Ezren

Yttras's page

61 posts (539 including aliases). No reviews. No lists. 1 wishlist. 6 aliases.


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Jereru wrote:
I'm running out of ideas here, honestly, to avoid ending up with mostly clonic characters.

What's the one class you have down?


gyrfalcon wrote:

What do applicants / ideas look like for the non-evil party?

I have the bender down pretty well for my good submission, with an Aerokineticist/Soulknife who flys and/or teleports a lot in combat (more a melee and ranged striker than defender)


Sebecloki wrote:
Yttras wrote:

@Seb

I'm having a hard time building a backstory for my evil character because I can't find a place for them to be from that feels. What I have so far is this:

-Antipaladin (tyrant)/Conjurer (exploiter wizard) who worships Asmodeus but grew up in a area where devil worship is unpopular or forbidden. He grew up constantly on the run because of his race, but after devoting himself to the Prince of Hell, he was gifted great magical power, and began to build up infernal influence in his home country/region using a combination of deception/subversion and summoned monsters (planar mercenaries).

Couldn't that be almost any non-evil country -- what specifically do you need in terms of a world-setting for this idea?

That's fair. On second though, I'll just go with him being originally from Thaylinor, and get back to you with something soon.


@Seb
I'm having a hard time building a backstory for my evil character because I can't find a place for them to be from that feels. What I have so far is this:

-Antipaladin (tyrant)/Conjurer (exploiter wizard) who worships Asmodeus but grew up in a area where devil worship is unpopular or forbidden. He grew up constantly on the run because of his race, but after devoting himself to the Prince of Hell, he was gifted great magical power, and began to build up infernal influence in his home country/region using a combination of deception/subversion and summoned monsters (planar mercenaries).


Monkeygod wrote:
Hmm. My only concern is that if you got this at 15th level(which we are), you'll be able to call a 20 HD outsider 1/day. Which is pretty heckin strong.

On second thought, I'll just retract that feat interaction. He'll have enough shenanigans going on anyways.


That's actually the plan, though based on how True Name is worded, I would totally play it as an actual relationship with an NPC, not just another summon to bring in. It's as much for role-play purposes as for combat options.


Still working on the summoning character, but I have a mechanical question:
Would you allow Augment Calling work with True Name?


Going with a Tiefling for the evil character and rolling on the variant abilities table:
1d100 ⇒ 25


Here is my submission for the good party: Moreo the Windlord
His backstory and crunch are on the profile page. I made a section at the top of his profile highlighting things that I made calls on, and a section at the bottom with information on build choices I made.

I think I'll make a summons-based caster for the evil party.


Liliyashanina wrote:

Oh, I am open to wish list for rage powers, I am an Urban skald so no drawbacks froma accpting ferocity.

Currently its probably the pounce totem tree for 3 of the rage powers, as I think a lot of the possible martials will want the free pounce, and then there are 2 more available.

Note that I can cast mythic heroism for 150 minutes, which is also a level 2 spell because skald.

Considering I decided to go down the Two-Weapon Fighting rabbit hole, complete with kinetic blade, Pounce could be very nasty.


TheWaskally wrote:
Has anyone else had multiple crises trying to figure out what to create and submit? I have. I'm, still working on an evil godling for the EVIL party to submit, but I'm switching gears and thinking about the GOOD party of which I've seen few submissions.

Also Yes. I had about three before I even settled on a character/class concept.


Sebecloki wrote:
I don't really know anything about legend of korra -- can you give a character synopsis? I'll think of something.

Absolutely. I'm not going for a backstory anything like his, but I am drawing on his personality a good bit. In terms of specific similarities, Moreo is grounded in mystic philosophy, and sometimes speaks in sayings and questions. He generally exudes an aura of calm yet inevitable power, and generally view himself as above others.


Still working on crunch, but I have a character concept, which could fit into a good party or an evil party:

Moreo the Windlord, legend of the Sword Coast, a soulknife/aerokineticist who grew up in an isolated monastery of an occult order, and was a prodigy with immense natural psychic power (think the Dragonborn growing up in High Hrothgar in Skyrim).

For Seb:

Looking through your setting write-up, I can't find a named place for this character to be from that made sense with the concept, so any thoughts on that would be appreciated, though I could come up with something if needed.
-The feel of character I'm going for is a kind of Zaheer from Legend of Korra, with flight and a somewhat superior attitude, though I'm leaving it a bit vague so that I can fit him in with a good or evil party.

For MonkeyGod:

-By gestalt favored class bonus I assume you mean two FCBs per level, using the expanded options?
-I'm planning on using the Gifted Blade soulknife archetype to get manifesting, would the Quarter Caster Cantrips apply to that as well?
-With ACB, could I apply my weapon enhancement bonus to my kineticist blast?

Thank you both for your consideration, and for putting this idea together. It looks extremely cool, and I'd love to be a part of it.


Man, this campaign idea seems awesome, definitely rolling.

Dice Rolls:

Roll 1: 24d6 ⇒ (5, 6, 1, 3, 3, 1, 4, 2, 1, 2, 5, 1, 6, 4, 2, 2, 2, 1, 5, 4, 2, 1, 4, 1) = 68
Reroll 1: 7d6 ⇒ (3, 2, 3, 6, 2, 5, 1) = 22
Final Array: 222, 3333, 4444, 5555, 666=72

Roll 2: 24d6 ⇒ (2, 3, 4, 4, 2, 6, 6, 1, 1, 4, 2, 4, 1, 6, 5, 1, 6, 2, 5, 1, 6, 6, 4, 6) = 88
Reroll 2: 5d6 ⇒ (2, 6, 5, 2, 2) = 17
Final Array: 2, 3, 44444, 555, 66666666=88

Roll 3: 24d6 ⇒ (1, 4, 1, 5, 2, 3, 4, 2, 5, 3, 1, 5, 4, 5, 2, 2, 3, 6, 6, 1, 5, 5, 1, 1) = 77
Reroll 3: 6d6 ⇒ (5, 2, 3, 3, 6, 2) = 21
Final Array: 33333, 444, 5555555, 666=80

Roll 4: 24d6 ⇒ (3, 1, 3, 3, 1, 3, 6, 2, 2, 5, 2, 5, 4, 1, 2, 2, 3, 2, 5, 1, 1, 6, 6, 6) = 75
Reroll 4: 5d6 ⇒ (1, 5, 6, 5, 6) = 23
Final Array: 2, 33333, 4, 55555, 666666=82

Roll 5: 24d6 ⇒ (4, 3, 2, 3, 1, 3, 1, 6, 4, 6, 3, 3, 3, 2, 5, 5, 1, 6, 4, 6, 4, 1, 2, 4) = 82
Reroll 5: 4d6 ⇒ (6, 1, 2, 3) = 12
Final Array: 333333, 44444, 55, 66666=78

Roll 6: 24d6 ⇒ (4, 2, 4, 5, 5, 5, 3, 1, 5, 6, 5, 3, 6, 5, 2, 1, 4, 1, 3, 1, 6, 5, 1, 3) = 86
Reroll 6: 5d6 ⇒ (3, 2, 3, 6, 1) = 15
Final Array: 3333, 444, 555555, 6666=78

Roll 7: 24d6 ⇒ (2, 5, 6, 2, 4, 6, 3, 3, 3, 5, 6, 3, 4, 3, 5, 3, 1, 1, 2, 4, 2, 6, 6, 6) = 91
Reroll 7: 2d6 ⇒ (4, 5) = 9
Final Array: 3333, 4444, 5555, 666666=84

Roll 8: 24d6 ⇒ (2, 5, 2, 2, 2, 2, 1, 2, 5, 3, 5, 4, 1, 3, 5, 4, 3, 1, 6, 3, 6, 1, 6, 5) = 79
Reroll 8: 4d6 ⇒ (2, 3, 5, 3) = 13
Final Array: 2, 333333, 44, 555555, 666=76

Roll 9: 24d6 ⇒ (1, 2, 1, 5, 4, 2, 4, 4, 5, 1, 6, 1, 2, 5, 5, 5, 6, 5, 1, 1, 6, 3, 3, 2) = 80
Reroll 9: 6d6 ⇒ (6, 3, 3, 5, 2, 1) = 20
Final Array: 3333, 444, 5555555, 6666=78

Roll 10: 24d6 ⇒ (6, 2, 1, 4, 2, 2, 5, 6, 2, 3, 3, 4, 1, 3, 3, 5, 3, 1, 6, 3, 4, 3, 5, 5) = 82
Reroll 10: 3d6 ⇒ (1, 5, 1) = 7
Final Array: 3333333, 444, 55555, 666=76

Roll 11: 24d6 ⇒ (1, 2, 3, 1, 2, 2, 1, 1, 3, 2, 2, 3, 3, 6, 6, 5, 4, 3, 5, 6, 5, 2, 1, 6) = 75
Reroll 11: 5d6 ⇒ (4, 2, 6, 6, 4) = 22
Final Array: 2, 33333, 444, 555, 666666=80

Roll 12: 24d6 ⇒ (1, 1, 6, 1, 3, 1, 2, 5, 5, 5, 2, 4, 5, 3, 5, 2, 1, 6, 2, 1, 6, 3, 3, 6) = 79
Reroll 12: 6d6 ⇒ (3, 5, 3, 4, 2, 6) = 23
Final Array: 33333, 44, 555555, 66666=83

Looks like I'll take roll 2. I should have a character concept up by tomorrow.


I'll second that!


Did a double check, and I should be good to go still.

I would also just like to ask a second time about the gestalt-multitalented interaction.


Here is my submission for this campaign, Hadrian Phendoulay. I built him assuming that Multitalented + Gestalt = 2 FCBs per level. If that's a no, then I'll adjust accordingly.

Crunch:

Half-elf Gestalt Paladin 1/Sorcerer 1
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +0
Defense
AC 15, touch 11, flat-footed (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2; +2 vs. enchantments
Resist fire 3 Immune sleep
Offense
Speed 20 ft.
Melee falcata +3 (1d8+2/19-20x3) or dagger +3 (1d4+2/19-20)
Special Attacks smite evil 1/day (+4 attack and AC, +1 damage)
Paladin Spell-like Abilities (CL 1st; concentration +5)
At-will—detect evil
Sorcerer Spells known (CL 1st; concentration +5; arcane spell failure 20%)
1st (4/day)—burning hands (DC 15), shield
0th (at-will)—detect magic, mending, message, prestidigitation, read magic, resistance
Bloodline phoenix
Statistics
Str 14 Dex 12 Con 13 Int 10 Wis 10 Cha 18
Base Atk. +1 CMB +3 CMD 14
Feats Arcane Armor Training, Eschew Materials, Weapon Proficiency (falcata)
Skills Diplomacy +8, Spellcraft +4
Traits child of the crusades, elven reflexes, unscathed
Languages Common, Elven
SQ alternate racial trait (ancestral arms), aura of good, bloodline arcana (heal 1/2 damage with fire spells)
Gear buckler, chain shirt, dagger, falcata, paladin's kit, tabard, 34 gp

Backstory Info:

1. What is your character’s name? Hadrian Phenoulay
2. How old is your character? 30
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Tall and well-built, Hadrian's face is often the first focus of attention on the young crusader, with his bronze skin, brown hair highlighted with red and gold, and deep blue eyes. Though his long ears give away his elven heritage, he otherwise looks human. If Hadrian's face isn't what first catches the eyes, the tabard over his chain shirt is likely what does. On the warm white fabric is emblazoned a stylized phoenix, wings outstretched and head facing to the viewer's right, surmounted with a banner reading "Stronger from the Ashes" in Azlanti.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Hadrian generally comes off as friendly and well-spoken, though he is prone to occasional fits of anger. His gaze, normally piercing, can become very intense when he is emotional. Hadrian is very physically expressive when speaking, using his hands as much as his voice on occasion.
5. Where was your character born? Where were you raised? By who? Haridan was born in Egelesee district of Nerosyan, and raised by his parents and paternal grandparents.
6. Who are your parents? Are they alive? What do they do for a living? Both his father and his mother are alive, and run a company that works with the government to supply crusading forces with food, armor, weapons, and other supplies. Hardrian's father, Arman Phenoulay, runs the business with his kind but keen wit and mind for figures. His mother, Falara Vemmil, is an elf of Kyonin extraction and oversees operations, travelling up and down the Sellen with supply ships.
7. Do you have any other family or friends? The focal point of Hadrian's extended family in Mendev were his father's parents, Tarren and Minia Phenoulay, who left a barony in northeastern Taldor in 4639 AR to join the Second Mendevian Crusade. Hadrian's father Arman is the eighth of their nine children, most of whom either remain in Mendev, or have died fighting the demons of the Worldwound. Hadrian, in turn, is the second of his parents' four children. Tarren, a powerful sorcerer, was an important influence on young Hadrian, teaching the young half-elf to tame and channel his innate magic, inherited from an ancestor who fought in the Shining Crusade. He was killed by demons while on patrol when Hadrian was 11 years old.
8. What is your character’s marital status? Kids? Hadrian is single and childless, to the consternation of his father, who wishes his eldest son to continue the family line.
9. What is your character’s alignment? LG
10. What is your character’s moral code? His personal code consists mainly of the following tenets: Act with integrity. Show courage in the face of evil, and kindness to the innocent. Be generous and compassionate with the weak and vulnerable.
11. Does your character have goals? He wants to make a name for himself in the church, and he also wants to justify his decision to become a crusader to his father, who wanted him to take over the family business instead, and worries for his safety.
12. Is your character religious? He is a servant of Iomedae, though sympathetic to Sarenrae's doctrines of redemption.
13. What are your character’s personal beliefs? He personally believes that the existence of the Worldwound is a test for the peoples of Golarion by the forces of good, to help them become stronger and more righteous.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Hadrian is very sure of himself, and his temper flares when he is openly contradicted by someone who is not his superior.
15. Why does your character adventure? Though Hadrian would always answer this question "I want to make the world a safer place", he also is jealous of his mother's adventures, and feels that being a crusader and an adventurer provides a compromise between fulfilling his duties to his family and country, and living an exciting life.
16. How does your character view his/her role as an adventurer? Hadrian sees his role as one of striking at evil, with sword and spell combined.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? His most distinguishing feature is his hair, which unlike his father's typical Taldan brown, is highlighted with reddish-gold, a sign of sorcerous power in his human family since his ancestor Martus Frandoulay was killed on top of a phoenix's corpse at the battle of Vellumis, and was raised back to life along with the phoenix when it revived moments later. When he uses magic, his hair reddens slightly.
18. How does your character get along with others? With those he knows well, Hadrian is very friendly and jovial. With new aquaintances, he is generally formally polite, and can come off as aloof.
19. Is there anything that your character hates? He hates demons, who took his grandfather from him, and anyone who works with them. Though it rarely rises to the level of hate, he also can harbor deep dislike for those who cross him.
20. Is there anything that your character fears? Demonic possession, either of himself or others.


I've always wanted to play this campaign! Thinking of playing a Sorcerer/Paladin.

Question - How would Multitalented work with this? If I just choose my two classes, do I get two FCBs per level?


I am familiar with Dreamscarred Press, mostly with Psionics. I'm not going to blanket greenlight it, since psionic casting is quite powerful, but I'd allow a soulknife.


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They are more historical periods than versions. The Eldrazi are immensely powerful interplanar beings that feed on the magical essence of worlds, and the fight against them is the main timeline marker in the MtG continuity for Zendikar.


Still working on my character, but rolling HP for levels 2 and 3

Dice Rolls:

HD 2: 1d10 ⇒ 9
HD 3: 1d10 ⇒ 4


Worth rolling on, I really like this Adventure Path, have some experience with it.

Dice Rolls:

15d6 ⇒ (4, 2, 2, 2, 6) = 16 - 13
25d6 ⇒ (1, 3, 5, 1, 5) = 15 - 15
35d6 ⇒ (2, 3, 3, 6, 6) = 20 - 15
45d6 ⇒ (5, 5, 4, 4, 4) = 22 - 14
55d6 ⇒ (4, 2, 6, 1, 6) = 19 - 16
65d6 ⇒ (3, 3, 1, 6, 5) = 18 - 14
75d6 ⇒ (4, 1, 5, 6, 6) = 22 - 17

Wow not bad! I have an unchained monk character concept I wanted to use for a Legacy of Fire game I could use these scores with...I'll try to have that up soon.


Alright, it seems like there is enough interest, so I'm going to put together the campaign and start a new thread with actual recruitment, probably sometime around or soon after Christmas. In the meantime, I will be watching this thread, and answering any more questions that you may have.

@AdamWarnock:

After looking into the Spheres rules, I'm going to say no, mostly because I won't have time to work on learning the system along with the holidays and all the other work for the campaign.

@hustonj:

I'm not familiar with that, sounds like yet another book series to add to the check out list. Thanks for sharing.


@Newbonomicon - I meant to reply earlier, but yeah, in 2016, WotC released a PDF titled "Plane Shift: Zendikar", which was designed for running 5e campaigns. It has race stats for all the PC races, a short gazetter, and a bestiary conversion section.


@AdamWarnock - I'm going to adopt the run it by me and maybe I'll allow it approach, so let me get back to you on Spheres of Power, since I've heard of it, but know next to nothing about it.


Andostre wrote:
How frequent does the Roil occur?

Its never stated exactly how frequent the Roil is, and it is inherently unpredictable, but it is frequent enough to require regular remapping. Intervals for specific locations could be days to months. The Roil would likely be something that showed up on a random encounter table for wilderness travel or exploration.

As for homebrew, it would be a homebrew campaign. There are gazetteer-style resources, but there aren't any published adventures set there that I'm aware of.

@Newbonomicon - The merfolk and kor have racial stats in 5e, which I could use to adapt, but yes, the race list would be significantly smaller than Golarion's.


Ever since I learned about the plane of Zendikar in Magic: the Gathering, I've loved it, and wanted to find a way to play a campaign there. After debating for years about doing a campaign in 5e with some friends, and never quite getting around to it, I've decided to try it online in Pathfinder.

This is just an interest check for the moment, since in addition to coming up with an actual campaign, I'd have to do some world building, statting out of monsters, etc. I want to know if there are people who would enjoy something like this before I put that much time into prepping a campaign.

There is more information below on what I have in mind, and what Zendikar is like for those who don't know. Other than letting me know if this interests you, any thoughts or questions are welcome.

For Everyone:

Due to the nature of the world of Zendikar (see the "What is Zendikar?" spoiler), this would be a campaign involving a lot of wilderness travel and dungeon-delving. I'm envisioning something very "Durvin Gest-y": where the fate of the world isn't on the line, you're just doing a very magical version of what Indiana Jones normally does.

I know Zendikar!:

For those of you already familiar with the plane, I just want to let you know that this will take place in "classical Zendikar", pre-Eldrazi. None of the story from the MTG sets will have taken place, other than trapping the Eldrazi. There will be no Eldrazi and probably no planeswalkers, though you can change my mind on the second one with a good story prompt.

What is Zendikar?:

Zendikar is a wild world, unspoiled by civilization and brimming with life energy. The reason for this is an elemental phenomenon known as the Roil. The Roil is a magical force that continually reshapes the land, sometimes very violently, and can sink ships, replace grassy hills with forested flatlands overnight, and bury entire settlements. Other than a few special locales across the world, the only features resistant to the landscape alterations of the Roil are the ancient constructs known as hedrons (HE-drahns) that most believe are the relics of a long-lost civilization.

Current civilization on Zendikar is small-scale, with the largest "cities" only numbering in the thousands. Despite this, the peoples of the world do more than just survive, and Zendikar is crisscrossed by the trails of adventurers who map and remap its mercurial landscape and scour the ruins of bygone eras for artifacts of power. Many adventurers are part of one of the five major adventuring houses, which maintain networks of agents and hostels across Zendikar. The only limits to the fame and glory such explorers can attain is their luck and their resourcefulness.


Still working on the backstory, and I was wondering: Do you have some names of important figures in the town that I could use in my backstory? I can make some up if I need to, but I don't want to invent names for people if I don't need to. Specifically, I was looking for the proprietor of the Taproot Inn, and a farming family or two.


Dotting, working on a folk hero champion.


Thanks :)


Also interested, have a concept for a halfling rogue, who was raised as a slave in Katapesh.

Basic backstory and Personality:

After buying his freedom (and with a deep dislike of confined spaces), he took to the road, and his money ran out in Bronze Hook. He wants the job not just because of the money, but because he really doesn't like gnolls.

Khalib is a fun-loving individual, generally looking at free life as a chance to celebrate. With a quick smile, and a quicker wit, he makes fast friends with many of his travelling companions. While suspicious of authority figures bigger than a shopkeeper, Khalib doesn't hurt or steal from those he doesn't think deserve it. Oddly for a follower of the Lucky Drunk, Khalib is a very morose drunk, and consequently does more singing than drinking on celebratory occasions.

I do have two recruitment questions:
-Do we get traits?
-Can I replace a starting bonus language with Kelish?


Thanks. Its really for the character concept I want to use (based on this character).

4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (3, 4, 1, 2) = 10
4d6 ⇒ (4, 3, 1, 1) = 9
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (3, 3, 3, 5) = 14

17, 9, 8, 14, 11, 11. That works much better. I'll have a full submission up sometime tomorrow.


I like the sound of this a lot :)

4d6 ⇒ (1, 4, 1, 2) = 8
4d6 ⇒ (3, 4, 3, 3) = 13
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (3, 1, 2, 3) = 9
4d6 ⇒ (2, 2, 2, 1) = 7
4d6 ⇒ (5, 1, 1, 4) = 11

7, 10, 10, 8, 6, 10

:c...can I haz reroll please?


I'm withdrawing from the recruitment. I haven't had as much time as I thought I would. Best of luck to the rest of you.


Also interested, working on an arcanist.


Update for you, Rizzen.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 11 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— acid dart (1d6+2 acid)

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 18), summon monster III
2nd— acid arrow, glitterdust (DC 18), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 17), snowball (DC 17), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 20, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Appraise +9 (1 rank), Diplomacy +3, Fly +7 (1 rank), Knowledge (Arcana) +13 (5 ranks), Knowledge (Dungeoneering) +9 (1 rank), Knowledge (Geography) +13 (5 ranks), Knowledge (Nature) +9 (1 rank), Knowledge (Planes) +13 (5 ranks), Lingustics +9 (1 rank), Perception +7 (5 ranks), Spellcraft +13 (+15 to identify magic items, 5 ranks)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, ring of protection +1, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, handy haversack, headband of vast intelligence +2 (Perception), ink vial, inkpen, journal, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, 922 gp, 8 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Update Notes:
Rhys is a research assistant to "The Professor".

Updates:
Removed shift from SQ
Added a handy haversack, a headband of int +2 that gives ranks in Perception, and a ring of protection +1 to item list (8000 gp in total, exactly equal to the additional gold I had to work with)
removed masterwork backpack (50 gp) and waterproof bag (5sp) from item list and changed the current gp amount from 872 gp, 3 sp to 922 gp, 8 sp
updated skill ranks based on the headband (skill ranks also now listed in Statistics section of the stat block


Here's the info for my character, conjurer Rhys Olowynn.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— [acid dart (1d6+2 acid)?]

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 17), summon monster III
2nd— acid arrow, glitterdust (DC 17), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 16), snowball (DC 16), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 18, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Diplomacy +3, Fly +5, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Knowledge (Planes) +12, Lingustics +8, Perception +5, Spellcraft +12 (+14 to identify magic items)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, [shift (10 ft, 7/day)?] summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, ink vial, inkpen, journal, masterwork backpack, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, waterproof bag, 872 gp, 3 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Notes:
Since I don't know too much about where on Golarion we are, I'll just say that Rhys is a research assistant to "The Professor".

As for the subschool question, I've included both the base arcane school power (acid dart, under spell-like abilities), and the one that teleportation would replace it with (shift, under SQ). I mostly want the subschool for flavor reasons, but if it's not cool, that's totally fine.


Rolling stats now. As for the subschool teleportation, its just a swapping out of acid dart for a minor dimension door effect. If it's not cool, that's fine, just thought that it would be fitting for a research assistant for a portal researcher.

Roll 1: 4d6 ⇒ (5, 5, 1, 2) = 13 15
Roll 2: 4d6 ⇒ (2, 2, 5, 3) = 12 10
Roll 3: 4d6 ⇒ (3, 3, 5, 2) = 13 11
Roll 4: 4d6 ⇒ (3, 1, 2, 4) = 10 11
Roll 5: 4d6 ⇒ (4, 5, 3, 3) = 15 12
Roll 6: 4d6 ⇒ (3, 2, 3, 3) = 11 9

reroll for roll 1: 1d6 ⇒ 5
reroll for roll 4: 1d6 ⇒ 3

Workable.


Also, how are we generating ability scores?


Really like the idea. I have a few questions, though:

1 - What's/Where's the starting setting?
2 - How much Stargate knowledge, if any, is too much or too little? (I have a very basic amount, meaning I saw the movie once years ago.)
3 - I'm thinking of doing a conjurer, but would using the teleportation sub-school from the APG be ok?


Just finished this a few months ago, but I'd love to be involved in it again. I really like the idea of having the players create characters together and create a great story.

Thank you in advance for your consideration.

Also, how long will you be taking submissions for? Maybe I missed it, but I didn't see that in the OP.


dotting! I'm late, but I love Ravnica. I will post a submission sometime tonight or tomorrow.


Also making a character for consideration, have an idea for a bard loosely based on Barney Stinson (less focus on getting laid, but more focus on being legen----wait for it---dary!)


1 person marked this as a favorite.

Final version (I hope, includes paraphrase of each trait effect):

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
Traits Hedge Magician (-5% magic item creation costs), Seeker (+1 trait bonus to Perception and is class skill), Time Lost (+2 to Initiative, plus 1 reroll during the campaign)
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


1 person marked this as a favorite.

@GM Phntm888: No problem. Here's the consolidated post, including the favored class bonus in the stat block.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


@GM Phntm888:

Spoiler:
I forgot to mention in my backstory why Thavian is in Roderic's Cove; he's staying there while doing a personal study of the Cyphergate (he has no intention of getting involved in the Cyphermages' political schemes).


@theasl - Thanks for the info! I've been trying to figure out how to do that.

@GM Phntm888 - Favored Class bonus is +1 HP

Traits:

Hedge Magician - Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Time Lost - He feels like he was born a couple hundred years too late.


Also forgot the Time Zone, I'm at GMT -7


Here's my submission, a little late. Thanks for your consideration, GM Phntm888.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


Have an idea for a conjuration wizard (Academae dropout). Will put up the full submission later today.

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