Halfling

TurtSnacko's page

Organized Play Member. 225 posts (827 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 9 aliases.


RSS

1 to 50 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Grand Lodge

ellioti wrote:
It's just difficult to take people serious that build an archer with a orc hornbow but without the orc part. 99.999% of golarion archers use short and longbows, except for orcs and power gamers.

I don't think there was any need for that kinda comment man, for a game like this power is the name. this is gestalt, Mythic, with a 30 point buy, 1 of those things is allot, but with all three this is really inevitable.

no need for negativity when people poured so much effort into these characters that are supposed to be a cut above the rest.

Grand Lodge

those would be on the same website the Symbiat is right?

Grand Lodge

I think the thing about it only being one character with great numbers is the main draw, besides the fact that at like 16th level or so, where the normal summoner get's to turn into the eidolon and have good physical stats along with mental, the synth does the same thing, except the eidolon will ALSO have amazing mental stats to go with it. So instead of having two characters with decent numbers, you have two characters with amazing numbers.

However at lower levels the stats don't matter as much i guess, cause that is a 16th level ability that doesn't appear very often in games.

also, checked it out and while the Symbiat sounds really cool, i don't think i have a good enough grasp on Sphere's of Power to pull it off. It also seem's like the Symbiat doesn't warp the body of the user at all which is the main aspect of the space cancer i'm was going for. i want my character to start questioning how much of his original body even exists anymore at later level's, when his body becomes completely unnatural.

...unless i missing something with sphere's of power, in which case i'm an idiot.

also, maybe i'll do the untouchable rager bloodrager archetype, to show how even magic itself see's it as a unnatural force in the world and has trouble affecting the cancer if not outright not working.

Grand Lodge

@Sword whale

Hmmm, sounds interesting, I will definitely check that out, only chose synthesis summoner because it allowed me to make the disparity between the two entities very pronounced and obvious as one is a normal human, amd the other is a space cancer that rapidly mutates his cells to change his appearance. I'll have to check how good that archetype you mentioned would be.

@oyzar when he was mentioning the boost he gave to the animal companion, he mentioned that the Eidolon was powerful enough with out them, so I assume that ment he allows them, they just don't get any super cool stuff past what they normally get.

Grand Lodge

@hustonj

Yeah, but also a meal the Eidolon doesn't want to run out, it takes bits and peices of my health to sustain itself.

It's a Eidolon in every way except name, the aberrant blood line lets it actually start changing my body as i level up. It'll be like, the more levels i gain, the more it genetically starts to change me. Like at 4th level, my joints turn to a stretchy flesh like substance that lets me get reach by stretching my hands out, its really nice how well these two classes work for my concept.

Grand Lodge

Ok, so I have a new Character concept I'd like some thoughts on. what I'm thinking is a Librarian in the local library that came across a meteor that contained an aberrant parasite that latches onto him and starts to eat at him and warp his body with something like cancer, multiplying cells and the like. I want it to be Jeckle and hyde like, with the normal passive human male opposing the alien parasite inside him which he can barely control.

I plan to use the synthesis summoner to have the eidolon reskinned as an invasive force, and use the blood rager aberrant bloodline to further the flavor and change to his body that happens over levels. thematically, the Alien is in a half symbiotic/parasitic relationship with its host, eating the user's vitality, but also not enough to kill him, while also offering combat ability. it'll drag him into situations in search of evolution through combat while trying its best to keep him alive. while on the flip side, my character is trying to teach the virus how to function in human society, as the parasite has the mental age of a child growing into an angsty teenager.

Grand Lodge

Gotcha i'll scrap what i have, work on something new if time permits.

Grand Lodge

Also, if you think its to campy, I can whip something else up, we still got allot of time in this recruitment after all.

Grand Lodge

@breath of the gods - All names I used are just place holders for the moment, the crunch is done, indont plane on changing anythingnabout that. But yeah, while I don't plan on his name being Gilgamesh unless I truly can't think of something else.

But, my intent here was to do my best to emulate the kind of 'hero' Gilgamesh actually was. Obviously I won't be swimmingnto the bottom of the ocean to grab the sun orchard elixir or anything, but his brand of hero-ing was understandable very different to the modern archetype for hero's and that's what I'm trying to go for. The moral of his story is The Inevitability of Death. Death is an inevitable and inescapable fact of human life, which is the greatest lesson Gilgamesh learns in his journey. Also that the act of being remembered for all eternity for his actions will mean more then having all the wealth in the world. At the point i want to start out with him, he's already had the realization that his wealth means nothing, and i want to take him on his journey through the Nuetral alignment, and eventually end at Lawful good like the end of his epic. Since were starting at level 8, i Decided to skip his uplifting from the NE alignment and put innhis backstory.

TLDR: the names are place holder's for myself untill i can think of something as freaking cool as Gilgamesh(that's to original of a name), I'm more trying to emulate his kind of heroic journey.

Grand Lodge

Had a blast making this character, the crunch was super fun and i loved every second of it. mostly my character consist of throwing heavy blades at my enemies like missiles from 100 feet away. Gilgamesh is trying to become a better person because of a epiphany he recently had in his story. but expect him to falter and regress a couple times. he also doesn't like the gods for personal reasons, so if you plan on fighting one, Gil will most definitely help.

Stats:

Gilgamesh N Human/Outsider(native) (Psychic Armory/Warsoul)(Fighter)-8

Int +4 Senses +17 Perception
========================================================================
Defense
========================================================================
AC 26, touch 13, flat-footed 23 (+2 dex, +12 armor, +1 Nat, +1 Deflection)
hp 88 ((8d10+8))
Fort +8, Ref +7 , Will +18 ,
========================================================================
Offense
========================================================================
Speed Ft
Melee +2 Axiomatic Two-handed Mind Blade +17 (2d6+21)
Melee
Melee
Ranged +3 Seeking Light Mind Blade +19 (1d6+20)(3 a round)
Ranged +3 Ghost Touch One-handed Mind Blade +19 (1d8+20) (4 a round)
Ranged +2 Axiomatic Two-handed Mind Blade +19 (2d6+19)(7 a round)
Special Attacks
========================================================================
Statistics
========================================================================
Str 18, Dex 15, Con 12, Int 7, Wis 24, Cha 12
Base Atk +8/+3
CMB +13
CMD 23
Maneuvers
1st - Call the Soul’s Blade(+1 enhancement bonus to mind blade), Horizon Wind Lancet(Give a single ranged attack a +1d6 damage bonus.), Steady Hand(Increase Ranged attack range by 30ft)
2nd – Stopwatch(counter-five foot step), Feel The Wind(environmental effects don't apply for 1 round)
3rd - Ancient’s Fang(+4d6 on thrown weapon), Time Skitter(Haste - 6 rounds)
Stance's Stance of Piercing Rays(2d6 Fire damage on Ranged Attack's), Unbroken Stride(Water Walk, Spider Climb), Riven Hourglass Stance(+4 dodge bonus to your AC and a +4 bonus on Initiative check, immune to the slow spell, and any power, psi- like ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.)
Feats (Point Blank Shot)(Precise Shot)(Wild Talent), Weapon Focus(mindblade), Rapid Shot
Iron Will, Improved Initiative, Endurance, Weapon specialization(mindblade), Diehard, Heroic Recovery, Clustered Shots, Intimidating Prowess, Extra Blade Skill, Greater Weapon Focus(mindblade), Advanced Weapon Training(Armed Bravery)
Skills Acrobatics(Dex) , +15 Autohypnosis(Wis)(5), +11 Climb(Str)(3), Craft(Int), +17 Intimidate(Cha)(8), +5 Handle Animal(Cha)(1), +8 Knowledge(dungeoneering)(Int)(6), Knowledge(engineering)(Int), Knowledge(psionics)(Int), +18 Perception(Wis)(8), Profession(Wis), +4 Ride(Dex)(1), Stealth(Dex), +15 Survival(Wis)(5) +11 Swim(Str)(3).
Background Skills +7 Knowledge(Nobility)(Int)(8), +7 Appraise(Int)(8)
Traits Skilled, Duel Talent, Mixed Blood(Outsider), Cutting Condescension
Languages Common
Combat Gear +1 Mithril Full-plate, Headband of Inspired Wisdom +2, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1,
Other Gear 1,400 gold, Crystal Ioun +1
========================================================================
Special Abilities

Psychokinetic Combat: The psychic armory gains the benefits of the Point Blank Shot and Precise Shot feats when using her panoply of blades. This class feature counts as those feats for the purposes of requirements and prerequisites. This replaces the bonus feat gained at 1st level.

Form Panoply of Blades: The psychic armory forms a myriad of blades around her body to encircle her loosely, orbiting over and around her in shiftless patterns. These weapons are of all manner of shapes, large and small, and they glimmer in and out existence as used or if ignored for too long. These weapons are the psychic armory’s mind blades, and while cosmetically they can look however they are imagined, they all function the same based on their weapon type. The psychic armory forms a number of weapons equal to 1 + her Wisdom modifier (minimum of 1) of light and one handed mind blades as a move action. At 2nd level, she adds 1 + her Wisdom modifier two-handed mind blades to her panoply of blades. These weapons are quasi-real and may not be used to attack directly in melee. Instead, the psychic armory directs them telekinetically, hurling them with the use of her psychokinetic throw ability. Once thrown or used to attack, the weapon dissipates after coming into contact with a creature or object. The panoply of blades replenishes at the start of the psychic armory’s next turn. These mind blades form around the psychic armory and occupy her space. These weapons threaten adjacent creatures, and the psychic armory may make attacks of opportunity as a ranged attack against targets within 5 feet should an attack be provoked. Ranged attacks made within melee reach of an enemy when using her panoply of blades never provoke attacks of opportunity. The concentration required to manifest the panoply of blades means the psychic armory cannot use other weapons, natural attacks or off-hand attacks while using Psychokinetic Throw but she may use a shield to defend herself. Regardless of the weapon forms a psychic armory has chosen, her panoply of blades does not have a set damage type per weapon type. When shaping her panoply of blades and assigning abilities to it, the psychic armory chooses whether the weapon type (light, one-handed, or two-handed) will deal bludgeoning, piercing, or slashing damage. The psychic armory may change the damage type of an existing weapon group (light, one handed or two handed) in her panoply of blades, or may summon a new panoply of blades with different damage types, as a full-round action. Otherwise, the panoply of blades retains the last damage type configuration chosen every time it is summoned. If the psychic armory chooses to reshape the weapons within her panoply, it requires a full-round action to do so per weapon type she chooses to reshape. She may also re-assign the type of damage dealt as part of reshaping her panoply of blades if she so chooses. A psychic armory can reassign the special ability or abilities she has added to her panoply of blades from her enhanced armory class feature (see below). To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the psychic armory does not require sleep. After that period, the panoply of blades materializes with the new ability or abilities selected by the psychic armory. In all other respects, the panoply of blades functions as a the form mind blade class feature, and subject to anything that would affect a mind blade (except crystal hilts.) When using the psychic strike class feature, the psychic armory may charge a number of weapons from her panoply of blades of her choice. The panoply of blades may take enhancements as if it were both a melee and a ranged weapon. This replaces the shape mind blade and form mind blade class features but counts as these class features for prerequisites or requirements. Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements.

Maneuvers: A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Sleeping Goddess, Solar Wind, Thrashing Dragon, and Veiled Moon. In addition, he can trade one of his available disciplines for the Riven Hourglass, Scarlet Throne, or Tempest Gale discipline. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The war soul must meet a maneuver’s prerequisite to learn it.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the war soul can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul’s primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.
This ability replaces the psychic strike class feature and the blade skill at 10th level.

Maneuvers Readied: A war soul can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating over his mind blade for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. War souls do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the war soul initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternatively, he may flood his being with martial knowledge as a full-round action, becoming psionically focused and recovering a number of expended maneuvers equal to his war soul initiation modifier (minimum 2). While recovering maneuvers, the war soul’s mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements
Bravery +2 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armed Bravery (Ex): The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.

Distill Panoply: As a move action, the psychic armory may gather one of her mind blades from the panoply and briefly focus it into a more traditional mind blade (if the psychic armory possesses the Quick Draw feat or the Swift Panoply class feature, she may gather a weapon as a swift action instead if she chooses). The psychic armory may grab a single light, one-handed or two-handed weapon, or a pair of light weapons; this weapon gains the benefits of the enhanced armory class feature and may be used in melee combat (the psychic armory may retain her ability to add her Wisdom modifier to attack and damage rolls, or may use her Strength score if she prefers to). A weapon gathered by this ability may be used with feats or special abilities that may be used with melee weapons of that type. This weapon stays manifest for 1 + the psychic armory’s Wisdom modifier rounds (minimum of 2 rounds). If the character possesses the Mind Daggers blade skill, a pair of mind daggers may be distilled from her panoply for use in melee. If the psychic armory possesses a crystal hilt, she may use her distilled panoply with this item (crystal iouns will continue to lend their bonus to distilled weapons but cannot be combined with other crystalline focus items).
Enhanced Mind Blade: A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus(see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife’s level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shieldblade skill.

Armor Training 3(Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level. Source: PZO9467

Martial Blade Recovery (Su): At 4th level, psionic channels established during manifestation of a mind blade may allow reclamation of bursts of foreign psychic energy caused by the defeat of an opponent. These bursts of energy can be used to invigorate the mind of the war soul and restore his resolve and skill. If the war soul reduces a living opponent (possessing 1/2 HD or more and an Intelligence score of 3 or higher) to 0 hit points or less, as a swift action the character may recover either a single expended maneuver or his psionic focus. The war soul must be using a mind blade to recover maneuvers in this fashion. This class feature replaces the blade skill gained at 4th level.

Increased Range: The psychic armory gains incredible range from his panoply’s attacks. Light weapons increase their range to 100 feet, one-handed weapons increase their range to 60 feet, and twohanded weapons increase their range to 30 feet. If the character possesses the Mind Daggers blade skill, their range increases to 200 feet

Swift Panoply: At 5th level, the psychic armory may conjure her panoply of blades as a swift action. This functions otherwise identically to the quick draw class feature, and counts as quick draw for prerequisites or requirements

Combat Slide: Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.

Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Psychic Strike: The soulknife gains the psychic strike class feature. When learned, this skill allows the soulknife to add an additional 1d8 points of damage to an attack with her mind blade, as per the psychic strike class feature. This may be improved by the Powerful Strikes blade skill. The soulknife must not previously possess the psychic strike class feature to select this blade skill. The soulknife must be 4th level to select this blade skill.

Weapon Training (Ex):Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature. 

background:

Gilgamesh loves Aelyosos.

The city is his blood, his life force. Every major action he take's, it's for the glory of Aelyosos.

However, it was not always this way.

Born to Lugalbanda, a merchant prince who had a dalliance with a mysterious warrior woman 18 year's ago, she left soon after he was born. Gilgamesh was gifted with a body that was of the highest grade by mortal standards and wisdom reaching truth. His early life was filled with teaching's of money and trade, his father seeking to groom the child to be the one to take his tannery to other countries and even more profit. But all this taught the Young Gilgamesh was not the things his father wanted. Gilgamesh learned greed, absolutism, oppression, duress, levies, and the utmost decadence from self-interest. His father lamented this change, wishing he was a better teacher. Gilgamesh relished in the power and prestige his position brought, gift's were shoved in his face, and his brutal wisdom was used to cut other's down. He felt that this city was his, and he would be sure that everyone he dealt with would know. His greedy heart truly knew no limits, never did he have enough...anything of value he came across, was taken, gold, jewels, weapon's, everything was added to his ever growing vault of treasure. His “Gate Of Aelyosos”, the pinnacle of his achievement's, the place in which all his worldly treasure's were taken, was also the monument to all his sin's.

The Divine's had to have seen this, for only they could have sent Enkidu to him, and changed his life.

He met Enkidu when he had just turned 16, Gilgamesh had previously slept with his sister, leaving her feeling used and saddened. Incensed by this, Enkidu challenged Gilgamesh to a wild battle on top the water platforms in the ocean. The two wrestled for dominance for 12 straight hour's with neither letting up in the slightest. Enkidu shifted into many forms during their battle, boar's, birds, and bear's. Gilgamesh was forced to use all his strength to match his transforming opponent. He was angered at having found his equal for the first time, insulting Enkidu as a clod of mud. He was forced to draw out his treasures that had been carefully stored away, marking the first use of the Gate of Aelyosos as a weapon, and although it was a reluctant and forced humiliation at first, he eventually began to enjoy it and brought them out without regret.

He eventually emptied the vault, and Enkidu was left with zero energy to continue. Rather than continue, Gilgamesh let himself fall backwards onto his back while bursting with laughter, Enkidu following in suit. He remarked that there would only be one chance to strike for each of them, and without any means of defense, it would leave only two foolish corpses. Enkidu was never able to interpret if that meant it was a tie or if Gilgamesh wanted to make it so that there would only be one corpse. Enkidu asked, "Do you not regret the treasures you have spent?" to which he replied in a bright voice, "Not in the slightest...!"

Gilgamesh and Enkidu would then go on to be very close friends. His presence as the voice of reason slowly fixing and curving the merchant's dark and selfish desire's. But it was not to last forever, for the world is cruel.

Enkidu grew deathly ill, and his death was certain. Gilgamesh did everything in his power to save his friend, emptying his vault. But no amount of money can stop a curse from the gods. Enkidu passed, turning to mud in his friends arms. With the death of Enkidu, two things over took Gilgamesh, a hatred of the gods, and a sudden fear of his own mortality. Up until that point, Gilgamesh had lived by his own standards, collecting riches, bedding women, fighting with his friend, and purging the earth of banes. Enkidu returning to dust, meeting death, greatly changed his views. Death had never inspired grief or fear in him until that moment, and it had never once even been in his mind though he knew that it awaited all. Seeing the one who held equal power to him perish before his eyes let him register the true reality of death for the first time. It is through all of this, that Gilgamesh learns the true worth of his treasure's...that up until this point, he has wasted his life accruing these ultimately worthless things...he would give them all away to have his friend back.

This change settled in his heart, forcing a change in him. He then made a choice, with the time he has left, whether that be 2 days or 200 year's. He will find the things that truly matter in this world, Family is unavailable as his father has died years ago, his last friend has died....all he has left is his city.

So he will make sure this place will remember his actions for all of time...and the place where that would begin is the Pharossi.

Grand Lodge

i usually just brow beat dissenter's with my presence instead of trying to make them like me, not the best strategy all the time, but for a merchant its perfect.

Grand Lodge

definite dot, this kind of setting is just begging for some folk lore heroes. i'm thinking of Irish Heracles - I.E Cu Chulainn. Maybe even Gilgamesh from the Mesopotamian Epic.

Minotaur sounds awesome too, maybe something like the Minotaur of King Mino's...obviously he wouldn't be a king though.

Grand Lodge

OK, so i'm finally ready to get into making this character, the crunch can wait till tomorrow, for now, just the backstory, I plan on him being a Cavalier

Backstory:
Arthur Pendragon is a fallen noble of the country of Galt, though he wouldn't admit that if you asked. The nobility in his blood is undeniable however, the way he carries himself, the way he speaks, breathes, even sleeps, speak of years of etiquette only a noble would have. So how did he end up here, in Daggor? That's a long story. His parent's were the leaders of house Pendragon, a house known for it's strength and deeply rooted blood ties with Galt. His family was a major leader in the first Galt revolution, and the next, and the next....

Until finally, it was his families turn to be overthrown. it happened so quickly, his parent's taken to the guillotine and himself being spared only by his father's most faithful knight, Sir Ector. Sir Ector took him from Galt, away from the revolution and to the neighboring country of Adoran where he was raised along with Ector's son Kay. The two were trained in the code of Chivalry together, sword and bow, on foot and horse back. yet for all the happiness he had here in Andoran, his mind would always drift back to his home land. His heart and soul would cry out against the constant war Galt was in, a war that claimed his livelihood and parent's. His family helped build Galt, to see it become what it has...is a greater pain then he has ever felt, ever WILL feel.

It was on a hill on the edge of Galt's border with Andoran, Arthur swore to bring the bloody revolution to an end. However, one man can not stop a war alone, and Arthur could not ask Kay and Ector to put themselves in harms way like that just for his peace of mind.

So he left, on the back of his lifelong Equine companion Llamrei. With no destination in mind, Arthur galloped through Andoran, searching for...something, something that would put him on the track he know's he's fated to take. all road's lead to Galt...as his father used to say. Arthur's aimless traveling eventually took him to the dwarf filled five kings mountains...and a town called Daggor.

Which brings us back to the present, Arthur has stopped in the farm town to haggle for supplies before moving on to search for his adventure. Though he's heard talk of festivities that will be going on in the next few day's...

Maybe he'll check it out?

Grand Lodge

Dotting for interest, I have had this itch to play a character that's Arthur Pendragon lately, think it could he fun. Probably a cavalier...or Fighter or something.

Grand Lodge

Here is just the backstory at the moment. I definitely will be looking it over extensively for things i can change or reword. but for now this is enough i feel.

backstory:

Law was born in Ottrunval, in a port town with no name, the kind of place people go to be forgotten or left alone. The continents vibrant and cosmopolitan cities and towns nowhere to be seen. this was a fishing village, so it came as no surprise when Law took to the art of sailing as well as he did. As the only kid in town, Law had to occupy himself when he wasn't being taught how to fish and sail...so unsurprisingly he took to being a menace. Pranks were a daily occurrence, things only a child could think of were done all the time.

This was how he lived from his Youth to Teenage year's, sprinkling in a few other interest he accumulates, like dance. But like most stories of greatness, this inevitably ends in tragedy. Because of how remote the village was from any sort of garrison or city, it was quick to fall when pirate's attacked. They pillaged the town for all that it was worth, which wasn't much. Realizing as much, they instead began press-ganging anyone who looked like they could hold a sword. Law was coincidentally the only one still young enough to fight and sail, so he was taken, the only one taken.

He was brought aboard and thrown into the life of a high seas brigand. Though fate had other plan's for this small pirate crew. An even bigger crew of pirate's attacked Law's 1 month later as they were sailing to their next destination of a port city in Arim. They were decimated, ship sunk, and bodies quick to follow. Law narrowly escaped on the only life boat the ship owned, floating aimlessly while unconscious and starving for 2 day's before his boat lands on the bottom of the 3 islands between Golm, Ottrunval, and Liria.

Their the boy is found and taken in by a Elven Hermit named Oro. He was nursed back to health by the woman, who then taught him how to truly survive out in the wild. But Law wanted to get stronger, everything that had happened to him from the pirate raid to now has only been because he has been to weak to stop it himself...

Recklessly he threw himself at the monster's of the island, trying in vain to become strong, but not knowing how to accomplish such a task. After almost dying multiple times and accumulating multiple scars, Oro finally had some pity on the fool. As an Elf, Oro had many years of experience doing many things, Combat was just one of them. For the next 2 year's, Law trains with her, gaining injury abound, until the woman suddenly decides he can't learn any more from her. Still, Law had grown to care deeply for the hermit woman, staying with her for 2 more years. Afterwords, it was easy for her to tell that Law missed the main-land. So she unceremoniously kicked him off the island, but not before handing him her blade.

Armed with a gifted blade and some supplies, Law set's sail on the dingy that brought him here, and makes it to Konacht. Having not seen civilization for 2 years, Law is reasonably overwhelmed. It is here that he hear's whispers of a land ruled by a dragon in the far west. Law's curiosity is piqued, he is assaulted withe sudden urge of wanting to see such a land with his own eye's. Seeing how poor he was however, that want seemed more like a unobtainable dream. Fighting was what he trained to do, so fighting would be what got him there. He joined up with a local underground fighting ring, battling his way up the rankings, it was after he defeated the local champion that things took a turn for the worse yet again.

Law was in the process of collecting his winnings when he was accused of cheating. he strongly denied it, but was surprised to find that someone had smuggled a bloody pair of brass knuckles into his pockets. The proprietor was eager to not have to pay up, so he agreed without any hesitation. Outnumbered by the criminal's heavily, Law was force to flee. Barely escaping, Law decided he could not stay here anymore, so throwing caution to the wind, he steal's docked sail boat from the harbor in the dead of night and sets sail for Golm.

After trekking through the wilderness across the continent, he arrives in the dragons territory...only to see that this place is basically the same as any other. Disheartened and upset that there wasn't anything magical about the territory, he find's the nearest tavern to drown his sorrows in. However before he could even partake in his first drink, the little hamlet he found came under attack by a mated pair of manticore's. At first, Law planned to escape in the chaos and try his luck in the Gelkrosh Region. But the sight of the two magical beast's ripping through the poorly equipped town watch spurs him into action. With the aide of the remaining watch members, Law slay's the two beast, stopping their rampage, though gravely wounded himself.

He wakes up in the care of the local church of Byrine, under the care of it's priestess, a woman named Jura. she expressed her graditude to the man, he risked his life and almost died for a group of people he never previously met. When asked what he planned to do next, Law had no answer, for he really had no clue. Seeing how lost he was, Jura informed him of an offer, he has done a great service for her town and her lady.

---------------------------------------------------------

"Join this towns militia" she say's, smiling serenely down at the wounded and incredulous Law "The people know what you have done, their gratefulness is immense, if you truly have nowhere else to go, why not stay where you are appreciated?"

Law stares up at the priestess in complete bafflement, not expecting such a offer.

"....you, want me to stay here?" he asks for clarification

"my lady has learned of the fact you are a nomad, she seeks to put your unfocused skills to better use" she says, smile on her dark lips, the only part of her face he can see under her cowl.

"urg...Listen lady...you're asking allot of a guy you just met..." Law slowly defends, finding it harder and harder to stay awake, his whole body feels like it was the chew toy for a group of wild dogs.

"I understand that, but do you have anywhere else to go..?" Jura quickly counter's "what is your purpose? What do you live for?"

Law opens his mouth to further deny...but can't bring himself to. His first home is long gone, Oro kicked him off her island, and his long journey here has not given him any of the direction he seeks.
"..."

Jura smiles again as he doesn't answer
"my liege is offering you purpose, I would take it"

Law sighs, mulling over her words for no other reason then to prolong the inevitable.
"....OK...some one has to make sure you all don't die to a Manticore again."[/b] he mutters, opening his yellow eye's to stare at Jura.

The cleric only smiles and wordlessly leaves so he can sleep.

He'll serve the Dragon quite nicely.

Grand Lodge

dotting if the recruitment is still going on, i can work something out after getting a look through these previous posts.

definitely a human, haven't seen many of those yet, probably a fighter archtype of some sort, maybe Myrmidon if it's allowed.

Grand Lodge

Spell-less ranger is very very good, a much better take on the normal ranger, it just so happens to also be one of my classes too. Trust me, it's good, the only sad thing is you give up gravity bow and instant enemy, which sucks, as those are very nice.

Grand Lodge

Teiidae wrote:
Might be a stupid question, but we add the bonus hitpoints from our mythic path to vigor and not wounds?

Yes.

so question about hard to kill, how does that ability work with wounds? does it double the amount of damage needed to be killed AND wounded?

also, on the subject of the new action economy, does the way it work now mean we can make three attacks in a round at level 1?

not that the other 2 would even hit at this level, but still. i see that two weapon fighting and spell combat can now move and get their double attack + a free third weapon attack even if they moved.

Grand Lodge

50ft

Grand Lodge

Ah, i get now, thanks

Grand Lodge

so that Feat per Level is including the feat you get at level one right?

Grand Lodge

i like the intrigue that's bound to happen if we chose the the third option, not that i'd be much good at it, but still.

Grand Lodge

Gramork wrote:
Im definitely guilty of flip-flopping vis-a-vis my class selection. It always happens to me with gestalt, I can never narrow down exactly what i want to do.

Ditto, Luckily this is a concept i am pretty invested in, so i'm safe this time.

Grand Lodge

1 person marked this as a favorite.

Oh no, not at all, i was just unsure which you meant. and you are not wrong, PBP lives and Dies by how invested you are to you're character.

Barring real life being non cooperative of course.

Grand Lodge

Was that a call for more interconnected backstories? or was it a public service announcement for what's to be expected?

Grand Lodge

i'm just doing the crunch, should be done in a couple hours.

Grand Lodge

rolling Vigor
level 1: 1d10 ⇒ 2
level 2: 1d10 ⇒ 5
level 3: 1d10 ⇒ 10

Grand Lodge

rolling some things
wild talent: 3d8 ⇒ (5, 1, 1) = 7 Detect Psionics

Grand Lodge

Aw sweet, I don't have to meticulously comb over and change every time I mentioned Gnolls.

Grand Lodge

oookaaaaay, i just did the 35 point build, i only have ability scores and all the fluff, i'll finish the crutch later tonight maybe. but the fluff is done...most likely. i say that as there is always the chance that somebody will like what they see and want to collaborate on our backstories. so unless that happens, nothing to serious should change about Kuro.

Stats:

Kuro
Spell-less Ranger/3 - Soul Knife/3
Int Senses perception
========================================================================
Defense
========================================================================
Defense Score Flat-Footed
WP VP DR
Fort Ref Will
========================================================================
Offense
========================================================================
Speed 30ft
Melee
Melee
Melee
Ranged
Special
========================================================================
Statistics
========================================================================
Str 16 Dex 18 Con 16 Int 12 Wis 8 Cha 16
Base Atk
CMB
CMD
Feats
Skills
Traits
Drawbacks Overprotective
Racial Traits
Languages
Combat Gear
Other Gear bedroll, blanket, small tent, silk rope (50 feet), Masterwork Backpack, chicken(10),
Oregano(2), Garlic(2), Potatoes(10),
========================================================================
Special Abilities
========================================================================

backstory:

Kuro was born south of Tyr, away from the dry and anarchic north. Raised in a small community called Fuyuki, a city of people who migrated from Tyr and the rule of it's god-king. The town was able to thrive under the leadership of Kuro's Father, a Druid who was able to pull large amounts of water from the ground. It was a good life...until his father died. From that moment onward, Kuro was constantly surrounded by injustice. Whether it was the stalls that would cheat each other for a few more bits, or the slavers/drug dealers who would prowl the night, it didn't matter as there was always something. He was okay with it, it never really bothered him as he was just a kid, there was no one left to teach him that this wasn't normal.

But it change quickly one day, too quickly.

A fire, great and all consuming, broke out when he was 8. The flames rolled over buildings and sandy streets, trapping and burning everyone. All around were the screams of the tormented, cursed smoke rising to the skies as the hell on earth manifested. No matter how high was the screams or how heartfelt were the tears, the flames did not stop.

It was all meaningless, the fire consumes all. Except for a white haired boy, walking amongst carnage.

With every step he took a part of him was lost. Memories and everything he ever did was gone with each thud of his foot, his first day of Learning, gone like it was never there, his seventh birthday, his first crush, his mother telling him stories of heroes long gone, every ounce of self-worth burned to a crisp by the time he reached the center of his once cheerful neighborhood, but even so he refused to die.

He had no memory of what was happening, that was consumed by the fire.

He no longer felt anything about the hell around him, his emotions were already devoured. He only had hope left, but soon enough that was also extinguished.

His unwavering will had nothing more to sacrifice to him, but he continued his trek. Soon however, he missed a step and fell on the now barren ground, the rain chose that exact moment to start.
As he gazed to the sky above him, he couldn't feel anything, he couldn't think anything and he couldn't BE anything, but just as his life was about to end, in the place of the sky now was the face of a crying and smiling man. As the young boy stared at his overjoyed face, only one thought surfaced.

"... I wonder if I can be as happy as him someday..."

That man was Kisturugi, a Inquisitor of something he never told Kuro, his face was filled with tears, he was so happy.
It was because he saved him, he was so happy because he saved him....
Kuro so desperately wants to smile like that.

Kisturugi nursed him back to health and adopted him as his own, raising him and teaching him the wonders of Divine magic, and the horrors of the Defilers...not that Kuro was any good. Kuro was told he was absolutely terrible at it...but through pure stubbornness and stupidity, Kuro was able to awaken to his natural psychic ability.

5 years later, Kisturugi succumbed to a terminal disease. As he laid there dying, Kuro promised to uphold and accomplish the dream Kitsurugi could never do.

To become a true hero of justice. To help and save everyone, even if he knew it was impossible.

And after that, Kisturugi died, and Kuro left the rebuilt Fuyuki, traveling and searching for people to save and dedicate his life to.

after travelling around for a while, freeing slaves as he went, he ended up back in Tyr, the birthplace of his old home. it was there that he learned of the expedition that was being organized for the abandoned village of Kelmarane.

Now Kuro isn't the best when it comes to money...his almost always empty bit bag can attest to that. he almost always spends his money on food for the homeless in Tyr, cooking for them, talking to them, and bearing their burdens as his own.

Now Kuro has his next order of business. To Kelmarane...

personality and appearance:

Kuro appears as a man in his late 20's with a muscular build. Kuro has white lightly messy hair, gray eyes and tanned skin color. His eyes are slightly narrowed.

Due to the trauma he suffered during the great fire, Kuro has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought. The people who see this side of him are often very worried and attempt to correct his behavior, though they are unable to change his opinions.

Besides that, he enjoys cooking and cleaning, especially for other people. Its kinda easy to take advantage of his kindness, and he know it but makes no effort to change it.

When he's out and about, he goes by the name Archer, he's freed a bit of slaves, so he thought it safer that nobody knows his name.


His first attack on the Gnoll Slavers:

A Gnoll stops her patrol around her camp exterior, muzzle raised into the air as she sniffs....

"...Smells like chicken... the Gnoll mumbles, moving away from the camp and through some bushes.

Once the bushes are cleared, she sees it. A campfire, still going on, with a spit roasting 3 pounds of chicken on it.
The Gnoll squeals in excitement, then going over on all fours and sliding on her knees over to the chicken, like a child.

Unbeknownst to her, a red cloaked figure slowly walks behind her, unsheathing a Machete....
The Gnoll sinks her teeth into the meat of the deliciously seasoned chicken, yipping lowly in delight. The figure raises the Machete and gets ready to bring it down on the creature.

...but he hesitates. The Gnoll, ever unaware, continues to eat the great cooking that was just 'left here'.

....slowly the figure lowers his blade and silently sighs, raising it again and slamming the blade against the Gnolls head, knocking it out. The Gnoll falls to the floor unconscious, and the figure drops his hood, showing his large shock of white hair, grey eyes' and dark tanned skin.

He grimaces, grabbing the Gnolls legs and dragging her off into some bushes before looking towards the Gnoll camp...

He pulls out a poorly drawn picture with what seems to be a human child with the name Sarasha and a message.

"Please save my mommy! The bad dog men took her!" the message also talks about the reward.

Kuro sighs, the desert is a very hard place to track anything down, but somehow...he did it. Glancing back at the unconscious Gnoll, he remembers that he doesn't have all day.

Sheathing his Machete, he starts to silently stalk to the Gnoll camp, pressing himself to the edge as he circles the palisade walls, looming for the best point of entry.

Seeing no other option, Kuro latches onto the palisade wall and climbs, vaulting over it and landing inside the camp and ducking into some bushes. The Gnolls laze about the camp, fighting, eating, and laughing....all around, a normal camp atmosphere.

He narrows his eyes, looking around the camp and trying his best to search for the place they keep the prisoners. Eventually, his eyes find a large wagon ment to carry animals. Through the Bars, he see's a multitude of Elves and Halflings, a few Humans as Well.

'bingo' he thinks, stalking closer as the hyena-men laugh and joke with their brethren. He moves closer and closer, heart beginning to pump harder and harder. Sadly, in his tunnel vision he steps on a branch, causing a large snap.

He silently curses as it gains the attention of a nearby sitting Gnoll. Kuro watches apprehensively as the man beast draws closer and closer, instinctivly stilling his breathing, pulling his cloak tighter against himself.

But a rock soon hits it in the head, causing it to yelp and turn to glare at the offender, another Gnoll who is cackling in amusement. Turning, it charges at the laughing Hyena and begins
a small brawl which the other occupents eagerly crowd around.

Kuro lets out a sigh of relief, this is definitely a stroke of luck....

Either way, he moves quickly behind a building, then ducks behind the carriage. The occupants see him, the children seem excited, but the adults quickly silence them before looking at him in apprehension and hope.

He nods, offering a smile to the people....it doesn't seem to help.

Regardless, he starts slinking away, towards where the biggest makeshift tent is, the Key should be there..

---------------------------

His hunch was right, it WAS there...at least, a unknown key was...

But thats niether here or there right now.

He's staring down a...big Gnoll...its probably the leader if its size was anything to go by...

He ducks under another swing of the Gnolls Greatsword, the wind displaced by the weapon buffering against his face.

'This is not good....!' he says in his mind, jumping over the Gnolls cot which offers no resistance to the blade, shattering it.

It only makes the pack leader more angry, his attacks get stronger and more ferocious, Kuro can only do so much dodging and deflecting untill he's caught.

The greatsword strikes against his chest, cutting into his leather armor and digging into his flesh. Kuro stays silent, but his teeth are grit so tightly they might crack. The pain is very real....
But it also grants a opportunity.

As soon as the blood leaves his body, he grabs a handful, slamming it into the gnolls nose and eye's, blinding it and driving it into a blood frenzy at the sense overload. As it starts swinging at random, Kuro kicks off the desk and hops on the leaders back before driving his Black and White Machete into the Gnoll's shoulders.

They peirce down, severing tendons and peircing arteries. Kuro immediately silences the beasts roar of pain by stuffing his arm into its sharp teeth filled mouth. The Gnoll bites down hard on his arm, easily piercing the leather and flesh.

Kuro silences his own scream by sinking his own teeth into the Gnolls shoulder, Holding on tightly. After a few more seconds, the Gnoll starts getting slower, its bleeding to much....

It starts trying to get to its breathren, but Kuro immediately pulls the White Machete, affectionately named Kanshou, out of the beasts shoulders and stabs it into the Gnoll back, right into the heart.

The struggles stop, and the Gnoll leader dies, its jaw slacking on his arm which he immediately pulls from its dead mouth.

Kuro pants raggedly, watching the blood pool aroung the beasts body, uncaring of his own viscious wounds....

He leans down and uses his good arm to close the beast eyes, wishing it good passage onto the afterlife as everyone deserves.

He has to hurry up....they'll smell the blood soon...god he's hurting....

Shakily, he reaches into his pack and pulls out a set of bandages. taking his shirt off and haphhazerdly wrapping his arm and chest, he bites his lips to silence his pain filled groans. The bandages are quickly staining red.

Moving through the pain, he wipes Kanshou off on the broken cot, before hurredly making his way back to the slave cart.

The slaves look alarmed at how wounded he is, some of them covering the kids eyes.

He's thankful that they do so, no need for them to see this. He hears the howls and yips of the Gnolls become alarmed, seems they found there leader, as the entire camp starts converging at the end of camp....

...which means he probably has enough time.

Quickly, he jams the key into the slot and lo and behold, the door opens.

"...Quickly! Go! There's a wagon of supplies in the underbrush of the Savannah...go there and get out!"

The slaves stare stupified, before pilling out of the cage and running out of the camp and into the Savannah.

.....he doesn't go with them....which some people notice.

"S-Sir! Come on!" a woman yells to him

Kuro only shakes his head
"....If some one doesn't distract them, they'll end up rounding you all up again..."

The woman turns white, looking torn, along with a few other of the slaves.

He shakes his head and motions them to get going. Reluctantly, the former slaves turn and run after there fellow escapees.

Satisfied that it's just him, he walks to the gate into the camp. Facing inward, he draws Kanshou, then his other Machete, a twin of Kanshou except it is black, Bakuya. He steels himself, fingers digging into the leather handles of the short blades. His chewed up arm screams in protest at the action, as if reminding him that he is wounded.

He doesn't turn, he stays where he is, resolute to buy as much time as he can, he wants to be a hero, more then anything. His body screams at him, begging to run and not fight. The screams only increase as the first Gnoll comes into sight, running at him with a great axe.

"Kisturugi...are you watching me right now...?"

He quick steps forward, surprising the Gnoll, running it through with both Machetes. He kicks the body off of his blades with some hesitation, clearly still uncomfortable with taking a sentient life.

"Are you proud of me...?"

The Gnolls start comming in droves, one after the other, first thing that happens is he gets smacked by a bo staff....everything after that is fuzzy.

"...I am the bone of my sword...

he unconsciously starts to recite Kitsurugi's Aria of Blades, the song he was taught that helps him summon his psychic blades. There are flashes of red and white, screaming, yelling, pain.

"...Steel is my body and fire is my blood..."

He can't feel anything, he thinks He's on his back. There's armored feet running to and fro. His mind continues to recite the Aria of blades that Kitsurugi taught him.

"...Unaware of loss, Nor aware of gain..."

The sun is fading...or is it that he's dieing....?

"...I have overcome countless battlefields...mental and physical...."

It's getting dark now......he hopes that the slaves got away...

"...Not even once retreating, not even once being victorious..."

......

"...Thus, my life needs no meaning.
This body is made of infinite swords."

--------------------

Kuro would awake a couple days later in the care of a band of clerics and paladins. Apparently they were already on route to destroy that particular Gnoll camp, it had kidnapped one of their own to sell on the market as a slave.

He was then chewed out for being a reckless idiot; the word for word response of the strong willed cleric that apparently healed him. He can't keep the smile off his face as he is chewed out, he saved them, that's all that matters.

So all in all....mission successful!

A picture i drew of him

also i saw you say that Gnolls aren't being switched out? if i am wrong about this, i can just change it to that other slaver race you mentioned.

Grand Lodge

definite interest from me, i'll have a character up at some point, spell-less Ranger/Soul Knife probably

Grand Lodge

Male Human two weapon warrior/ ranger/ 1, Int +4, perception +6, AC 18 touch 13 flat-footed 15 , Fort +4, Ref +5, Will +2, CMD 19, hp 12/12

I'm upset that the shifter can bypass dr/-

I can understand every other dr, but not Dr/-

Grand Lodge

Kuro would also be interested, I feel like the attached drawback works well with the overprotective drawback that I chose. He can be one of the few slaves he saved on his raids of the 3 different Gnoll camps he attacked.

There would be a lot of room for banter and growth i think, as Kuro is probably going to put himself in danger many many times over the course of this adventure as his self preservation sense is horribly skewed.

Grand Lodge

Writing and adding things to characters is really satisfying.

@Truman you're background just made me realize I should expand on Kuro's reason for joining the expedition.

Grand Lodge

Trinam wrote:
Does he get kicked around by a twintailed tsundere girl?

Maybe, that depends on allot of external factors.

Grand Lodge

Fire Drake wrote:
Actually, Sara would probably encourage the behavior and not think of the consequences. Not the sharpness knife in the drawer.

Haha! That doesn't sound bad at all!

Edit: I added a short story about Kuro's first attempt to free some slaves and also changed one of the trait names to better fit his mind set.

Writing this was allot of fun, so I think I'll end up doing more

Stats:

Kuro 'Archer' Emiya
Infiltrator/1
Int +3 Senses perception +6
========================================================================
Defense
========================================================================
Defense Score 13 Flat-Footed 10
WP 28 VP 8 DR 2/Armor
Fort +4 Ref +4 Will +2
========================================================================
Offense
========================================================================
Speed 30ft
Melee Machete +3(1d6+2)(19+)
Melee Machete +3(1d6+2)(19+)
Melee
Ranged Longbow, +1 composite +4(1d8+1)(x3)
Special Favored Enemy (Human)+2
========================================================================
Statistics
========================================================================
Str 14 Dex 16 Con 14 Int 11 Wis 13 Cha 7
Base Atk +1
CMB +4
CMD 16
Feats Precise Shot, Two weapon Fighting
Skills Craft(Cooking) +4, Climb +6, Knowledge (Geography)(Nature) +4, Perception +6, Spellcraft +4, Survival +6, Stealth +7, Stealth +7
Traits Idiot Savant(Magical Knack) Altered Perception(Indomitable faith)
Drawbacks Overprotective
Racial Traits talented
Languages Common
Combat Gear leather armor, machete(2), composite long-bow +1
Other Gear 6 gold, 3 silver, bedroll, blanket, small tent, fishing net, silk rope (50 feet), Masterwork Backpack, chicken(10),
Oregano(2), Garlic(2), Potatoes(10),
========================================================================
Special Abilities
========================================================================

Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check

backstory:

Kuro was born in southern Katapesh, away from the dry and anarchic north. Raised in a small port town called Fuyuki, a city of people who migrated from Tien, Kuro was constantly surrounded by injustice. Whether it was the stalls that would cheat each other for a few more coppers, or the slavers/drug dealers who would prowl the night, it didn't matter as there was always something. He was okay with it, it never really bothered him as he was just a kid, being taught that this was all normal.

But it change quickly one day, too quickly.

A fire, great and all consuming, broke out when he was 8. The flames rolled over buildings and streets, trapping and burning everyone. All around were the screams of the tormented, cursed smoke rising to the skies as the hell on earth manifested. No matter how high was the screams or how heartfelt were the tears.

It was all meaningless, the fire consumes all. Except for a white haired boy, walking amongst carnage.

With every step he took a part of him was lost. Memories and everything he ever did was gone with each thud of his foot, his first day of school, gone like it was never there, his seventh birthday, his first crush, his mother telling him stories of heroes long gone, every ounce of self-worth burned to a crisp by the time he reached the center of his once cheerful neighborhood, but even so he refused to die.

He had no memory of what was happening, that was consumed by the fire.

He no longer felt anything about the hell around him, his emotions were already devoured. He only had hope left, but soon enough that was also extinguished.

His unwavering will had nothing more to sacrifice to him, but he continued his trek. Soon however, he missed a step and fell on the now barren ground, the rain chose that exact moment to start.
As he gazed to the sky above him, he couldn't feel anything, he couldn't think anything and he couldn't BE anything, but just as his life was about to end, in the place of the sky now was the face of a crying and smiling man. As the young boy stared at his overjoyed face, only one thought surfaced.

"... I wonder if I can be as happy as him someday..."

That man was Kisturugi Emiya, a Inquisitor from Andoran, his face was filled with tears, he was so happy.
It was because he saved him, he was so happy because he saved him....
He wants to smile like that.

Kisturugi nursed him back to health and adopted him as his own, raising him and teaching him the wonders of mage craft...not that Kuro was any good. Kuro was told he was absolutely terrible at it...but through pure stubborness and stupidity, he promised he could do it.

5 years later, Kisturugi succumbed to a terminal disease. As he laid there dieing, Kuro promised to uphold and accomplish the dream Kitsurugi could never do.

To become a true hero of justice. To help and save everyone, even if he knew it was impossible.

And after that, Kisturugi died, and Kuro left the rebuilt Fuyuki, traveling and searching for people to save.

For he is Kuro Emiya, a Sword that saves.

personality and appearance:

Kuro appears as a man in his late 20's with a muscular build. Kuro has white lightly messy hair, gray eyes and tanned skin colour. His eyes are slightly narrowed, showing his Tien descent.

Due to the trauma he suffered during the great fire, Kuro has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought. The people who see this side of him are often very worried and attempt to correct his behavior, though they are unable to change his opinions.

Besides that, he enjoys cooking and cleaning, especially for other people. Its kinda easy to take advantage of his kindness, and he know it but makes no effort to change it.

When he's out and about, he goes by the name Archer, he's freed a bit of slaves, so he thought it safer that nobody knows his name.


First Attack on the Gnoll's:

A Gnoll stops her patrol around her camp exterior, muzzle raised into the air as she sniffs....

"...Smells like chicken... the Gnoll mumbles, moving away from the camp and through some bushes.

Once the bushes are cleared, she sees it. A campfire, still going on, with a spit roasting 3 pounds of chicken on it.
The Gnoll squeals in excitement, then going over on all fours and sliding on her knees over to the chicken, like a child.

Unbeknownst to her, a red cloaked figure slowly walks behind her, unsheathing a Machete....
The Gnoll sinks her teeth into the meat of the deliciously seasoned chicken, yipping lowly in delight. The figure raises the Machete and gets ready to bring it down on the creature.

...but he hesitates. The Gnoll, ever unaware, continues to eat the great cooking that was just 'left here'.

....slowly the figure lowers his blade and silently sighs, raising it again and slamming the blade against the Gnolls head, knocking it out. The Gnoll falls to the floor unconscious, and the figure drops his hood, showing his large shock of white hair, grey eyes' and dark tanned skin.

He grimaces, grabbing the Gnolls legs and dragging her off into some bushes before looking towards the Gnoll camp...

He pulls out a poorly drawn picture with what seems to be a human child with the name Sarasha and a message.

"Please save my mommy! The bad dog men took her!" the message also talks about the reward.

Kuro sighs, the desert is a very hard place to track anything down, but somehow...he did it. Glancing back at the unconscious Gnoll, he remembers that he doesn't have all day.

Sheathing his Machete, he starts to silently stalk to the Gnoll camp, pressing himself to the edge as he circles the palisade walls, looming for the best point of entry.

Seeing no other option, Kuro latches onto the palisade wall and climbs, vaulting over it and landing inside the camp and ducking into some bushes. The Gnolls laze about the camp, fighting, eating, and laughing....all around, a normal camp atmosphere.

He narrows his eyes, looking around the camp and trying his best to search for the place they keep the prisoners. Eventually, his eyes find a large wagon ment to carry animals. Through the Bars, he see's a multitude of Gnomes and Halflings, a few Humans as Well.

'bingo' he thinks, stalking closer as the hyena-men laugh and joke with their brethren. He moves closer and closer, heart beginning to pump harder and harder. Sadly, in his tunnel vision he steps on a branch, causing a large snap.

He silently curses as it gains the attention of a nearby sitting Gnoll. Kuro watches apprehensively as the man beast draws closer and closer, instinctivly stilling his breathing, pulling his clock tighter against himself.

But a rock soon hits it in the head, causing it to tell and turn to glare at the offender, another Gnoll who is cackling in amusement. Turning, it charges at the laughing Hyena and begins
a small brawl which the other occupents eagerly crowd around.

Kuro lets out a sigh of relief, this is definitely a stroke of luck....

Either way, he moves quickly behind a building, then ducks behind the carriage. The occupants see him, the children seem excited, but the adults quickly silence them before looking at him in apprehension and hope.

He nods, offering a smile to the people....it doesn't seem to help.

Regardless, he starts slinking away, towards where the biggest makeshift tent is, the Key should be there..

---------------------------

His hunch was right, it WAS there...at least, a unknown key was...

But thats niether here or there right now.

He's staring down a...big Gnoll...its probably the leader if its size was anything to go by...

He ducks under another swing of the Gnolls Greatsword, the wind displaced by the weapon buffering against his face.

'This is not good....!' he says in his mind, jumping over the Gnolls cot which offers no resistance to the blade, shattering it.

It only makes the pack leader more angry, his attacks get stronger and more ferocious, Kuro can only do so much dodging and deflecting untill he's caught.

The greatsword strikes against his chest, cutting into his leather armor and digging into his flesh. Kuro stays silent, but his teeth are grit so tightly they might crack. The pain is very real....
But it also grants a opportunity.

As soon as the blood leaves his body, he grabs a handful, slamming it into the gnolls nose and eye's, blinding it and driving it into a blood frenzy at the sense overload. As it starts swinging at random, Kuro kicks off the desk and hops on the leaders back before driving his Black and White Machete into the Gnoll's shoulders.

They peirce down, severing tendons and peircing arteries. Kuro immediately silences the beasts roar of pain. By stuffing his arm into its sharp teeth filled mouth. The Gnoll bites down hard on his arm, easily piercing the leather and flesh.

Kuro silences his own scream by sinking his own teeth into the Gnolls shoulder, Holding on tightly. After a few more seconds, the Gnoll starts getting slower, its bleeding to much....

It starts trying to get to its breathren, but Kuro immediately pulls the White Machete, affectionately named Kanshou, out of the beasts shoulders and stabs it into the Gnoll back, right into the heart.

The struggles stop, and the Gnoll leader dies, its jaw slacking on his arm which he immediately pulls from its dead mouth.

Kuro pants raggedly, watching the blood pool aroung the beasts body, uncaring of his own viscious wounds....

He leans down and uses his good arm to close the beast eyes, wishing it good passage onto the afterlife as everyone deserves.

He has to hurry up....they'll smell the blood soon...god he's hurting....

Shakily, he reaches into his pack and pulls out a set of bandages. taking his shirt off and haphhazerdly wrapping his arm and chest, he bites his lips to silence his pain filled groans. The bandages are quickly staining red.

Moving through the pain, he wipes Kanshou off on the broken cot, before hurredly making his way back to the slave cart.

The slaves look alarmed at how wounded he is, some of them covering the kids eyes.

He's thankful that they do so, no need for them to see this. He hears the howls and yips of the Gnolls become alarmed, seems they found there leader, as the entire camp starts converging at the end of camp....

...which means he probably has enough time.

Quickly, he jams the key into the slot and lo and behold, the door opens.

"...Quickly! Go! There's a wagon of supplies in the underbrush of the Savannah...go there and get out!"

The slaves stare stupified, before pilling out of the cage and running out of the camp and into the Savannah.

.....he doesn't go with them....which some people notice.

"S-Sir! Come on!" a woman yells to him

Kuro only shakes his head
"....If some one doesn't distract them, they'll end up rounding you all up again..."

The woman turns white, looking torn, along with a few other of the slaves.

He shakes his head and motions them to get going. Reluctantly, the former slaves turn and run after there fellow escapees.

Satisfied that it's just him, he walks to the gate into the camp. Facing inward, he draws Kanshou, then his other Machete, a twin of Kanshou except it is black, Bakuya. He steels himself, fingers digging into the leather handles of the short blades. His chewed up arm screams in protest at the action, as if reminding him that he is wounded.

He doesn't turn, he stays where he is, resolute to buy as much time as he can, he wants to be a hero, more then anything. His body screams at him, begging to run and not fight. The screams only increase as the first Gnoll comes into sight, running at him with a great axe.

"Kisturugi...are you watching me right now...?"

He quick steps forward, surprising the Gnoll, running it through with both Machetes. He kicks the body off of his blades with some hesitation, clearly still uncomfortable with taking a sentient life.

"Are you proud of me...?"

The Gnolls start comming in droves, one after the other, first thing that happens is he gets smacked by a bo staff....everything after that is fuzzy.

"...I am the bone of my sword...

Flashes of red and white, screaming, yelling, pain.

"...Steel is my body and fire is my blood..."

He can't feel anything, he thinks He's on his back. There's armored feet running to and fro. His mind continues to recite the Aria of blades that Kitsurugi taught him.

"...Unaware of loss, Nor aware of gain..."

The sun is fading...or is it that he's dieing....?

"...I have overcome countless battlefields...mental and physical...."

It's getting dark now......he hopes that the slaves got away...

"...Not even once retreating, not even once being victorious..."

......

"...Thus, my life needs no meaning.
This body is made of infinite swords."

--------------------

Kuro would awake a couple days later in the care of Seranrae clerics and paladins. Apparently they were already on route to destroy that particular Gnoll camp, it had kidnapped one of there own to sell on the market as a slave.

He was then chewed out for being a reckless idiot; the word for word response of the strong willed cleric that apparently healed him.

So....all in all....mission successful?

Grand Lodge

Just saying Azzerix, really like you're character, sounds like someone who'd be really fun to have bantor with.

Grand Lodge

The idea of shared backgrounds ARE pretty interesting...I'd open my self to that as well if someone wants, have a freind that doesn't like Kuro's unconcern with his safety amd recklessness would be a cool hook the more I think about it.

Grand Lodge

Ah, I see, very interesting. Thanks for that info.

Grand Lodge

Quick question, with defense scores, how do attacks resolved by touch ac work? Is it just the defense score without the shield bonus...?

Grand Lodge

Dot for interest, everything sounds really cool except for call shots, id be ok with them if you needed it, but just know called shots are rediculous when done with Touch attacks or fighters, as they can almost always hit anything no-matter the debuff, so you can have fighters one shotting everything by saying

"I aim for the heart!" Or "I aim for the neck!"

I'm ok with it either way, just something to consider yeh?

I'm thinking about making a human Ranger, probably a archetype that doesnt get the animal companion as it doesn't fit the design I have in my head.

Basically my character has the standard parents killed scenario but I hope to do something better with it, maybe add a twist or two

Edit: decided on hooded champion for ranger.

Grand Lodge

Male Human two weapon warrior/ ranger/ 1, Int +4, perception +6, AC 18 touch 13 flat-footed 15 , Fort +4, Ref +5, Will +2, CMD 19, hp 12/12

Oh my, my internet has finally returned, sorry for the lack of posts lately, been having issues with my internet provider.

Grand Lodge

1 person marked this as a favorite.
Male Human two weapon warrior/ ranger/ 1, Int +4, perception +6, AC 18 touch 13 flat-footed 15 , Fort +4, Ref +5, Will +2, CMD 19, hp 12/12

Being Ninja'd really is the worse.

Grand Lodge

Male Human two weapon warrior/ ranger/ 1, Int +4, perception +6, AC 18 touch 13 flat-footed 15 , Fort +4, Ref +5, Will +2, CMD 19, hp 12/12

So much maintenance

Grand Lodge

Did you want why the tribe was attracted to Phlan? or why John was? or both? cause i did both. though it made the background a bit longer...so idk how you feel about that.

Grand Lodge

actually didn't really plan on it, i took heart of the fields more for the flavor then anything else, rage cycling isn't really on my to do list because of how polarizing it is to a number of people. regardless, thanks for the insight, i'll fix what needs to be fixed.

Grand Lodge

That'd be funny, the entire party trying to convert the only godless guy in the squad for the entirety of the adventure

Grand Lodge

....if I get chosen, hopefully someone will convert me if they care about my afterlife

Grand Lodge

Is it OK that my character doesn't worship the gods? If not I'll choose one and edit him a little.

Grand Lodge

Branding Opportunity wrote:
You can speak any, I was just letting you know that there are languages that certain groups speak more often. And yes, nonhuman languages have the same name as in the Core Rulebook.
Zane Levallis wrote:

If I remember correctly all the non-human languages are the same on Faerun.

As for human language, the Moonsea region, Dalelands, and the Sword Coast all share the same 'common' tongue, I believe.

Thank you to the both of you.

1 to 50 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>