Kingmaker with an Undead Twist!


Recruitment

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Sczarni

@GM: I will modify for the additional GP value. Also, goblin base speed is 30, and Toki is wearing light armor.

Spoiler:
Toki
Male Goblin Cavalier 5
CN Small Humanoid (goblin)
[b]Init:
+5; Senses Perception +1; Darkvision 60’
Languages: Goblin, Common

DEFENSE:
AC 24 Touch 16 Flat-Footed 19 (Armor +5, Shield +3, Size +1, Dex +5)
HP: 55 (5d10+20)
Fort +8 Ref +6 Will +4 (+2 vs fear - Banner)

OFFENSE:
Speed:30
Melee: +1 lance +12 (1d6+4 20/x3) or masterwork longsword +11 (1d6+3 19-20/x2)
Charging Mounted Melee: +1 lance +16 (3d6+12 20/x3)
Ranged: javelin +10 (1d4+3) Range 30 Ammo: 5

STATISTICS:
Str 16 Dex 20 Con 16 Int 10 Wis 12 Cha 11
Base Atk 5; CMB +7; CMD 22
SQ: Favored Class (cavalier; HP), sneaky rider, order (Order of the Sword), cavalier’s charge (+4, no ac penalty), expert trainer (+2 to train mount, DC+5 = 1 day rather than 1 week/trick), banner (60’; +2 morale vs fear, +1 morale on charges), By My Honor (CN)
SA: Challenge (2/day, +2 morale while mounted, +5 damage)
Feats: Mounted Combat, Distracting ChargeT, Ride By Attack, Spirited Charge
Traits:Silent Hunter, Beast Bond, River Lander
Drawback: Impatient (no delay or ready, -1 to ability, attack, save, skills if last in turn)
Skills Handle Animal +11, Linguistics +1, Ride +18, Sense Motive +8 (+2 vs bluff), Stealth +22
Gear: +1 lance, +1 mithral chain shirt, +1 heavy steel shield, masterwork longsword, javelins (5), morningstar, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), waterskin, trail rations (5 days)
Coin: 54

Mount [spoiler][/i]
N Medium animal
Init +3; Senses: Low-Light Vision, Scent [i]Perception:
+8
DEFENSE
AC 22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +5 Natural)
HP: 42 (5d8+20)
Fort +7, Ref +7, Will +2
OFFENSE
Speed: 50 ft
Melee: bite +5 (1d6+2 plus trip)
STATISTICS
Str 14, Dex 16, Con 16,[b Int[/b] 2, Wis 12, Cha 6
BAB +3; CMB +5; CMD 18 (22 vs. trip)
Feats: Toughness, Light Armor ProficiencyB, Improved Natural Armor, 5
Skills: Perception +8, Stealth +7
SQ: Link, Evasion,
Tricks Known: Attack, Attack Anything, Down, Guard, Come, Flank, Heel, Sneak
Gear: Chain Shirt Barding, saddle, saddlebags, bit & bridle, animal feed (5 days)

Background: Toki is a very strange goblin. He, along with his siblings Kuggrit, Chiptooth, Moonface, and Graghh, we "rescued" by an adventuring party as little baby goblins. That was after the party had slain the adults in their tribe and raided their lair, of course.
Raised from a whelp by a knight from Lastwall named Burton d’Corbus, he was taken on campaign all across Varisia, before his adoptive father eventually settled in Brevoy. Burton strove to keep young Toki on a more civilized path than most goblins, and used his combat training and discipline to motivate him as such. Always keen to learn the martial and animal skills he observed on the road, Toki grew very attached to animals, eventually overcoming most of his racial fear and hatred of both dogs and horses.
His father always felt some residual guilt over the raid which left Toki tribe-less, sent the goblin out into the world with as best a moral upbringing as he could manage as a failed crusader against the Worldwound. Burton had seen real evil, and real war, and knew that Toki would have to face such on his own to learn what peace meant. So, he helped the young goblin in the manner he understood and hoped for the best.
Knowing Toki would never find peace and acceptance in Brevoy, he outfitted the him with equipment and a mount, sending him into the wilds of the River Kingdoms to make his way in the world. Toki now serves as a mercenary and guard-for-hire in the area, traveling on his wolf Wartooth and seeking out danger and adventure wherever he can find it.
[/spoiler]

Modified his background and accounted for the extra money (magic armor, shield, and lance)


@GM Wolf,
Do you want us to stay at 6k, or kit up to 10.5k?

@Koldur,
Ingvarr is set up as a support character which includes some healing. Also, the raging song + battle cry is a pretty nice buff -- +1 attacks +4 versus fear, +2 Strength, +2 Constitution, -1 AC, +2 Will saves, and if you are below 0 hp, 5 hp of the damage converts to nonlethal and you auto-stabilize.


^_^
I'm going with the Monk as I was having a hard time getting Mr Magic Denier working mechanically (durable, but can't DO anything >_>)

Rolling Hitpoints:

lvl 1: 8 = 8
lvl 2: 1d8 ⇒ 2
lvl 3: 1d8 ⇒ 1
lvl 4: 1d8 ⇒ 5
lvl 5: 1d8 ⇒ 6
rerolling that lvl 3:
lvl 3: 1d8 ⇒ 7
8+2+5+6+7=28


Sable Soren wrote:

As my family is nobility half breeds are frowned upon. They all know this, they meaning my children and family. Though I would welcome any child of mine with open arms. Pity the soul that impersonated a family member.

Oh and most recently not to my knowledge I became a great great grandfather. That's right 5 generations!

Koldur are you older than me? I learned from you so that would make sense. Though I feel like you are only 50 years my senior, what do you think. I never wrote it down.

Good point, Sable. I watered it down to being the son of one of your family's soldiers. Ingvarr will have trained with your star elven soldiers for a time and be familiar with your noble family, but may or may not have actually met you.


Ingvarr Battlecaller wrote:
@GM Wolf, Do you want us to stay at 6k, or kit up to 10.5k?

Good question.

Liberty's Edge

Hey just wanted to let you know that I'm working on a character for this game, I hope you'll let me try to finish it before closing admissions.

DEX: 5d6 - 2 - 2 ⇒ (2, 5, 5, 2, 4) - 2 - 2 = 14 + (2 racial) = 16
INT: 5d6 - 1 - 3 ⇒ (1, 5, 5, 5, 3) - 1 - 3 = 15 + 3 +(2 racial) = 20
Stat 3: 5d6 - 1 - 1 ⇒ (3, 3, 1, 1, 4) - 1 - 1 = 10
STR: 5d6 - 1 - 3 ⇒ (6, 3, 1, 4, 6) - 1 - 3 = 16
CON: 5d6 - 3 - 2 ⇒ (5, 6, 5, 3, 2) - 3 - 2 = 16 - (2 racial) = 14
WIS: 5d6 - 1 - 3 ⇒ (6, 3, 3, 1, 6) - 1 - 3 = 15
CHA: 5d6 - 2 - 2 ⇒ (2, 6, 2, 4, 5) - 2 - 2 = 15 - 3 = 12

HP 1(Spire Defender):1d8 ⇒ 7
HP 2(Swordlord):1d10 ⇒ 10
HP 3(Swordlord):1d10 ⇒ 3
HP 4(Swordlord):1d10 ⇒ 8
HP 5(Swordlord):1d10 ⇒ 7


Stay at the 6000 gp.

Sorry all I was not feeling well and slept most of the day.

Liberty's Edge

Okay, here's my character for the campaign! Sorry if my backstory is a bit short, but I was pressed for time.

Spoiler:

RAI THYDEL
CR 4
Male Elf (Tower Elf) Magus 2 / Fighter 3
CG Medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception +7,
DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge, ), Combat Expertise
hp 55 (2d8)+(3d10)+15
Fort +8, Ref +4, Will +6, +1 Will vs. fear, +2 vs. enchantment spells and effects
OFFENSE

Speed 30 ft.
Melee adamantine aldori dueling sword +10 (1d8+3/19-20)
Melee aldori dueling sword +9 (1d8+3/19-20)
Special Attacks Spell Combat, Spellstrike, STATISTICS

Str 16, Dex 16, Con 14, Int 21, Wis 15, Cha 12
Base Atk +4; CMB +7; CMD 21
Feats Arcane Strike, Combat Expertise, Dodge, Extra Arcane Pool, Spell Penetration, Toughness, Weapon Focus (Aldori Dueling Sword)
Skills Acrobatics +3, Appraise +5, Bluff +1, Climb +7, Craft (Untrained) +5, Craft (Weapons) +9, Diplomacy +1, Diplomacy (Gather Information) +3, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Planes) +9, Linguistics(Azlanti) +6, Perception +7, Perform (Untrained) +1, Ride +7, Sense Motive +5, Sense Motive (Social Hunch) +7, Spellcraft +13, Spellcraft (Identify magic item) +15, Stealth +3, Survival +2, Swim +7, Use Magic Device +6,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
Archetypes Aldori Swordlord, Spire Defender,
SQ Arcane Focus, Arcane Pool (8/day), Armor Proficiency, Bonus Feats, Bonus Feats, Bonus Magus Arcana (2x), Bravery, Cantrips, Defensive Parry, Elven Immunities, Elven Magic, Exotic Weapon Proficiency (Aldori Dueling Sword), Low-Light Vision, Tower Elf, Urbanite, Weapon Proficiency, ,
Possessions adamantine aldori dueling sword; explorer's outfit; spellbook; Light Horse (Combat Trained) [ Leather Barding; Saddlebags; Military Saddle; Elven Trail Rations (x10); Silk Rope (50 ft.) (x2); Aldori Dueling Sword; ]; Saddlebags ;
Spellbook
SPECIAL ABILITIES

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Feats (Ex) The spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn't meet the prerequisites. The spire defender is not proficient with any kind of armor or shield. If he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance of light armor.
Bonus Magus Arcana (2x) Magus: The magus gains 1/6 of a new magus arcana.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Defensive Parry (Ex) When you make a full attack with an Aldori dueling sword, you gains a +1 bonus to AC against melee attacks until the beginning of your next turn.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Exotic Weapon Proficiency (Aldori Dueling Sword) A spire defender is proficient with one exotic light or one-handed melee weapon that has the disarm or trip special feature.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magus
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Tower Elf Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Weapon Proficiency A spire defender is proficient with all light and one-handed simple and martial weapons.

Background:

They call them the Listeners. Cloistered in the Mordant Spire, they listen to the spirit of the dead goddess, Acavna. They ignore the world outside, turn a blind eye to the plight of the living. Yet we are meant to guard against the end of this world. But She is not so blind… She spoke to me, though I am not deemed worthy enough to hear, as a mere Defender. She showed me a vision of a lost spire, far from the mists of the Steaming Sea. They did not believe and so I must find it alone.

My search led me to Brevoy, where I came to be a student at the Aldori Academy. I wanted access to ancient texts, but something about the philosophy of the Swordlord spoke to me. I learned in earnest the way of the sword, knowing it would benefit my quest. But not everyone appreciated my presence. Men must have rivals, and so I found my own. Zachory Flynn saw fit to challenge me at every turn. He won many duels, before he faced me, and tried to overturn the verdict on the match by accusing me of cheating with my magic. A baseless accusation. But what he lacks in scruples, he makes up for in tenacity.

Now my quest calls me onward. But the wilds of these lands are perilous. I must find worthy companions if I am to find what I seek. Thought to tie in association with Sable Soren somehow but late in the day so I need to submit. Does he have some relatives in the Aldori Academy?


I got over my writers block!!! I actually got some backstory written! ^_^
Writing backstory has been one of my biggest hangups on getting back into this game, so it's nice that I got some of it written down here :)
That said, I am not finished yet, but I wanted to get what I have gotten down here for now as a rough draft. I will continue to work on it tomorrow in the hopes that I can get him more finished. :)
That said, this guy should be a looot of fun and just chock full of all sorts of shenanigans >:)

Sylvester Asimov:

Sylvester Asimov
Male Monk (Ki Mystic/Qinggong) 5
LG Medium Humanoid (Human)
Initiative +3, Senses, Perception +13
--------------------
Defenses
--------------------
AC 19, Touch 19, Flat Footed 16, (+3 dex, +0 Armor, +5 Wis, +1 Monk)
hp 63/63 (5d8+15)
Special Defenses Deflect Arrows, Evasion
Fort 6 Ref 7 Will 9
--------------------
Offenses
--------------------
Speed 40ft
Melee Unarmed Strike +7 (1d8+4/x2)
Flurry of Blows +7/+7 (1d8+4/x2)
Ranged Dagger +7 (1d4/x2) 20ft range
Modifiers +3/+0 BAB, +4/+4 Str, +3/+3 Dex
----------------------
Ki Pool
----------------------
Ki Pool: (9/9)
(0) Ki Strike: Unarmed Strikes count as magical.
(0) +2 to all K checks.
(1) +1 attack with FoB.
(1) +20 speed.
(1) +4 Dodge.
(1) +20 to jump.
(1) +4 Insight to a Skill or Ability check.
(2) ally rerolls an attack or saving throw. (immediate)
(1) +8 Enhancement to Str, Dex or Con roll, become fatigued. (immediate)
----------------------
Current Magical Effects
----------------------

----------------------
Statistics
----------------------
Str 18, Dex 16, Con 15, Int 15, Wis 20, Cha 14
Base Atk +3 CMB +9 CMD +28 (+2/+2 Grapple)
Feats Branch Pounce, Deflect Arrows, Fast Learner, Improved Grapple, Improved Unarmed Strike, Improvisation, Stunning Fist, Tool Optimizer
levels: (1)Fast Learner, (2)Branch Pounce, (3)Tool Optimizer, Human: Improvisation, Monk: (1)Deflect Arrows, (2)Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits Brave Words (Regional), +1+Campaign+Drawback
Racial Traits Bonus Feat, Heart of the Fields

Skills  x7/lvl (+4 Base, +2 Int, +1 FCB)
Accrobatics +11 (5 Ranks, +3 CS, +3 Dex) (+5 to jump)
Climb +12 (5 Ranks, +3 CS, +4 Str)
K +6 (+2 Improvisation, +2 Ki Mystic, +2 Int)
K (Local) +5 (1 Rank, +2 Ki Mystic, +2 Int)
Perception +13 (5 Ranks, +3 CS, +5 Wis)
Profession (Farmer) +15 (5 Ranks, +3 CS, +5 Wis, +2 Racial)
Sense Motive +13 (5 Ranks, +3 CS, +5 Wis)
Stealth +11 (5 Ranks, +3 CS, +3 Dex)
Survival +11 (3 Ranks, +3 CS, +5 Wis)
Swim +8 (1 Rank, +3 CS, +4 Str)
Unskilled +2 (0 Rank, +2 Improvisation)

Languages Common, +2
Other Gear
10,500gp

----------------------
TRACKED RESOURCES
----------------------
Ki Pool: (9/9)
Heart of the Fields: (1/1)
Stunning Fist: (5/5)

----------------------
Special Abilities
----------------------
AC Bonus add Wis+1 to AC and CMD as long as you are not immobilized, helpless, wearing armor, carrying a shield or carrying a medium load.
Bonus Feats Humans gain +1 Feat, Monk gains +2 Feats.
Burst of Adrenaline (immediate) spend 1 Ki to gain +8 Enhancement to a Str, Dex or Con roll. You are fatigued for 1 round. (This replaces Slow Fall)
Deflect Arrows 1/round you may deflect a ranged attack so that you take no damage. You must be aware of the attack, not Flat-Footed and have a hand free. Cannot deflect massive ranged weapons, natural attacks or spells.
Evasion if you pass a Ref save vs an effect that has a partial effect on a successful save, you instead take no damage.
Fast Learner FCB grants +1hp and +1sp.
Fast Movement +10 Enhancement to Speed as long as you are not wearing armor or carrying a medium load.
FCB +5hp/+5sp.
Flurry of Blows as a full-attack action make +1 unarmed attack at -2 to all attacks. Apply full Str to Unarmed Strikes.
Heart of the Fields +2 Racial to Profession (Farmer), 1/day: Ignore an effect that would make you fatigued or Exhausted.
High Jump +5 to Accrobatics checks to jump, and always have a running start. Spend 1 Ki (swift) to gain +20 to Acrobatics checks made to jump for 1 round.
Improved Grapple +2/+2 to Grapple and does not provoke.
Improvisation +2 to Skills that you have no ranks in. Can use "trained only" untrained.
Ki Mystic +2 Ki. +2 to all K skill checks as long as you have at least 1 Ki. (swift) spend 1 Ki to gain +4 Insight bonus to an Ability or Skill check.
Ki Pool 9/day (2+1/2lvl+Wis) can spend Ki to power abilities. As long as you have at least 1 Ki, your Unarmed Strikes count as Magical. Can spend Ki: +1 attack, +20 speed, +4 Dodge for 1 round. Ki replenishes after 8 hours rest.
Maneuver Training Use your character level as your BAB when calculating BAB.
Mystic Insight (immediate) spend 2 Ki to have an ally reroll an Att roll or Saving Throw.
Stunning Fist rides an attack, target must make a DC 17 (10+1/2lvl+Wis) Fort save or be Stunned or Fatuged for 1 round.
Unarmed Strike Unarmed Attacks deal 1d8 damage and apply full Str to Unarmed Strikes. Can deal lethal or non-lethal damage. Unarmed Strikes are treated as manufactured weapons.
----------------------
Encumbrance 60lb
Light 100b, Medium 200b, Heavy 300lb
----------------------
Eee.Peees 000
----------------------

Sylvester Asimov
Character description:

P1: Childhood and farming
Sylv's home is out in the rural sticks of northern Brevoy on one of the many hardy and snow covered farmlands. Life can get pretty difficult out in some of the more barren areas and it was here where Sylv grew up. Life as a farmer's son is never destined to be easy but the constant labour and good food Sylv experienced from such a young age helped him grow into a very strong young lad with strong muscles, clever hands and a quick wit. There was always heavy labour to do around the farm, fences that needing fixin, tools needing repairing and odd problems needing creative solutions. It also helped that Slyv was ravenous for any sort of miscilanous bits of knowledge or little tips and tricks and he seemed to just soak these up like a sponge.

P2: Reckless abandon and cleverness
Sylv was not someone prone to fear, nor was he known to back down from his convictions. There is a saying however, that goes something like "The line between bravery and idiocy is fine indeed." and Sylv often had troubles finding his glasses... But at least some of his shenanagins were justified! Alex was good and he had such clever fingers that he could usually get away with things that others just simply did not. Being that good also did wonders to inflate his ego, turning him into a bit of a braggart and a daredevil, traits in which bitter experience have thankfully mellowed out.
That being said Sylv would never let it stand that he run from a figh without at least landing a jab to the other guy's jaw.

P3: History with Jack
During Sylv's formative years there was one boy in particular that really drew out Sylv's ire, which speaks volumes considering how easy-natured Sylv usually is (in an Alpha male sort of way). Such a boy was graced with the memorable name "Jack Strapings" (tho most of the other kids called him Jock Strap, which really pissed him off) and a straping young boy he was anything but. Scrawny, sallow and craven to the core, Jack was the kind of boy who would cajole a couple of the other boys into fighting Sylv for him, then run away once they were thrashed. Which happened a lot actually. Sylv had no idea how he managed to convince them again and again to fight with Sylv, he would win every time. Usually he would just out-box the other kids or wrestle them to the ground, although once he managed to outwit a gang of 8 of them simply by running circles around them until they were exhausted.
Sylv had no idea why Jack had such a chip on his shoulder against him (he was insecure, he wanted to see the pretty boy bleed.) but it was a frustrating game of constantly trying to annoy the other guy into an early grave.
Which made Sylv a very happy young man once he found out that Jack got into trouble one day. He tried to: Blackmail some bandits. Backstab those bandits. got snitched on by those bandits. Have law enforcement and brigands attempting to hunt him down simeoutaniously. Frame the blacksmiths daughter for it. Pissed off blacksmith joins the manhunt. Fall off a horse while fleeing. Break his leg. Get surrounded by lots of pissed off people.
Sylv couldn't stop laughing and last he heard he was in jail somewhere under protection against the brigands.
(So this is a fun character! I intend to stat him out more later on, he would be a Charaltan Rogue with lots of not really nice abilities.)


Edit: Sorry to hear that Wolfy :,(
Hope a good nights rest fixes it up ^_^


GM Wolf wrote:

Stay at the 6000 gp.

Sorry all I was not feeling well and slept most of the day.

Whoops, I've made another mistake in that case. I thought the 10,500 was what you wanted us to use. No big deal, I just haven't saved as much as I thought. Might need to nix one of my bigger ticket items for more cash for wondrous crafting in game.

Feel better!


I was unable to get a submission together in the end - was busier than anticipated over the weekend.


Present applicant players:
Ingvarr the Skald
SERAPHINA Female Human (Taldan) Sorcerer
Alembic Wizard
Toki Male Goblin Cavalier 5
Rognar Grimtooth the cleric
Mystic Monk

If I am missing you let me know.

I was trying to figure out how to bring you all into the campaign. Any suggestions?

Silver Crusade

Sable himself is a sort of myth or legend. When it comes the Aldori Academy. His name is known for out doing several Aldori Lords and teachers. Though as legends and myths go, they are likely elaborated upon and rumors can make anything more than it actually is. Also it was a good 100 years ago. The house name Soren can easily be tracked within the numbers among the Aldori Academy as most of his family have trained there. Kybastion Soren a grandson of Sable is presently a teacher at the Aldori Academy.


GM Wolf wrote:
Thanks The Archlich! If you want to make a boss for me, or even play it that would be wonderful! Just an idea! ;P

Thanks Wolf. You know my weekends are too busy to put my brain here in the Paizo forums :) I already missed the deadline but will keep an eye on it.


While you figure out how and why you come to the new colony in the Stolenlands, you could even make connections with the other new PCs, I will be finishing up in Gameplay with our original three, soon to be four with Rognar.

Liberty's Edge

GM Wolf wrote:

Present applicant players:

Ingvarr the Skald
SERAPHINA Female Human (Taldan) Sorcerer
Alembic Wizard
Toki Male Goblin Cavalier 5
Rognar Grimtooth the cleric
Mystic Monk

If I am missing you let me know.

I was trying to figure out how to bring you all into the campaign. Any suggestions?

Just letting you know, I want to play, if I haven't been shut out due to the deadline thing. Also, perhaps a classic meet-up-at-the-tavern type scenario would be a good option. After all, what better way to start a new chapter than with echoes of the old?


Draco Anabolis wrote:
GM Wolf wrote:

Present applicant players:

Ingvarr the Skald
SERAPHINA Female Human (Taldan) Sorcerer
Alembic Wizard
Toki Male Goblin Cavalier 5
Rognar Grimtooth the cleric
Mystic Monk

If I am missing you let me know.

I was trying to figure out how to bring you all into the campaign. Any suggestions?

Just letting you know, I want to play, if I haven't been shut out due to the deadline thing. Also, perhaps a classic meet-up-at-the-tavern type scenario would be a good option. After all, what better way to start a new chapter than with echoes of the old?

Our Gm missed you.

Classic tavern is nice. Our initial meetup was saying "Hi. Friends of yours?" in the middle of a fight. lol

Sczarni

Toki is a prototypical "knight errant" and mercenary cavalry-goblin. He can easily be slotted into any situation where some animal skills, combat, or sneaky-type stuff is required, and gold or food might be up for payment.

Liberty's Edge

Apologies to GM Wolf, the program I used to stat out my sheet lists traits under Special Abilities. The traits I picked are Magical Knack, Bruising Intellect, and Sword Scion, and my drawback is Righteous Indignation. I have created the separate area in the sheet under this spoiler. I have also added some formatting to aid readability.

Spoiler:
RAI THYDEL
CR 4
Male Elf (Tower Elf) Magus 2 / Fighter 3
CG Medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception +7,
DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge, ), Combat Expertise
hp 55 (2d8)+(3d10)+15
Fort +8, Ref +4, Will +6, +1 Will vs. fear, +2 vs. enchantment spells and effects
OFFENSE

Speed 30 ft.
Melee adamantine aldori dueling sword +10 (1d8+3/19-20)
Melee aldori dueling sword +9 (1d8+3/19-20)
Special Attacks Spell Combat, Spellstrike,
STATISTICS

Str 16, Dex 16, Con 14, Int 21, Wis 15, Cha 12
Base Atk +4; CMB +7; CMD 21
Feats Arcane Strike, Combat Expertise, Dodge, Extra Arcane Pool, Spell Penetration, Toughness, Weapon Focus (Aldori Dueling Sword)
Skills Acrobatics +3, Appraise +5, Bluff +1, Climb +7, Craft (Untrained) +5, Craft (Weapons) +9, Diplomacy +1, Diplomacy (Gather Information) +3, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Planes) +9, Linguistics(Azlanti) +6, Perception +7, Perform (Untrained) +1, Ride +7, Sense Motive +5, Sense Motive (Social Hunch) +7, Spellcraft +13, Spellcraft (Identify magic item) +15, Stealth +3, Survival +2, Swim +7, Use Magic Device +6,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
Archetypes Aldori Swordlord, Spire Defender,
SQ Arcane Focus, Arcane Pool (8/day), Armor Proficiency, Bonus Feats, Bonus Feats, Bonus Magus Arcana (2x), Bravery, Cantrips, Defensive Parry, Elven Immunities, Elven Magic, Exotic Weapon Proficiency (Aldori Dueling Sword), Low-Light Vision, Tower Elf, Urbanite, Weapon Proficiency, ,
Possessions adamantine aldori dueling sword; explorer's outfit; spellbook; Light Horse (Combat Trained) [ Leather Barding; Saddlebags; Military Saddle; Elven Trail Rations (x10); Silk Rope (50 ft.) (x2); Aldori Dueling Sword; ]; Saddlebags ;
Spellbook
SPECIAL ABILITIES

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Feats (Ex) The spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn't meet the prerequisites. The spire defender is not proficient with any kind of armor or shield. If he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance of light armor.
Bonus Magus Arcana (2x) Magus: The magus gains 1/6 of a new magus arcana.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Defensive Parry (Ex) When you make a full attack with an Aldori dueling sword, you gains a +1 bonus to AC against melee attacks until the beginning of your next turn.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Exotic Weapon Proficiency (Aldori Dueling Sword) A spire defender is proficient with one exotic light or one-handed melee weapon that has the disarm or trip special feature.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magus
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Tower Elf Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Weapon Proficiency A spire defender is proficient with all light and one-handed simple and martial weapons.

TRAITS:
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Magical Knack (Magus) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Magus gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

DRAWBACKS:

Righteous Indignation You have difficulty controlling your temper after living in inhuman conditions. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.


GM Wolf wrote:
I was trying to figure out how to bring you all into the campaign. Any suggestions?

Storytelling competition; specifically, tales of your character's exploits. Embellishment is welcomed, as long as it's entertaining. It plays to the most important reward that all tabletop gamers secretly crave (Don't Lie!): Bragging Rights.


Ingvarr would be happy to host a book club at the nascent library in Iron Peaks...


Alembic, you kinda have a leg up on storytelling, fighting demons beside angels. It sure is nice having strong friends. ;)

Thanks Draco for getting that to me.

Here we go folks, your first mission is to check in the discussion thread, with your alias, two magical items you want. The first under 500 and the second under 2,000.


Ya, be he would be a lousy storyteller: "...and then the demon attacked us and we defeated it. It wasn't that interesting."


or are you looking for the best storyteller?!? :P

The race is on, who will get the mission done first?


We only have Rai doing the mission, if you don't know what I am talking about look up at previous posts!!!


Clappy when you can join us in the discussion thread, I think we will be moving to gameplay tonight!

RECRUITMENT CLOSED!!!


1 person marked this as a favorite.

Sorry!!! Heading there right now :)
I spent a good bit of time reading through the last few pages of the gameplay to get me a bit caught up on what was happening with the group.

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