Will have him up sometime today.


I would be game to try the Tiefling idea I had. Hoping that not EVERYONE would want to kill me. At least gain trust with the group. Be that sort of on the fringe character like Daryl. And if necessary use disguise when I have to.


Not sure if you are saying Tiefling is not allowed for your game or not.


Lanlar the Teifling Internal Vivisectionist Alchemist has always been interested in immortality. One particular area he has been looking into recently is the undead. Trying to replicate the necromantic energies in the lab in order to discover a way to give himself immortality. He is no where near finding it but the research looks promising that it is possible. It's not just the undead that he is researching but anything arcane, divine or otherwise.

I'm hoping that a Tiefling character would be an ok fit. I'm sure there might be more mistrust than usualy for someone like him but I also have a few ideas on how he might blend in a bit more.


That's true. A character that is almost solely focused on destroying undead would certainly have a greater chance to survive in such a world.


I tried to get into Fiendish's game.

I reckon playing an alchemist would be tons of fun. Depending on how you go with it starting (man-made/curse from the gods/random) a scientist who had been researching such a plague. Or researching some way to cure it. A relatively unimportant scientist of course that isn't privy to any very important information regarding what happened but his research in game would help uncover things.

Chirurgeon, Vivisectionist, Reanimator and maybe even Internal Alchemist would be possible apropriate archetypes for such a person. Thinking about it more I think Vivisectionist/Internal Alchemist would be lots of fun.


Good idea to mention your timezone. :)


Sounds like it won't be so hard to survive after all.

Land Ho!


Decided im going to go with the clerical path not oracle.

It's going to be tough surviving then. Why would they leave us to survive or die? That doesn't sound like a good expedition plan. Why wouldn't they be able to stay and gather food and water from the land?

Of course its been sailed and suitable landing sites have been found and those ships only had to feed 1 crew for however long and we would be alot more than usual. Still, what if the expedition fleet was a couple of ships to hold all the necessary equipment. Maybe a ship could be left for us since going back they would be kinda emptyish from unloading.

Anyway just some thoughts.


I reckon we should look for some sort of bay. Safe from the storms, maybe nearby mountains, a major river. And hopefully in a temperate zone. Of course we will have to explore and make sure setting up a settlement is viable. Perhaps we should use the ship as our base for a while until we find the right spot. Sailing up and down the coast sending exploration parties out.


Lawful Neutral Aasimar Cleric or Oracle (undecided at the moment). He would take Adept as NPC level. Perhaps roleplay wise something happens to curse him (thus becomming an oracle) or something else for him to go the cleric path.

appearance and personality:
He is tall, thinks himself important and that perhaps he will be running the expedition someday, he certainly plans to gain some position of power as soon as he can. His pointed ears are elf-like. Indeed his parents are elves. He is young and sometimes impulsive, thinking he knows more than he does. Barely more than a teenager compared to other Aasimar. He has great potential and his teachers convinced him to join the expedition as a way for him to prove that he was capable. Mainly they wanted him out of their hair for as long as they could manage. Maybe, they thought, that the journey could do him some good and likely that it will. They sent another with him, his cousin, though much wiser that him even though they were the same age. They loved each other like brothers and the elders knew that they would help look after each other. His cousin promised to try and put some sense into him. He always follows the rules, disregarding the spirit to make sure the letter is kept. This sometimes makes things difficult between others but he is a bit too oblivious to notice unless he is told. He enjoys the company of women and his long blonde hair and athletic physique saw he was not unsuccessful in that area. He had a lot of trouble sticking to just one woman though and several broken hearts are behind him in his home country. He goes by the name Endryn, a shortened form of his birth name. His cousin is Lithlar.

Are you religious fanatics going to spread the faith among the heathen? He has religious training and his god will definately be one of his driving reasons.

Are you utopian idealists of one sort or another? In a way yes to create a land like or better than his homeland would show those back home how great he is/could be.

Are you going for some other reason I haven't mentioned? He is also fleeing something but he will not admit it to himself and it never enters his mind.

Well that's a start...


This sounds like awesome fun. I have an idea for an alchemist that I am working on. Ever since I watching The Walking Dead I have wanted to play a game like this.


Make them blind, deaf and lame. Done.


Will save 1: 1d20 + 1 ⇒ (16) + 1 = 17
Will save 1: 1d20 + 1 ⇒ (9) + 1 = 10
Both guards fail their saves against Daze


Let's say you enlarged me first.


sounds good to me. :)


Here is some preliminary backstory for a elven archer(slayer class).
The 3rd scout detachment(eyes and ears) options looks awesome I wish it were possible to have something like that (having weapon focus as a bonus would be a sweet boost). Are there going to be more possible options?

Backstory:
Eldrian grew up in the elven lands with his rather crazy mother. He was not sure why she was this way. Perhaps it was because his father was never around, perhaps it was because he caused so much trouble, though he never meant to. Regardless he tried to avoid her as often as possible before she commanded him to do another meaningless, pointless and stupid task for her. He would rather be out with his friends swimming or chasing each other into the trees outside the settlement. Other times he would practise with the bow or his fathers old curve blade. He much prefered the bow. He would spend days out of the elven settlement with it strapped to his back, searching for the best wood to craft arrows from. He was learning from the local weaponsmith some woodcrafting. His first proper item that he had been commended for had been the longbow. He took it with him everywhere. Someday he would craft his own Composite bow. Such a weapon took more skill than he had so he bode his time learning from his master. He would sometimes track dire beasts down and report the location so hunting parties could take care of the beast. He became known as one of the best trackers, a natural who learnt every trick shown to him the first time. It wasn't long before he knew most of what the older master trackers could show him. Some wondered if he had some divine gift but when the Finder's came to test him he was found with no such gift, much to the disapointment of his father, who served the Empire himself. Eldrian did not particularly care if he caused his father grief. He hardly knew the man. He was never around. Always doing this imperial business or that important research. They would hardly see each other for more than five minutes in a year if even that. His visits were always extremely short and whenever he left to go about the imperial business serving one family or another, whichever it was he never asked or cared. Again Eldrian made sure to stay out away from his mother for at least several days as the visits seemed to make her worse than ever and she would usually try to blame him.

It was one such trip that he had just returned from to find a human man inside their home. A traveller, likely out of luck and hoping for a few free meals and some hospitality that the elves were apparently known for. Strangely enough his mother seemed to be almost normal around the man, as if a stranger from other lands gave her incentive to be polite and think before she acted or spoke. The man by the name of Gerard was aparently a mundane bard who travelled all over the world gathering stories and putting together the different legends that the people spoke of into exsquisite storytelling to pay his way. He had come across tough times and the elven lands seemed uncooperative to his efforts to produce his way of life. Eldrian thought he wasn't looking hard enough. There were plenty of elven legends to go around. Not two weeks later the man had disappeared again as quickly as he left and his mother returned to her usual ranting self. He did not realise the effect the bard had until months later when she could no longer hide the pregnancy. She seemed to be happy at the chance to raise another child. He wasn't sure how he had survived his childhood and worried that this child would not be cared for properly, so when the half-breed was finally born he made sure he was there to ensure she was properly cared for. The excitement that their mother had for the new child wore off with two years. She no longer had any patience for the childs demands and told Eldrian to look after Ikvvy for her. This he did not mind so much and he practically became her guardian. In her fourth year of life things took an interesting turn, for better or worse he was not sure. Ikvvy began to display rather obvious displays of magical effects on the environment around her. He had never seen such before but he knew what the result would be. The finders would come back at the next yearly visit and she would be found and taken away from him. Their mother went on about how nice it would be for her to be gone and the house back to normal once again. Eldrian did not want Ikvvy to be taken away and hatched a plan. Only months before the Finders would return he was about to go on another hunt. To his great relief he was allowed to take his half-sister with on the reasoning that she could learn a thing or two from him. His mother agreed so that she would be left alone for a time. Usually his trips could last up to a month sometimes and he knew that by the time their mother figured out that they were not returning, their was no chance of them being found anytime soon. Taking all his belongings and even his fathers old curve blade they left, never intending to return.

He took his half-sister and they fled the elven lands, making a new 'home' for themselves in a distant forest that did not have a village close by for miles. There they survived on the land. Using his skills with wood he made a treehouse of sorts for them to keep away any beasts at night. Ikvvy grew up and her gift with the arcane grew naturally without assistance of any Imperial wizards to guide her. Sometimes he worried about what this meant for her. Someday they might be found and she would be taken away. He tried not to think what they might do to him for keeping her from them. But it entered his mind sometimes that he might be killed for it given the global importance the empire had put on magic users. He thinks that the empire is responsible for the situation. Taking all the magic for itself and culling it from the population. If the empire fell it would be it's own fault. And perhaps partly his fathers fault too. As the young elf 80ish and his even younger half-elf half-sister 18 or so live their quiet and peaceful lives, swimming in the rivers and pools, practising his fletching and bowcraft and helping Ikvvy to control her talents better, little do they know that the outside world of man would soon come knocking on their door.

In the build I have taken the liberty of giving myself the extra 3 possible skill points that you outlined for creation, (swim as hobby, craft(bow) as a craft and profession(tracker) as a job. If you don't think my reasons for them are good enough then fair enough I'll change it. Also I took the Overprotective drawback because it seemed so fitting to the background, gave myself indomitable faith for it.

Build so far:

Eldrian
Elf Slayer 1
NG Medium Humanoid(elf)
Init +6; Senses Perception +7; Low Light Vision
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 dex, +3 armour)
hp 15 (1d10+5)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Curve Blade +3 (1d10+3/18-20x2)
..Dagger +3 (1d4+2/19-20x2)
Ranged Longbow +6 (1d8/x3)
..Dagger +5 (1d4+2/19-20x2)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Toughness, Weapon Focus(Longbow)
Traits Know The Land(Nature), Armour Expert, Outlander(Exile), Indomitable Faith
Drawback Overprotective
Trained Skills 1 Acrobatics +8, 1 Climb +6, 1 Craft(bows) +8, 1 Heal +5, 1 Knowledge(Nature) +8, 1 Knowledge(geography) +6, 1 Knowledge(local) +6, 1 Perception +7, 1 Profession(tracker) +5, 1 Sense Motive +5, 1 Stealth +8, 1 Survival +7(+1 to follow tracks, +1 in forests, +2 to get along from MW survival kit), 1 Swim +6.
Untrained Class Skills Bluff, Disguise, Intimidate, Knowledge(dungeoneering), Ride.
Languages Common, Elven, Sylvan, Draconic.
Other Gear Longbow(75), 20 Arrows(1), Studded Leather(25), Elven Curve Blade(80), MW Survival Kit(50), Ranger's kit(9), Explorer's outfit(free), Masterwork Artisan's Tools(55)
GP 5
--------------------
Special Abilities
--------------------
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Know The Land(Nature) You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you.
Armour Expert When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Outlander(Exile) You gain a +2 trait bonus on Initiative checks.
Indomitable Faith You gain a +1 trait bonus on Will saves.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Woodcraft Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Favoured Target(Ex) At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track(Ex) A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Edit:Just an extra note GM. This characters sister will be the PC of Walter who has been posting here also.


Would the Outlander trait from Rise of the Runelords be useable as a campaign trait?


I'm guessing they aren't. Especially if another region is also an empire (Selentine).


This looks like a really fun one. Dot.


I think drow sign language is a good idea regardless. How abour our mother made us learn when we were young?


Yea dark tapestry. I think both curses fit so well. Why dual cursed has to take away the bonus class skills beats me. Im thinking just going deaf curse and rp'ing the haunted as voices that talk to Liante.


Sweet. Thanks for choosing me. Will create a alias tonight. I decided not to go dual cursed. Mainly because it doesn't allow the extra class skills, several of which i want. And im thinking the haunted curse might fit better... what do people reckon? Silent to all spells is pretty good though.


Do you guys want to find another? I'm finding myself a bit busy and not sure if I can get the character done this weekend. That and I have no idea what I am doing at tenth level lol. I would need lot's of advice.


Liante

Alignment Neutral evil

Class Oracle of the Dark Tapestry

Background

Becoming the herald of darkness:

When Liante was forced to leave their home city of Taaryssia she was instructed to help lead the younger ones and keep them safe. Over the long trek this is exactly what she did, making sure they kept to the path her mother had shown them to reach Vothys together safely. Through it all she acted bravely and never showed a hint of the fear that she had of the unknown things in the darkness. She kept this secret to herself. No Drow should be afraid of anything save the Demonic masters they served or the Nobles that commanded their obedience. For her to be afraid of the dark and the unknown brought to her the memories of surface dweller slaves, particularly humans who she had seen cowering in fear before their new masters. Her fear shamed her and made her feel lees than other Drow. Her anger at herself and this irational feeling grew and grew until she knew she had to face it.

She left the relative safety of Vothis with several weeks supplies and ventured towards an old abandoned temple a weeks walk away. It was the first time she had been away from her siblings and the whole time her mothers warning would constantly haunt her. Protect them Liante, as one of the oldest of my remaining children this I command you to do. Our family will be weak if we fight amongst ourselves. We want the other families to do that. Stay strong by learning your weaknesses and and hone them into strengths. Help the others do the same and we will rise powerful. No other being comes before your brothers and sisters. If the family is strong you will be strong." She felt like she was abandoning the family by taking this journey but knew that she had to get rid of this weakness in herone way or another, even if it killed her doing so. At least she would die a Drow of honour and worth. It was better to die than to be seen a coward.

Many things tried to kill her but amazingly she made the journey to the lost temple and that only by embracing the darkness that she feared. Using it to hide herself as she snuck past dangerous creatures she knew were there but could not see either. Entering the temple she felt a wave of energy wash over her but she didn't stop. Pressing on into the main hall she saw several large bats making the ceiling home. It was otherwise empty. Whichever being was once the object of worship from this temple was long lost to the ages. It was hundreds, perhaps even a thousand years since it had been inhabited. She began to meditate then. Praying to her families patron, asking to have her weakness removed. Scourging herself, letting the darkness fill her mind. After the third... set of 24 hours she began to hear the whispers. Spirits telling her things. Strange things. Dark things. It was terrifying to her but she gave in to them and they changed her. In the midst of it she heard a distinct voice, "You will be my herald. Send forth my word."

When she returned she was different. The spirits had somehow taken her hearing from her and she was forced to adapt, slowly and painfully. To her relief all of her siblings were still alive and living as if she had never left. She felt different. No longer did the darkness cause her to look over her shoulder or cause her to fear. Instead it followed her, joined her. She would become one with it. She felt the power of the void fill her and she smiled. They did not see it yet. They would never see it till it was too late.

Personality:

Liante is a ravishing beauty if you manage to get close to her. Green eyes that almost shine in the darkness like a cats. She has a way with others that oozes smoothness and authority at the same time. People find themselves doing what she wants them to do while making them think it was what they wanted to do in the first place. She is no stranger to giving orders and covets the position Lady Satha currently has over her. She favours her siblings and makes sure they get the tasks that they desire if possible, even going around Lady Satha when she can. When she does not wish to be seen it takes a sharp eye to find her as she wraps herself in the shadows that are so easily found.


Walter das Sombras wrote:
@TR good thing you're note going the arcane way. That path we would not compete for the same spot.

That's the plan, ANOTHER game I have to put up with you :P


I give you, Liante. (stats in this profile for now)
Drow Oracle of the Dark Tapestry

Becoming the herald of darkness:

When Liante was forced to leave their home city of Taaryssia she was instructed to help lead the younger ones and keep them safe. Over the long trek this is exactly what she did, making sure they kept to the path her mother had shown them to reach Vothys together safely. Through it all she acted bravely and never showed a hint of the fear that she had of the unknown things in the darkness. She kept this secret to herself. No Drow should be afraid of anything save the Demonic masters they served or the Nobles that commanded their obedience. For her to be afraid of the dark and the unknown brought to her the memories of surface dweller slaves, particularly humans who she had seen cowering in fear before their new masters. Her fear shamed her and made her feel lees than other Drow. Her anger at herself and this irational feeling grew and grew until she knew she had to face it.

She left the relative safety of Vothis with several weeks supplies and ventured towards an old abandoned temple a weeks walk away. It was the first time she had been away from her siblings and the whole time her mothers warning would constantly haunt her. Protect them Liante, as one of the oldest of my remaining children this I command you to do. Our family will be weak if we fight amongst ourselves. We want the other families to do that. Stay strong by learning your weaknesses and and hone them into strengths. Help the others do the same and we will rise powerful. No other being comes before your brothers and sisters. If the family is strong you will be strong." She felt like she was abandoning the family by taking this journey but knew that she had to get rid of this weakness in herone way or another, even if it killed her doing so. At least she would die a Drow of honour and worth. It was better to die than to be seen a coward.

Many things tried to kill her but amazingly she made the journey to the lost temple and that only by embracing the darkness that she feared. Using it to hide herself as she snuck past dangerous creatures she knew were there but could not see either. Entering the temple she felt a wave of energy wash over her but she didn't stop. Pressing on into the main hall she saw several large bats making the ceiling home. It was otherwise empty. Whichever being was once the object of worship from this temple was long lost to the ages. It was hundreds, perhaps even a thousand years since it had been inhabited. She began to meditate then. Praying to her families patron, asking to have her weakness removed. Scourging herself, letting the darkness fill her mind. After the third... set of 24 hours she began to hear the whispers. Spirits telling her things. Strange things. Dark things. It was terrifying to her but she gave in to them and they changed her. In the midst of it she heard a distinct voice, "You will be my herald. Send forth my word."

When she returned she was different. To her relief all of her siblings were still alive and living as if she had never left. She felt different. No longer did the darkness cause her to look over her shoulder or cause her to fear. Instead it followed her, joined her. She would become one with it. She felt the power of the void fill her and she smiled. They did not see it yet. They would never see it till it was too late.


Wow you gave up the spell likes

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