GM Netherpongo wrote:
The source is the Undead Slayer's Handbook, but here is a link from d20PFSRDThanks!
For your consideration - Theodric Dirates, warpriest of Gozreh: background:
Theodric was born on the Andoran coast during a savage winter storm, and has belonged, heart and soul, to the wind and the waves ever since. His family lived between Augustana and Chimera Cove, on a cliff above a slate beach on the inner sea, near a cave inhabited by a hermit-priest of Gozreh. Rathcar the Hermit took the young Theodric under his wing, fostered his love of the sea, and filled his head with stories of far horizons and a desire to travel to them all. As a young man, Theodric served aboard several ships as sailor, marine, or chaplain. A number of trips included Absolom as a stop, and it was not unnusual for Pathfinders to take passage to or from the City at the Center of the World. Eventually, the young warpriest sought out the Grand Lodge himself, and joined the Pathfinders. When word came from his native Andoran of the efforts to colonize the remains of Azlant, he did not hesitate for even a minute - this was the opportunity of a lifetime...
Appearance and personality:
Theodric has the typical look of his Taldan heritage - brown hair, hazel eyes, bronzed skin - with the hallmarks of a young man that has lived most of his life outdoors. His hair - worn long in a pulled-back collection of thick braids - has sun-bleached highlights, and a bit of wind-burned red tints his cheekbones, nose-tip, and ears; his hands and feet are rough and calloused. He is a cheerful man, nearly always smiling, loving the life he has chosen. He considers calm, sunny days to be - while pleasant - rather boring, and will stand happily outdoors being lashed by rain and wind in the worst of storms, laughing with his God. though he loved his years at sea, the last couple of years with the Pathfinders have been the happiest of his life, giving him opportunities to see wonders he had never dreamed of. He can barely contain his excitement for the coming journey. Crunchy bits: Theodric Dirates Male human (Taldan) warpriest of Gozreh 7 (Pathfinder RPG Advanced Class Guide 60) NG Medium humanoid (human) Hero Points 1 Init +2; Senses Perception +3 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield) hp 45 (7d8+7) Fort +6, Ref +3, Will +8 Defensive Abilities sacred armor (+1, 7 minutes/day) -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee boarding axe +6 (1d6+7/×3) or dagger +6 (1d4+7/19-20) or trident +7 (1d8+7) Ranged sling +6 (1d4+3) Special Attacks blessings 6/day (Water: ice strike, Weather: storm strike), channel positive energy 5/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 7 rounds/day) Warpriest Spells Prepared (CL 7th; concentration +10) 3rd—invisibility purge, remove blindness/deafness 2nd—lesser restoration, sound burst (DC 15), suppress charms and compulsions, weapon of awe[APG] (DC 15) 1st—air bubble[UC], bless, bless, divine favor, protection from evil 0 (at will)—create water, detect magic, light, mending, stabilize -------------------- Statistics -------------------- Str 16, Dex 12, Con 13, Int 12, Wis 16, Cha 14 Base Atk +5; CMB +6; CMD 19 Feats Bless Equipment, Combat Casting, Extra Channel, Furious Focus[APG], Power Attack, Selective Channeling, Weapon Focus (trident), Weapon Versatility Traits pathfinder recruit, scholar of ruins Skills Acrobatics -5 (-9 to jump), Diplomacy +9, Heal +8, Knowledge (dungeoneering) +7, Knowledge (history) +8, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +11, Linguistics +3, Profession (sailor) +11, Spellcraft +5, Survival +12 (+14 to avoid becoming lost), Swim +7 Languages Aquan, Azlanti, Common, Shoanti SQ hero points Other Gear lamellar (horn) armor[UC], heavy wooden shield, boarding axe, dagger, sling, trident, wayfinder[ISWG], 170 gp -------------------- Tracked Resources -------------------- Blessings (6/day) (Su) - 0/6 Dagger - 0/1 Fervor (2d6, 6/day) (Su) - 0/6 Light (At will) - 0/0 Sacred Armor +1 (7 minutes/day) (Su) - 0/7 Sacred Weapon +1 (7 rounds/day) (Su) - 0/7 Trident - 0/1 Warpriest Channel Positive Energy 2d6 (5/day, DC 16) (Su) - 0/5 -------------------- Special Abilities -------------------- Bless Equipment Std Act: Bless single item (see text) for 2 rounds. Blessings (6/day) (Su) Pool of power used to activate Blessing abilities. Combat Casting +4 to Concentration checks to cast while on the defensive. Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon. Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers. Selective Channeling Exclude targets from the area of your Channel Energy. Warpriest Channel Positive Energy 2d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.). --------------------
If you will pardon an interloper - I've been stalking this thread for quite some time: it's been one of my favorite reads. You are quite as cast of very well-played characters. Looks like you're winding down, now, and I just wanted to say thanks for the the great reads, and well done, GM and players both! Everyone deserves a few kudos for actually finishing an AP... And Tsin, that boon request - epic. Just epic. Sorry for intruding, and thanks!
I'm going to throw out a suggestion... We're dragging pretty badly in this section, and the kind of skullduggery that I think would probably be happening among the factions is, in my humble opinion, hard to capture well in PBP. None of this is a knock on our GM or the players - I think it's just easy to bog down. What would the players and Gm say to skipping ahead a bit. I don't know the AP, but I'm guessing we would pick a patron, outfit, and head out in search of the lost city. I'd trust the GM to pick a patron, or we could have a quick off-books vote, and move ahead a bit. Just my thoughts. I'm perfectly willing to play through if folks would really like to, but I like this group of characters, and would hate to see the game die.
BELLINDARA AERU A story of thwarted ambition and lost family:
So many sentenced to die at Branderscar were anathema to their families, rejected disappointments, dashers of the family aspirations. Not Bellindara. She was the culmination of them. At least she was meant to be. When she was arrested as a grave robber, and discovered to be a necromancer, it seemed she would not fulfil the dark hopes of generations of her line. But the intervention of Cardinal Thorne has put the dark ambitions of the Aeru family back into play. Her family was well off – a cadet line of from a minor noble, now no higher than landed gentry, but still holding comfortable lands and wealth. Just south of the Caer Bryr (She could see the west-marching mountains of its southern border from her northern window…), the modest estate looked out over the sea to the west, and a vast swath of very old settled land to the east, dotted with ruins and, more importantly, graveyards. Her family had been practicing the dark art of necromancy for generations, the ultimate goal being for a member of the family to rise to Lichdom. Bellindara's tutelage began in her cradle, dead voices whispering blasphemous secrets to her in her sleep. Bellindara’s mother was close to the families goal – so very close. But, as she was securing the last component for the ritual, Bellindara was unaware that she was observed – and the Church was swiftly alerted. The Inquisitors and the Knights of Alerion raided the estate in the midst of a hideous necromantic ritual. Moments after her mother had committed ritual suicide with a knife that had been being prepared for nearly three hundred years, armored men crashed through the door, and holy swords began hacking done family servants, living and dead. Without her mother’s arcane might, it was all over quickly. They dragged a screaming Bellindara away from the ritual she was desperately trying to complete, the one that would see her mother live eternally. Instead, she just died. Like any other plain old mortal. Such was not to be her fate…but it was. The new that it would be Bellindara’s as well was hardly surprising. In sullen, numbed silence she rode in the back of the inquisitor’s wagon to Branderscar, wishing only to revenge herself on the self-righteous, short-sighted Mitrans who were content with mere mortal death and whatever afterlife the gods saw fit. She was less than ten leagues from her final destination when flame blossomed in the night, and the sweet, sweet screams of the guards and priests filled the air. It seemed that not all of the old traces of forgotten gods had been swept away by the purges. Asmodeus might have use for her talents. Her family had never been devout (even when the visiting foreign priestesses of Urgathoa became positively evangelical…), but if the Lord of the Nine Hells could offer her the power and opportunity for vengeance, she would become his devoted servant. And in the downfall of Talingarde, the were sure to be casualties. So many fine corpses for the choosing… Bellindara: Bellindara is a precocious 19 years old at the time of her capture. Standing slim and straight, but not very tall, not quite three inches over five feet, her erect carriage often makes her seem taller. Her dark brown hair is worn cropped close, with the barest hint of a curl a the nape of her neck. Her skin tone carries a bit of the olive tone of the south, and her wide eyes are the light brown of the Caer Bryr tribesmen. Should the sun ever shine in them, flecks of green and gold might be seen. She is rarely the first to speak, but when she does, her voice is a rich alto, deeper than what most would expect from her small frame. Her expression tends to detached curiosity or muted, private amusement. In quiet moments, she occasionally cocks her head, as if trying to catch a voice on the very edge of her hearing. Bellindara Aeru
Defense AC 10, touch 10, flat-footed 10
Offense Speed 30 ft.
Statistics Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15 Base Atk +1; CMB +0; CMD 10 Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead Traits grave robbery, liar’s tongue Skills
Background Skills
Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language) Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp Special Abilities Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bellindara's numbers:
Bellindara Aeru Human necromancer 3
Defense AC 10, touch 10, flat-footed 10
Offense Speed 30 ft.
Statistics Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15 Base Atk +1; CMB +0; CMD 10 Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead Traits grave robbery, liar’s tongue Skills
Background Skills
Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language) Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp Special Abilities Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Background to follow soon.
For your consideration: Spoiler:
Brother Cyriphrain Human warpriest of DIktats 4 (Pathfinder RPG Advanced Class Guide 60) N Medium humanoid (human) Init +0; Senses Perception +3 -------------------- Defense -------------------- AC 20, touch 10, flat-footed 20 (+10 armor) hp 27 (4d8+4) Fort +5, Ref +1, Will +7 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 longsword +6 (1d8+9/19-20) Special Attacks blessings 5/day (Nobility: inspiring word, War: war mind), channel positive energy 4/day (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day) Warpriest Spells Prepared (CL 4th; concentration +7) -------------------- Statistics -------------------- Str 14, Dex 10, Con 12, Int 13, Wis 17, Cha 14 Base Atk +3; CMB +4; CMD 15 Feats Associate, Extra Channel, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Traits armor expert, child of the temple Skills Acrobatics -4 (-8 to jump), Diplomacy +9 (+13 to influence members of Church of Diktats of Inotis or making gather information checks about them.), Handle Animal +6, Heal +7, Knowledge (history) +3, Knowledge (nobility) +7, Knowledge (religion) +8, Perform (oratory) +4, Ride +0, Sense Motive +10 Languages Common, Dwarven Other Gear +1 full plate, +1 longsword, 1,035 gp -------------------- Tracked Resources -------------------- Blessings (5/day) (Su) - 0/5 Fervor (1d6, 5/day) (Su) - 0/5 Sacred Weapon +1 (4 rounds/day) (Su) - 0/4 Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) - 0/4 -------------------- Special Abilities -------------------- Associate (Church of Diktats of Inotis) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization. Blessings (5/day) (Su) Pool of power used to activate Blessing abilities. Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers. Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. I took the Associate feat as a way to give him some measure of standing in the church.
Nevynxxx wrote:
What he said!
Aubrey, I've enjoyed reading your threads for years, and it was a real privilege to join, recently. I hope to see you on the boards, and You'd be among the very first I'd invite to any game I'd start. You can't see it, but I just went up to my attic, drew my longsword, and saluted in the vague direction of the UK. Ignore the part where I accidentally stabbed my insulation, please. Thanks again!
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