| DarkOne the Drow |
Languages
I assume that languages orc and goblin don't exist, replaced by orgar
3) @Trup There are no hobgoblins on Pentia (or any other continent, for that matter). All the goblin races have been rolled into one, but goblins live only in the country called Tarot, which is not on Pentia. But, there is a lot of hobgoblin blood in orgar race. Orgars are essentially a mix of orcs, ogres, trolls and hobgoblins. They mostly look like bald half-orcs with prominent tusks.
Do the shadowspawn have their own language?
| Tenro |
2)@Tenro I have Psionics Expanded - Unlimited Possibilities. I've checked out the Aegis class and I'm sorry to say that I don't like it for this game. But, if you are interested, I have a homebrewed class centered around Ioun Armor - essentially, a magical power armor with arcanotech additions, such as diagnostic tools, arcanotech limbs or docent docks. The class is called the Mechanist and it similar to the Aegis class in idea. In fact, I may even use some of the Aegis armor modifications for the Machinist.
Thanks for the reply! I just got accepted into two other games, however, bringing my total to three with the one i was already in. I don't want to over-extend myself. I do look forward to perhaps joining in your game if someone drops out in the future though (if i feel i can take on another game). I will try to stop by periodically and catch up on your game's story.
P.S. - I think there is more than enough interest in this one, but if you do find yourself needing another PC for some reason, shoot me a PM and i will probably try to play your mechanist class.
nightflier
|
ooh i have an idea, would it be ok if i played a normal race with a +2CR template, such as a vampire? i'm thinking a worm that walks maybe
Depends. You have to realize that undead on Pentia are the ultimate enemy of all. They are concentrated in Acheron, but the constantly attack coastal areas and their airships are raiding deep into the Waste. It would be quite difficult for you to role-play something that outlandish. On the other hand, if you give me an idea of what you'd like to play, I could modify something so that fits the setting in a way that would allow your character to survive the first encounter. :)
Logen Baccus
|
Animal Lord It's from one of the bestiaries, not sure which one
edit: ah, it says the 3rd one
| Trup |
Im actually really glad I scrapped Jarek. I love this new character I made, and I hope you do to. He is a Huamn Sorcerer. Here is his Alias
Darcenius Till “Darc” CG
Human Sorcerer 1 – Speed 30ft.
Age -20
Weight – 156 lbs
Height - 5’8”
Languages - Common, Undercommon, Auran, Celestial, Draconic
Str – 9 (-1)
Dex – 12 (+1)
Con – 10 (0)
Int – 18 (+4)
Wis – 14 (+2)
Cha – 20 (+5)
HP – 6
Init – 1
AC – 11
Touch – 11
Flat – 10
CMD – 10
CMB – -1
Fort – 0
Ref – 1 (+1 Ability)
Will – 4 (2 Base + 2 Ability)
Offense
Dagger – -1, DMG 1d4-1, Crit 19-20x2
Light Crossbow – +1, DMG 1d8, Crit 19-20 x2
Defense
None
Skills
Bluff – 9 (1 Rank, + 5 Ability, + 3 Misc)
Craft (Alchemy) – 8 (1 Rank, + 4 Ability, + 3 Misc)
Diplomacy – 6 (1 Rank, + 5 Ability)
Intimidate – 9 (1 Rank, + 5 Ability, + 3 Misc)
Knowledge (Arcana) – 8 (1 Rank, + 4 Ability, + 3 Misc)
Knowledge (History) – 5 (1 Rank, + 4 Ability)
Spellcraft – 8 (1 Rank, + 4 Ability, + 3 Misc)
Use Magic Device – (1 Rank, + 5 Ability, + 3 Misc)
Feats
Improved Counterspell
Spell Penetration
Greater Spell Penetration
Special
Eschew materials
Simple Weapon Proficiency – All
Arcane Bloodline – Djinni(Ultimate Magic)
Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.
Arcane Blood Line Abilities
Electric Ray(30ft – Resolves as touch attack) – 1d6 (8/day)
Gear/Equipment
Gp – 69
Sp – 4
Back pack – 2 lbs
Bedroll – 5 lbs
Winter Blanket – 3 lbs
Trail Rations x 5 – 5 lbs
Flint & Steel - 0 lbs
Bolts, Crossbow x30 – 0.1 lbs
Crossbow, Light – 4 lbs
Dagger – 1 lb
Waterskin x 2 – 8 lbs
Current load – 28.1
Light load – 30
Medium – 60
Heavy – 90
Spells
DC
0 – 15
1 – 16
Per Day
0 – Unlimited
1 – 5
Spells Picked
0 – Flare, Light, Ghost Sound, Read Magic
1 – Burning Hands, Color Spray
History
Darcenius was born and raised in Haven. From a young age his family had always been secretive, and Darc, as he was nicknamed, often felt lonely. His family was kind to him and raised him well, and Darc especially got along well with his father but Darc did not enjoy his family’s antisocial lifestyle. He would often sneak away and wonder through his home city. Even from a young age, Darc found his words to be a formidable weapon. He had a way of swaying people to his ideas, and has no trouble making many friends. During this time Darc began to adopt the ideas of the people of Haven, looking down on impure creatures and magic. He and his friends would spend many a night discussing the finer points of their philosophy, and Darc loved every second of it.
When his family discovered these outings, his Father flew into a rage, cursing his son and his ignorance and forbidding him from ever seeing his friends again. Being 15 at the time, Darc naturally rebelled and still discovered ways to sneak out. His complaints about his father odd behavior caused one of his friends to report him to the authorities.
After that everything happened fast. When the men in black came pounding on his family’s door late at night, His mother hid Darc beneath the floorboards and pressed a large bundle into his hands, and then the men came rushing in. Darc observed form the floor as his father used magic! Darc could not believe it, his father was one of those dark and evil wizards? But how could he be impure? His father had been one of the kindest and gentlest men Darc had ever known. His mind could not process it all, and in confusion and horror he watched as his father was cut down and his mother taken away.
Sneaking out when the coast was clear, Darc fled from the city. The bundle his mother had given him was filled with books written by his Father about none other than magic. It also contained some gold his family had saved away. Darc refused to read the books at first, hating his father for being a magic user while simultaneously grieving for his loss. It wasn’t until a few nights later, when his powers first began to manifest themselves.
Having no place to turn to, he opened the books and began to study. His father had left one book in particular, a sort of letter, explaining to his son what was happening to him, and how to deal with it. Reading over the words of his loving father, Darc realized how wrong he had been, about magic, about non humans, about everything. At that moment, Darc vowed to help out people like his Father, people that were forced to hide themselves, the oppressed, and the suffering. Darcenius the boy disappeared then, and was replaced by Darcenius the sorcerer.
Appearance/ Personality – Darc is a frail looking man, as if he has never even seen a single day’s hard labor. He keeps his black hair cut short, and tends to wear loose fitting robes to hide his weak frame. When his nose isn’t in a book, his brown eyes tend to be watching every shadow around him, as if though it might jump out and bit him.
Although a little paranoid, Darc is extremely friendly. He loves debates, and philosophical conversations, and often speaks to himself if no other conversationalist is present. He knows how to speak, and is often surprised when he hasn’t convinced someone he is right by the end of their conversation. He has a problem with authority figures and tends to get himself into trouble when he speaks his mind to them.
nightflier
|
@Logen
There are no drow. But there are shadar - a subrace of dark-skinned elves, who worship the Lady in her aspect as Morigu the Crone, the Storm Goddess of War and Lord in his aspect as Cold Rider, the leader of Wild Hunt, the God of Death. They live on the farthest north of elven lands, in a huge castle-city called Evervinter, where they serve the Raven Prince - one of lesser rulers of elvenkind. Shadar are hunters in the dark, assassins and bodyguards of eldar - the elven nobility.
Their nobles would be very much similar to drow nobles from standard rules, except that they would have different weapon proficiencies and perhaps slightly different spell-like abilities.
Of course, their attitudes and customs are very different than those of the drow. They are mostly N in alignment, but they feel fierce loyalty to their own prince and through him, to the queen.
| Sigz |
3) Some races are modified from standard rules. Ask.
Also, there are other advanced races that you can play - elven and dwarven nobles, Enlightened samsarans, prototype servitors, Waste mongrels, superior humans etc.
The prototype servitor piques my interest as I'm looking to play a half-construct, can you elaborate please?
Type; Human, Construct (7 RP)
Size; Medium (0 RP), no bonuses or penalties due to their size.
Base Speed; Normal- 30 (0 PR)
Ability score quality; Human Heritage (0 RP) +2 to One Ability Score of choice.
Dual-Minded (1 RP): Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype; Benefit: Members of this race gain a +2 bonus on all Will saving throws.
Languages: Standard (0 RP) Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Type; Human, Construct (7 RP)
Size; Medium (0 RP), no bonuses or penalties due to their size.
Base Speed; Normal- 30 (0 PR)
Ability score quality; Human Heritage (0 RP) +2 to One Ability Score of choice.
Dual-Minded (1 RP): Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype; Benefit: Members of this race gain a +2 bonus on all Will saving throws.
Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Languages: Standard (0 RP) Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
| Sigz |
I've been looking for any gun-vielding arcane casters, preferably a magus, but can only find the Spellslinger wizard archtype, wich is cool just not spot on what I had in mind. Can anyone point out anything like that?
Jorid was a boy like any other boy till the accident. He was healthy and strong, liked to run and play games, fish in the rivers and climb in the surounding hills with the other children in the village. Jorid's village was a mining town in rural Albion and not an overly large or productive one at that, it sprang up around a promising coal mine some 20 years ago but it had always struggled to meet it's quotas and as a result it degraded with the powers that be's lack of interest to supply new parts for repair with more promising prospects elswhere. Jorid didn't remember seeing it without showing signs of poor maintenance, it's machines in dis-repair and everything cowered in soot and grime with black smoke covering the town in still winds. The place was bleak, but it was home.
But at the age of 14 Jorid had an accident. An accident wich removed his right arm and leg, destroyed the right side of his face and caused most of his organs to ceace functioning. Two of his friends died that day but due to some in-human force of will Jorid kept gulping in air despite everyone giving up on him and proclaiming him dead or dying.
After his accident Jorid was put to work in the Machineshop with the towns mechanic/blacksmith. The mechanic was a man named Orrin who learned his trade in Luminaria, his skill was beyond reproach though his personality was not, a reclusive man he rebuffed every attempt at fellowship by the citizenry, choosing to stay locked up in his machineshop with his projects rather than grace the populace with his precence and mis-politely asking the populace to do the same for him.
Jorid, being a teenager as well as a cripple, was less than useful around the shop but with time there grew a bond between the two. Maybe gruff Orrin took pity on the boy or maybe he just acted out of an unknown desire for company but, whatever the reasons, Orrin began fashioning crude limbs for Jorid under the guise of making him more usefull around the shop. What began as an awkward gesture turned into a fast friendship and apprenticeship over the years and with time even mysterious Orrin‘s background became less a secret to Jorid as he slowly earned his trust. The designs and constructions of Jorid‘s limbs became more complex and elegant and Orrin even reconstructed Jorid‘s face and insides, replacing damages or dead tissue with ioun powered machinery, along with teaching him mechanics, alchemy and magic though he swore Jorid to secrecy about his skills as he didnðt want to raise the authoroties notice of him. Jorid took to Orrin‘s teaching with a fervor, facinated by the subjects Orrin tought him, and before long he had mastered the art of mixing black powder and handling firearms, he even lernt a few spell from the old man along with it.
But eventually Jorid‘s change drew attention and a Magister appeared on the doorsteps of the Machineshop to take Orrin back to the capitol. Orrin put up no fight but to sigh in resignation, Jorid could only surmise that the old man had long expected this day to come; His skill was wanted by the Iron Guard to manufacture weponry.
So Jorid was taken along with Orrin to the capitol, there were to manufacture weponry and to teach their knowledge to others though Jorid felt he was mostly along for the ride as a speciment for Orrin‘s knowledge as he mostly just stood around and watched Orrin fall deeper and deeper into depression. Eventually Jorid had enough and packed up his things and stole away, he knew he‘d never amount to anything locked up as a show piece, he needed and wanted to learn and grow. Boarding a train to the Badlands Jorid found himself at a junktion in the wastes, the sign said Rang.
nightflier
|
i was thinking a shadar noble, but i saw that someone else was already playing a shadar. what are the details for a dwarven noble you mentioned?
The only dwarven nobles available on Pentia are those from Orinor, found in Bimburgh colony. I will post their stats later today, but most of them are Mechanists, Machinists, Ardwright, Alchemists or member of other "weird science" classes.
nightflier
|
Are there anything like Fairies in your world. Always fascinated with Pixies and Fairies and their dual personalities.
There are Eldar elves. They are something like 4 Ed. Eladrin, but they can choose to transform themselves into pixie-like beings, via feats, racial substitution levels or prestige classes, something like Faen from Monte Cook's Arcana Evolved.
There are also Elves from the Principalities, who have bonded with insects. Most of them are divided into noble houses, such as Spider, Dragonfly etc. But there are some who are considered to be rabble and untouchables. One of those subraces, essentially, are Mosquitos. They are small in size, have mosquito-like wings and vampire-like teeth. They are advanced race, though, so you'll need to roll 1 to play them.
| Sigz |
@Sigz
I've posted the info on Servitors. You can check it out by clicking on my profile and then following the link there.
Prototypes are considered to be an Advanced Race, so you would need to roll 1 on d20 to be able to play one of them.
I read the servitor section and they looks awesome but they're an advanced race too right? If not, is there any such thing as a half-servitor (half-construct) in your game world?
I guess what I'm asking is; Is my concept feasible without me rolling a 1 'cause I rolled a sixteen iirc in the interest check thread.
Since you're allowing re-rolls I'll try again ;P
1d20 ⇒ 3 ooh, snap...
| Elondor |
Well screw my other concepts, these three sound way more interesting! As with any time I post concepts, these are very brief so that I can gauge your interest. Should one sound good, I'll actually flush it out. Also, my backstories are subject to change to fit with the campaign and/or plot hooks.
Karthus is an undead lord cleric that's lawful neutral. His ultimate goal is to become a lich. He is a naturally good person with some evil abilities, hence neutral. Also, his end goal is more to transcend death and the burden of flesh than anything.
Lee Sin is a lawful neutral hungry ghost qinggong monk. He's essentially a ki-heavy monk that uses criticals to help steal ki to feul his supernatural powers.
Katarina is a chaotic neutral rogue/ninja who, after a brush with shadow magic, seeks the path of the shadowdancer.
Let me know what you think! Also...
1d20 ⇒ 20
| sunshadow21 |
You see before you a hard, grizzled, older looking dwarf wearing simple armor and weapons. Despite his rough appearance and uneasy social graces, there is an air about him and a glint in his eyes that suggests that optimism and friendliness lie underneath for those willing to take the time to tease it out.
Male Dwarf Druid 1
NG Medium Humanoid (dwarf)
Init +0; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 11 (1d8+3)
Fort +5, Ref +0, Will +5
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
Dwarven Dorn-dergar +3 (1d10+4/x2) and
Quarterstaff +3 (1d6+4/x2) and
Spear +3 (1d8+4/x3)
Ranged Sling +0 (1d4+3/x2)
Spell-Like Abilities Acid Dart (6/day)
Druid Spells Prepared (CL 1, 3 melee touch, 0 ranged touch):
1 (2/day) Longstrider, Magic Stone (DC 14), Stone Shield
0 (at will) Stabilize, Flare (DC 13), Detect Magic
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 16, Int 11, Wis 17, Cha 9
Base Atk +0; CMB +3; CMD 13
Feats Combat Casting, Druid Weapon Proficiencies, Martial Weapon Proficiency (Dwarven Dorn-dergar)
Traits Armor Expert, Birthmark
Skills Heal +7, Knowledge (nature) +4, Perception +7, Spellcraft +4, Survival +7 Modifiers Lorekeeper
Languages Common, Druidic, Dwarven
SQ Druid Domain: Earth, Hardy +2, Hatred +1, Mountaineer, Rock Stepper, Slow and Steady, Spirit
Sense, Spontaneous Casting, Weapon Cord
Combat Gear Bullets, Sling (20), Dagger, Dwarven Dorn-dergar, Leather, Quarterstaff, Sling, Spear;
Other Gear Adventurer's Sash (empty), Backpack (empty), Bag, Waterproof (empty), Bedroll, Blanket,
winter, Case, map or scroll (empty), Chalk, 1 piece (10), Chalkboard, Fire Carrrier, Flint and steel, Ink (1
oz. vial, black), Inkpen, Mug/Tankard, clay, Parchment (sheet) (5), Rope, silk (50 ft.), Signal Horn, Spell
component pouch, Sunrod, Vial, iron, Waterskin, Weapon Cord, Whistle, Signal
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Armor Expert -1 Armor check penalty.
Birthmark +2 save vs. charm & compulsion
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Druid Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of
acid, and command earth creatures.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can
be made untrained.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Weapon Cord Attached weapon can be recovered as a swift action.
--------------------
Barely an adult at the time of the initial expedition to what would eventually become the city of Bimburgh,
he traveled with it as an acolyte of a more experienced druid. Their task was to provide support, and
Xantiln has continued to that ever since, eventually taking over for his master, and just recently passing
the torch to a former apprentice of his own so that he could better explore the nature of the magic that
formed the waste while he still had a few good years of youth left in him.
Despite an rough looking outer appearance and a personality to match, both the result of many hard
years protecting first the colony and than the city from the troubles of the surrounding wastes, the
successful discharge from formal duties has awakened a sense of adventure, vigor, and optimism in him
he hasn't felt in many a decade, and he looks forward to combining the eagerness of youth with the
wisdom his experience has brought him and proving that middle age is not something to be feared, but
rather embraced.
---------------------------
In shorter an older dwarf looking forward to a second career after a successful, but rather dull, first one.