Seeking replacement players for Chaos in Sarlona [Eberron, Pathfinder]


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Sovereign Court

Deranged_Maniac_Ben wrote:


Okay, it looks pretty good. I should probably warn you that I use neutral NPCs a lot, so you might have difficulty making use of your psionic protection from evil (remember the 3.5->PF transition nerfed PfE so that it no longer affect neutral creatures). If you're comfortable with that, then it's fine, but don't expect it to work all the time.

What are Atsu's greatest fears?

Otherwise, it looks good.

The psionic protection from evil mostly is to fight evil outsiders -- that's part of the couatl business, after all. Also, Atsu will be burning plenty of power points on his deep crystal weapon (2 PP = +2d6 damage on next hit).

Atsu's greatest fear is being helpless to stop something awful and evil from happening - the usual hero complex of "I am not strong enough to stop this demon from enacting its terrible plan." He also occasionally has a nagging worry about not being able to make the right choice at the right time (he has discovered that the outside world is far more complex and nuanced than the insular society at Krezent, which makes it hard for him to be sure that he is "doing the right thing" in some situations).

Grand Lodge

but it should at least have a place in the established world of Eberron.

Also, in your third paragraph, you refer to " A blood red light pierced through the pin sized hole Drovic's pick had made. " Who's Drovic?

----

Tks for the review DM.

here are the answers:

Drovic is just an NPC i made up for the story.

I think that Valenar would be a fit for the background story ?


Jesse Heinig wrote:


The psionic protection from evil mostly is to fight evil outsiders -- that's part of the couatl business, after all. Also, Atsu will be burning plenty of power points on his deep crystal weapon (2 PP = +2d6 damage on next hit).

Atsu's greatest fear is being helpless to stop something awful and evil from happening - the usual hero complex of "I am not strong enough to stop this demon from enacting its terrible plan." He also occasionally has a nagging worry about not being able to make the right choice at the right time (he has discovered that the outside world is far more complex and nuanced than the insular society at Krezent, which makes it hard for him to be sure that he is "doing the right thing" in some situations).

Good answers:)

Algar Lysandris wrote:

Tks for the review DM.

here are the answers:

Drovic is just an NPC i made up for the story.

I think that Valenar would be a fit for the background story ?

Valenar works, except for the issue that it doesn't really have "orc raiders" attacking caravans, so you might want to adjust that part of your backstory.


This is OSW's submission so far - Tawk Askéat, House Tharashk functionary - in this instance, bounty hunter.

Human Direlock. Heavy Flail for Dire Weapon for disarm and trip shenanigans. I may take the Alternative Racial trait to drop the bonus feat etc for another +2 to Str, or if I want to go a different flavor, get TWF (kusarigama? - DMB - how the hell do you rule that weapon working? Is it available in Eberron?) and add +2 to Dex...

Once I resolve the mechanical issues I'll look over the campaign played so far, and generate a list of potential marks/persons for a suitably critical and problematic bounty.


Holy...! I would LOVE to apply for this game, but I just got a new job, and I don't know how much free time I'll have once it starts.

Why can't I be paid to play pbps? I'd be a QC officer. Yeah, that's the ticket.

I hope your group has a long and illustrious career together! ...And that you'll be open to new recruits later on... just in case. ;)


DMB, would Pragmatic Activator, from Ultimate Campaign, be allowed to take as a trait?

Follow-up question:

As you are using Forgeborn in lieu of Psiforged, would the Forgeborn gain the ability to use a Craft skill to repair themselves that all other types of Warforged have?


Tenro wrote:
DMB, would Pragmatic Activator, from Ultimate Campaign, be allowed to take as a trait?

I was about to say "of course, it's on the pre-approved list," but then I checked and realized I had left Ultimate Campaign off the list by mistake. So yes, you can use it:)

Quote:

Follow-up question:

As you are using Forgeborn in lieu of Psiforged, would the Forgeborn gain the ability to use a Craft skill to repair themselves that all other types of Warforged have?

No, but forgeborn can be healed by normal healing spells the same as non-warforged. I sorta like Psiforged being different from "normal" warforged.

Tawk Askéat wrote:
This is OSW's submission so far - Tawk Askéat, House Tharashk functionary - in this instance, bounty hunter.

I'll respond to this tomorrow after I get some sleep.


Shatter is my submission.

backstory:

968 YK created
994 YK Day of Mourning
996 Treaty of Thronehold
998 YK Present

"He" used as it is a male-personality 'forged.

Just three years after the initial creation of modern-era warforged, and the Cannith makers had begun experimenting with all sorts of offshoots of the warforged race. The most well-known are the juggernauts and the scouts, but one of the least-known successes were the psiforged. Shatter is one such psiforged.

Created in Metrol, Cyre, he underwent follow-on training to supplement the ingrained combat training all 'forged received at creation. However, as a psiforged experiment, Shatter had far more latitude when it came to training and occupation. He was not destined for the front lines, nor would he be relegated to manual labor. His training took place as part of a clandestine joint partnership between House Cannith and Riedrans working for the Dreaming Dark. House Cannith was funding the project because it was a new angle they were curious about, and psionic weapons were more rarely countered than arcane or mundane means of battle. The Dreaming Dark was interested in spreading their influence through profitable partnership as well as there being psionic footsoldiers available to prepare Khorvaire for their insidious advance one day in the future.

Shatter voraciously consumed all knowledge available to him, and was fed as much as it could consume by House Cannith as a test of his limits. He even performed admirably in combat a mere year after his creation, given that he was not primarily a combat unit. Shatter could store and focus psionic energy in the crystals that replaced the stone parts of a normal 'forged, and project them as a beam to rend foes asunder. At the time, his enemies were primarily goblinoids, as the Lhesh Haruuc lead a hobgoblin rebellion against Cyre and Breland to give birth to Darguun.

Shortly thereafter, Shatter was taken to the Cannith Compound in Dar Jin for ease of further training. Later, he was assigned to a well-regarded family of Chosen and tasked to guard vessels during their travels, and by means of a form of indentured servitude was trained further in the art of psionics.

One thing about Riedra always confounded him, and that was the word they spread of Khorvaire. It was taught in Riedra that Khorvaire was a continent torn apart by war, but Shatter knew that to not be entirely true. Sure, war was common, but not on the scale they purported. This, coupled with his ability to read people's motives, see patterns, and what he had read while he was trained in Khorvaire, led him to believe the Riedrans were not all they appeared to be. In fact, it was quite clear that they were all controlled by those in power, and those in power were willing to lie about many, if not all, things.

At this point in his life-cycle, Shatter was to be brought back to Metrol for tests to be run on his psyche and for comparisons to be done between him and late-model psiforged. It was during his travels to Metrol that the Day of Mourning occurred. On an airship traveling southwest bound for Metrol at that moment, the wash of grey mist took the lives of all living beings on-board. Shatter found himself on an uncontrolled airship with a handful of other 'forged. They tried to regain control of the ship, but none were able. Soon, the drifting vessel caught the attention of a living lightning spell and its functions damaged enough to send it careening to the earth in what would later be known as the Glass Plateau. Shatter was deactivated in the resulting crash.

Shatter woke later due to the ministrations of a warforged wizard. The wizard was part of an all-warforged party attempting to find the Lord of Blades. Shatter traveled with them for a time, but the expedition was cut short by a large mutated crab-beast that would not be felled by blade, spell, or power. The wizard teleported the group back to their staging point, the city of Vathirond. He learned that they had been posing as scavengers, scouring the Mournland for years for the Lord of Blades. More importantly, Shatter learned that he had been deactivated for a period of three years, during which the Treaty of Thronehold bestowed freedom upon all 'forged, and no new 'forged were to be created. Shatter thanked the party for their assistance, and took his leave of them. Newfound freedom was a lot to process, and the Lord of Blades held no draw over him.

The horrors of the Mournland were behind him. The thumb of Riedra and House Cannith no longer oppressed him. He was not drawn by pull of his more politically-charged brethren, in fact, he considered himself apart from most normal 'forged, anyway. Seeking to learn more of psionics, and unravel the truth hidden from him during his time in Riedra, Shatter traveled to Ardhmen, in Syrkarn. Syrkarn and Adar were the two lands he was never permitted to travel during his time as a charge of Riedra, and the fact that they were so tersely spoken of intrigued him. He desired to learn more of these mysterious lands, and hoped that they represented the opposite of the oppression that the Riedrans wrapped around themselves like a warm blanket.

Shatter has been in Syrkarn for the better part of a year, but has not yet been able to travel into Adar. He is not socially capable of ingratiating himself into those as xenophobic as the Adarans, but has made some contacts by virtue of study in Ardhmen. He avoids the politics of the yuan-ti types, but is well known in Ardhmen due to his unique construction primarily, and secondarily by his trade as a scholar.

TWO FEARS
1. Being Controlled Directly: Domination, Charm, Enchantment and the like would be a nightmare for Shatter. He is intelligent enough to realize that most everyone is controlled in some way, either by their urges or the promise of gold, but those are not types of control he fears.

2. Ignorance: whether by means of walking into a situation blindly, or by means of being deactivated for a long period and missing out once more on important events, Shatter is loathe to be ignorant or tolerate ignorance in others. He seeks to keep his colleagues abreast of what he knows, unless there is a reason to keep that knowledge secret. He will take any available time to study a situation before acting, when possible.

I haven't quite finished gear yet. I have about 2,000gp left to spend. I might try to save some of that in hopes of getting my armor enchantment improved.

On his sheet, the Herolab output says "Custom Trait", that is Pragmatic Activator. The languages mostly say custom, but they are Common, Forgeborn, Eneko, Giant, Maenad, Riedran, Xeph.

GM:
Forgeborn have metallic skin, and warforged/psiforged have metal/crystal plating. A big function of the Cryptic class is their tattoos. So, I wanted to ask if that is going to be an issue. I figure that the tattoos could still be ink painted on to metal or crystal, and the "magic/psionic" compound of the tattoo ritual function to keep it on there permanently until used. Or the images of the tattoo could be floating inside the crystals.

I was just hoping you'd be amenable to the idea. I could forego the tattoos, but having already foregone most trapping stuff, that would leave me fairly limited as far as what insights i could pick. i could make it work, if necessary, though.


Deranged_Maniac_Ben wrote:

Tawk Askéat wrote:
This is OSW's submission so far - Tawk Askéat, House Tharashk functionary - in this instance, bounty hunter.
I'll respond to this tomorrow after I get some sleep.

No problems. I've rejigged his stats, and I think I'll take EWP: Net instead. Still have to choose feats/skills/traits and gear.


Actually DMB - I'd like to use a Snag Net

Looking at this thread there seems to be some confusion. This reminds me of the problems with harpoons, and kusarigamas. The rules are unclear. If you have the time, can you tell me how you rule using a net and/or snag net? I'm looking to maximise net use...though perhaps the direlock is not the best way. As you know, I'm not a min/maxer by any means... ;p

If it's too much trouble I'll just go with the straight heavy flail disarm/trip hijinks.


Tawk Askéat wrote:
Actually DMB - I'd like to use a Snag Net

Well, I'd never heard of that item before today, so let's take a look...

wow, that's a poorly written item. What specifically is your question about it that you want a ruling on?

Grand Lodge

Sure will do.

Raider out of the Talenta Plains if i read to fluff correctly ?


Tenro wrote:

Shatter is my submission.

** spoiler omitted **...

HP looks wrong, remember it is max HP for the first hit-die and half max for each subsequent hit-die. 5d8+5 would be 8+4*4+5=29 HP, and you put down 37. Otherwise, the crunch looks good.

Tenro wrote:

Forgeborn have metallic skin, and warforged/psiforged have metal/crystal plating. A big function of the Cryptic class is their tattoos. So, I wanted to ask if that is going to be an issue. I figure that the tattoos could still be ink painted on to metal or crystal, and the "magic/psionic" compound of the tattoo ritual function to keep it on there permanently until used. Or the images of the tattoo could be floating inside the crystals.

I was just hoping you'd be amenable to the idea. I could forego the tattoos, but having already foregone most trapping stuff, that would leave me fairly limited as far as what insights i could pick. i could make it work, if necessary, though.

Yes, Forgeborn can use psionic tattoos normally.

Now, on to the fluff. That's a pretty strong backstory as far as details go, and gives me plenty to work with.
What is Shatter's current relation/standing/opinion of House Cannith? Has he essentially severed all ties with them?
There is no solid barrier between Syrkarn and Riedra the way there is with Adar. Since he arrived back in Syrkarn, has he ever considered venturing to the edge of Riedra, if only to discover what has (or hasn't) changed in the three years he was absent?
You don't have to answer these questions now, I'm just throwing ideas out that you might want to consider.


Algar Lysandris wrote:

Sure will do.

Raider out of the Talenta Plains if i read to fluff correctly ?

Yes, that sounds reasonable:)


Regarding HP, the excess is coming from the Psionic Body feat. That, in conjunction with 3 other psionic feats, gives 8 HP, which is the difference of 29 and 37.

Regarding Cannith, I'd say he is somewhat neutral with them. On one hand, they did give him life, but on the other hand, they did treat him like a tool. He would judge each member on their merits and behavior towards him, is what I suppose I am trying to say. He has no interest in trying to join back up, though that could change in time depending on what happens in-game. For instance, if they offered some cool psionic upgrades in exchange for tasks being performed. He would be suspicious of any offer from them, however.

Regarding Riedra, I am sure he has considered it. However, as far as I know (judging by the map of Sarlona) there isn't a whole helluva lot on that border to look at without going well into Reidra. He would have to go deep in, and to do that would likely require him to have a team. Not to mention that Riedran points of interest happen to generally be co-located with a great deal of Inspired, it isn't something he considers feasible, though it could be of interest to him. Finally, I put him in Sarlona or thereabouts for no longer than a year or so, so he doesn't have much in the way of a support network, especially given his social abilities. Being at a disadvantage in that department, he wouldn't want to do anything that would jeopardize his shot at learning more of Adar. He would have no compunctions working against Riedrans, and I suppose he might work with them as long as he wasn't helping to take freedom from people, though I imagine any such arrangement could not go on too long.


OK done. Let me know what you think.

Crunch:
Gauntlet of Sharn
Level 5 Warforged Magus (Mindblade)
LN Medium Monstrous Humanoid (Half-Construct)

Init +2 ; Perception +5

Str 15, Dex 14, Con 14, Int 16, Wis 10, Cha 9
Base Atk + 3; CMB +5; CMD 15 (+2 against bull rush, grapple, reposition, and trip combat maneuvers.)

Size: 6'2"
Weight ??lbs
Base Speed: 30ft.

DEFENSE:
AC 21, touch 13, flat-footed 18 (+2 dodge bonus to AC against attacks of opportunity)

HP 34hp (8+4+4+4+4 + Conx5 + 0 Favored Class)

Fort +6; Ref +4; Will +4;

Immunities/resistance/etc.
*Light Fortification: 25%;
*Immune to the fatigued and exhausted conditions;
*Immune to necromancy effects;
* Regains only half the normal hit points from magical healing, unless they affect constructs (such as the make whole spell) or originate from the warforged itself. The warforged still gains full benefit from fast healing.
*+2 dodge bonus to AC against attacks of opportunity, and increase the wearer’s CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.

Favored Class Bonuses:
*Warforged Magus: 3/3
(+1 on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature)
*Bonus Skill Points: +2
*Bonus HP: 0

OFFENSE:
*Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

*Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Melee:
+6 Mindblade (Damage Varies based on weapon created +Str+2)
-OR-
+5 Mindblade with +1 special ability (flaming, frost, keen, or shock)

+4 Slam (Dam: 1d4+3 Silver)

Also See Spell Combat and Spellstrike detailed above.

Ranged:
+4 MW Composite Longbow (Dam: 1d8+2/x3)

Special Attacks/Abilities:
Natural Slam Attack (1d4+Str)
Create Mindblade (+1 Magic Melee Weapon) as a Standard action.
Magus Psychic Spellcasting w/Psychic Pool(Su)

-Feats-
1st Lvl: Advanced Construction (Mithral Breastplate)
Racial Bonus: Endurance
3rdLvl: Dodge
5thLvl: Extra Arcana (Natural Spell Combat)
5thLvl (Class Bonus Combat Feat): Point Blank Shot

-Traits-
* Focused Mind (Magic): You gain a +2 trait bonus on concentration checks.
*Marked by Unknown Forces (Social): You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth (creation)—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
*Deft Dodger (Combat): You gain a +1 trait bonus on Reflex saves.
*Drawback (Paranoid): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Skills: 5pts/lvl +2 Favored Class Bonus: 27 (27 spent)
Adventuring Skills
(x)=Class Skill

(x)Climb +6 (-2 armor)
(x)Knowledge(Arcana) +8
(x)Spellcraft +8
(x)Craft (Armor Smithing) + 8
(x)Profession (Soldier) +4
(x)Use Magic Device + 6(-1 for Cha)
(/)Perception +5
(/)Stealth + 7 (-2 armor)
(/)Knowledge(Engineering) +4
(/)Knowledge(History) +4
(/)Linguistics +5

Languages:
Common, Kalashtar, and Draconic

SQ
Magic: (CL 5th)
Psychic Access (Su)
Psychic Spells added to Magus Spell list: Liberating command (1st), Mind Thrust II (2nd)

Magus (Mind Blade) Psychic Spells Usable/Day:
0 level: Infinite
1st level: 4/day
2nd level: 2/day
Spells Known:
0- Mage Hand, Acid Orb, Ray of Frost, Detect Magic, Arcane Mark, Disrupt Undead
1st- Thunderstomp, Liberating command, Vanish, Shocking Grasp
2nd - Glitterdust, Pilfering Hand, Mind Thrust II

Psychic Pool(Su) 5 pts (1/2 Magus lvl +Int bonus):

*A mindblade gains a psychic pool, similar to a normal magus's arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade's hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.

At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon's enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.

Magus Arcana:
[3rd Level] Close Range (Ex)
The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

[5th Level Bonus from Feat] Natural Spell Combat (Ex): Slam
The magus can use his spell combat class feature with a natural attack of his choice (Slam). If he does, he gains a +2 bonus on concentration checks.

Combat Gear: 14000gp -13481
MW Longbow, composite (+2) (600gp)
20 Common Arrows (1gp)
20 Arrows, incendiary (10gp)
*You take a –1 penalty on attack rolls when firing incendiary arrows. You can light up to six incendiary arrows as a full-round action (a standard action if you use a tindertwig) that provokes attacks of opportunity. Once lit, the arrow burns for 2 rounds. A lit incendiary arrow deals an additional 1 point of fire damage. On a critical hit, the target must succeed at a DC 15 Reflex save or catch fire.

Enchanted Personal Armored Plating (+1 for 1000gp)
Oil of Make Whole x5 (CL3 for 2000gp)
Vest, All Tools (1800gp)-Chest Slot
Amulet of natural armor +1 (2000g) -Neckslot
Handy haversack (2000gp)

Boots of the Cat (1000gp) - The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. -Feetslot

Pauldrons of the Serpent (3000gp) -Shoulder Slot
*+2 dodge bonus to AC against attacks of opportunity, and increase the wearer’s CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.

Other Gear:
Troll Slayer's Kit: (30gp)
* This kit includes 1 vial of alchemist's fire, 1 flask of acid, 10 torches, one tindertwig, and 5 flasks of oil.

Reversible Cloak (40 gp)

Starting Money: 519gp

Description:
Like most warforged, Gauntlet looks like a large man made from rock, various metals, and wood. However, since he was designed for special forces, his bulk is slightly lighter and his metal compositions have a silver coloration from all the mithral added to it.

His head is slightly bulkier with what appears to be a helmet-like fixture over a skull-like face, and with his unique symbol glowing prominently on his forehead. Strangely enough his particular symbol resembles a stylized four-fingered hand held upright, which is very unusual for a warforged symbol, and is where Gauntlet gets his name from.

In the end, the most unique characteristic of Gauntlet is his disquieting aura of "wrongness." This effect is not visual, but can cause normal animals to react badly to his presence, and anyone with the ability to see magic or detect auras finds Gauntlets to be very odd and almost disturbing to look at. Even normal people can sometimes get the "HeeBee-GeeBees" around him. Certain supernatural creatures and aberrations occasionally find Gauntlet fascinating, but only because his unusual "nature" seem to draw them like flies to rotting meat.

This wrongness also manifest's itself as a copy of his helmet symbol on his left palm. He can sometimes make it glow brighter with a strong light when he will it, but Gauntlet is the only warforged that has ever come out of House Cannith with TWO symbols imprinted on his body.

(Character Note: Think of a cross between Frankenstein's monster, Data from Star Trek, and 'Thing' from the Addams Family and you kinda get the get the idea of what Gauntlet is really like.)

History:
Gauntlet is a very strange Warforged. Built to be a special forces magus, he came out of the Lifeforge warped and unable to know his full abilities or what his true purpose was. Needing fighting bodies as fast as they could build them, and to help meet their quotas during the Last War, the Forge Master of House Cannith at the time ordered him trained in the use of his strange abilities and sent to the front lines ASAP to be used in a commando or even a suicide unit. However, a particular d'Cannith named Savilar disagreed and argued vehemently to dissect the Warforged and study this anomalies to see if it could be replicated. Obviously he lost the argument becasue Gauntlet was shipped out shortly after.

He arrived on the battlefield, ready to do his part to win the war...Then peace descended like a hammer on Khorvaire, and he was free to suddenly find his own way in life. But what was life if not killing the enemy? He was lost. Following a lot of the disenfranchised soldiers from the war he ended up in Sharn: From fighting monsters and mock battles to body guarding soft-skins to make ends meet, and in the end desperately trying to find a purpose in his life, find out his origin, and trying to understand his abilities further.

Unlike others who fought in the war, Gauntlet has no war horror stories, but he often dreams of the d'Cannith that wanted to dissect him may still want to do so. In that regard Gauntlet has gone out of his way to remain out of touch of anybody he knew prior and during the war and fearful of making new friends.

After a year of living in Sharn, he finally met a Kalashtar sage willing to discuss his 'wrongness.' The man offered that he was stumped as to why his abilities were so similar to the well known abilities of psionics, but were still arcane in origin. He also suggested that if Gauntlet could get safely to Sarlona, then one of the great psions of that land could possibly help him to discover why he is so different from other warforged and psiforged.

Since that day he has been slowly working his way to Sarlona, and has finally reached its shores working as a cargo lifter and sailor for a House Orien freighter ship. All that time traveling, he also spent it looking over his shoulder for the d'Cannith master who wants to take him apart and see how he works, but the question is could he really coming after Gauntlet, or is this fear just a manifestation of his obvious paranoia?


Deranged_Maniac_Ben wrote:
Tawk Askéat wrote:
Actually DMB - I'd like to use a Snag Net

Well, I'd never heard of that item before today, so let's take a look...

wow, that's a poorly written item. What specifically is your question about it that you want a ruling on?

Not sure really. I think I'll keep the EWP net and see how that goes.

Sorry for the delay - I'll get my background stuff completed tonight, Oz-time...


Tawk's feats, traits and skills assigned.

Background as follows:

Tawk's tale:
When House Tharashk need to find an arcanist, metamagician, psionic artificer or psychic ne-'erdowell, they hesitate to call upon Tawk Askeat. Once a slave of the House, and branded as such, the child made an impression on the unkind functionaries, and was with reluctance given his freedom, though his freedom was shortlived - as his mother was also a bondsmaid, the boy was kept in a kind of servitude - for though trained in the ways of the direlocks, his agency was curtailed by the assurance that any misfortune that he dealt to the House name, or any negligence on his behalf would result in punishment for his beloved mother.

Given to maudlin reveries and addicted to the emotion crushing drug shade, Tawk is an erstwhile hunter but his loyalty is tarnished. He hunts for the continued "good fortune" of his mother, nothing more. He is surly and ill-bred most of the time, paying lip-service to the Tharashk and little else.

Currently he is charged with locating and neutralising certain non-compliant and unorthodox specialised Warforged units last seen en route to- or already roaming Sarlona - rumour has it that the House is not keen to be associated with the bounty, and that only the powers the marks are said to hold ensured the House sent the unloved Tawk at all. There are better direlocks, better trained, more loyal, more...useful, but if this Tawk Askeat turns up dead, or the mission is found out - all the more reason to look the other way, or feign ignorance completely.

I'm not sure if the House Tharashk keep slaves - if not perhaps the slave angle could be sub-contracted out - Tawk has the Drawback Mark of Slavery (however I did not take an extra trait to compensate). I also added an addiction to a mild emotion-suppressant called shade. Happy to make a Drawback for that one too, or some sort of minor mechanical effect for prolonged use and/or effects of withdrawal. :)

You'll see that Tawk is hunting specialised Warforged - what he does when he finds them is really up to him - he's not the most ardent agent of his House, for obvious reasons - what happens in Sarlona, stays in Sarlona is his motto....


Having a bit of trouble with pricing magic weapons and armor - how much is a +1 weapon and the same for +1 armor - where can I find this? I seem to often run into this problem, the rules aren't exactly clear to me. :)

Grand Lodge

Great....


magic weapons

magic armor

So basically you take the armor/weapon price, add the masterwork price (150gp/300gp), then add the +1 price (1000gp/2000gp)


"Energy Alteration: Whenever an eternal mage casts an evocation spell with an energy descriptor, they can change the energy type to acid, cold, electric, or fire."

Would you allow this to affect blasty conjuration spells as well? The conjuration Eternal Secret just focuses on summons.

Also, has a deadline been announced? This has been a tough character to put together.


Gauntlet of Sharn wrote:

OK done. Let me know what you think.

** spoiler omitted **...

So I take it one of his main goals is to understand how his powers work, and he believes he can learn that information in Sarlona?

Does he have any prior exposure (or predisposition) concerning the Dreaming Dark or the nations of Sarlona?

Tawk Askéat wrote:

Tawk's feats, traits and skills assigned.

Background as follows:

** spoiler omitted **

I'm not sure if the House Tharashk keep slaves - if not perhaps the slave angle could be sub-contracted out - Tawk has the Drawback Mark of Slavery (however I did not take an extra trait to compensate). I also added an addiction to a mild emotion-suppressant called shade. Happy to make a Drawback for that one too, or some sort of minor mechanical effect for prolonged use and/or effects of withdrawal. :)

You'll see that...

Hmm, there could be an interesting story dynamic with your character playing off some of the other applicants.

Mark of Slavery isn't from an approved source, but you didn't take an extra trait for it so that's okay.

House Tharashk doesn't formally have slaves...the Five Nations as a whole for the most part don't, at least not officially. However, your character could easily have been a servant or other low-payed employee trapped in some form of debt-slavery, or trapped by some sort of contract that put him in a status close to that of a slave.


Tawk Askéat wrote:
Having a bit of trouble with pricing magic weapons and armor - how much is a +1 weapon and the same for +1 armor - where can I find this? I seem to often run into this problem, the rules aren't exactly clear to me. :)
Rowe wrote:

"Energy Alteration: Whenever an eternal mage casts an evocation spell with an energy descriptor, they can change the energy type to acid, cold, electric, or fire."

Would you allow this to affect blasty conjuration spells as well? The conjuration Eternal Secret just focuses on summons.

Hrmm...no, I don't think Conjuration needs any additional boosts. (Also, based on past discussions with the author of the eternal mage, I think N. Jolly also believes Conjuration steals too much from Evocation and Necromancy.


Gah, my internet crashed just as I was finishing a long post, followed by the forums going down, followed by my internet crashing again! I hate Comcast.

Now, to summarize how the recruitment is going, and make sure I haven't missed anyone,

The following are the character submissions that are either complete or near completion:
Character | Player

Gauntlet of Sharn | Jeremy Clements
Lore Militain | Tyeal
Arvangail | Algar Lysandris
Pierce - Agent of the Sovereign | Dennis Harry
Atsu Tzolotl | Jesse Heinig
Tawk Askéat | Oceanshieldwolf
Shatter | Tenro

The following people have expressed interest, but have not yet submitted characters:
ElegantlyWasted
stormcrow27
Krisam
Rowe

Did I miss anyone?

My plan is to close recruitment this Friday and send out my decisions over the weekend. When I've decided who gets in, I will notify those people via PM before posting here, so that if someone drops out I can pick someone else.

Sovereign Court

Thank you DM Ben, and best wishes to everyone!


Deranged_Maniac_Ben wrote:

So I take it one of his main goals is to understand how his powers work, and he believes he can learn that information in Sarlona?

Does he have any prior exposure (or predisposition) concerning the Dreaming Dark or the nations of Sarlona?

Answers:

Well, its not just his powers, he seems to be just so odd for a warforged his NATURE is unknown. He was a forge accident they say, but was he? Was there some other force involved? He was supposed to be born with his basic knowledge (I understand that warforged are born with their first class at first level I think...but I could be wrong) but was ignorant of that as well. He has tried all the various faiths and sages he could afford to hire or ask, and none have been able to help him.

As far as the Dreaming Dark and Sarlona, he has had little exposure directly other than a few dire warnings from his shipmates on the way to Sarlona, and he is in reality grasping at straws for answers on this continent. Also, Sarlona is a good distance from House Cannith so it makes him a little more at ease to be here (not a lot, just a little)rather than back on Khorvaire. After Sarlona, his only other option might be the Dragons of the Draconic Prophecy and he hesitates to put himself in their hands yet until he's tried all other options.

In the end this means he's vulnerable to manipulation and abuse by the many different factions on Sarlona due to this search for 'himself,' but this could also be his means of finding answers too. I leave that up to you of course.


Deranged_Maniac_Ben wrote:

My plan is to close recruitment this Friday and send out my decisions over the weekend. When I've decided who gets in, I will notify those people via PM before posting here, so that if someone drops out I can pick someone else.

I'll do what I can but that deadline is awfully...soon.


Thanks Ten!

And yes, DMB I figured there might be no actual slavery in enlightened post-modern Khorvaire. Debt slavery works just as well in this situation...


Updated backstory to reflect debt-slavery and worked in a nice riff whereby the debt was created by Tawk's mother calling the Tharashk in to eliminate her husband - whether or not they did is up to you, as is his identity. Got to love the pragmatic nature of mercantile Houses...

Ok, time to shop for magic nets, flails and armor... And maybe, just maybe an interesting item...


Good luck to all who submitted!

I will be away most of the weekend but will check in periodically to see if I get picked ;-)

Grand Lodge

Indeed good luck to everyone


I will be submitting a dragon racial paragon from in the Company of Dragons, most likely a gold or silver.


DMB:
As for fears: Tawk is unnerved by magic, psionics and changelings and morbidly fears undead and (what little he has heard of) the Dal'Quori/daelkyr. He is not fond of Warforged, but only because he hasn't met many he wasn't hunting...


Still trying to finish up my character. Was wondering if the Varisian Tattoo feat would be acceptable. If I don't get a response I'll leave it on the sheet for now and switch it for Spell Penetration later.


This is Rowe's submission. Hopefully everything is correct. Still need approval for Varisian Tattoo. Also, I took Burning Arc as a spell, but it's from Humans of Golarion. If you'd prefer I didn't I'll pick something else.

Just let me know if anything looks odd. Thanks for your time and I look forward to the reckoning.


Good Luck everyone.
=)


Recruitment is now officially closed. I'll be sending out my decisions shortly....


Can't wait! Good luck deciding.

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