EPIC LEVEL ARENA!


Recruitment

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HP: 20d6 + 1d10 + 84 ⇒ (1, 4, 6, 4, 5, 6, 4, 4, 2, 4, 2, 6, 6, 4, 4, 2, 3, 6, 1, 3) + (8) + 84 = 169

Still working the equipment list....

Grand Lodge

HP: 20d6 + 1d10 ⇒ (4, 4, 5, 4, 5, 1, 2, 1, 2, 1, 5, 1, 6, 5, 3, 3, 2, 2, 1, 5) + (4) = 66


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So had a good think about this and made an Epic PC with an army of 5000,
As I said.

The Jerusalem Has Come


HP: 10d10 + 10d8 ⇒ (1, 1, 4, 7, 10, 7, 2, 2, 10, 5) + (1, 8, 2, 6, 6, 4, 5, 1, 3, 4) = 89

I am going to submit Bachu for this. He is a monk/paladin/champion of Irori. I still need to pick an epic feat. He is a mobile damage dealer. AC of 38. He should be able to pound things into the ground especially if he can smite it.


4d6 ⇒ (5, 6, 6, 6) = 23

4d6 ⇒ (2, 2, 6, 1) = 11

4d6 ⇒ (3, 6, 5, 2) = 16

4d6 ⇒ (6, 6, 2, 2) = 16

4d6 ⇒ (5, 5, 4, 3) = 17

4d6 ⇒ (2, 3, 5, 3) = 13

18

1d6 ⇒ 4 12

14

14

14

11

Final stats: 18, 12, 14, 14, 14, 11.

That's pretty solid.

Gonna go with a Dervish Dancer bard. Unsure about my 21st level atm.

20d8 ⇒ (7, 7, 7, 5, 6, 2, 6, 1, 5, 7, 7, 6, 1, 7, 3, 3, 5, 7, 3, 3) = 98 HP roll.

Grand Lodge

Still working on my Rogue I scrapped the Deneir Cleric


Progress Report:

I completed making my human cleric of Lathander. He's not originally from Cormyr, but calls Suzail home. He took the Leadership feat, by way of his Nobility Domain; not sure if it will be relevant in the arena. He's also advanced in both Exalted PrC and Divine Scion PrC.

Before I work on the fluff and crafting his character sheet, I need to roll his HP.

Cleric: 1d8 ⇒ 2
Cleric: 1d8 ⇒ 8
Cleric: 1d8 ⇒ 2
Cleric: 1d8 ⇒ 7
Cleric: 1d8 ⇒ 1

Exalted PrC: 1d8 ⇒ 5
Exalted PrC: 1d8 ⇒ 5
Exalted PrC: 1d8 ⇒ 2
Exalted PrC: 1d8 ⇒ 3
Exalted PrC: 1d8 ⇒ 8
Exalted PrC: 1d8 ⇒ 4
Exalted PrC: 1d8 ⇒ 4
Exalted PrC: 1d8 ⇒ 2

Divine Scion PrC: 1d8 ⇒ 7
Divine Scion PrC: 1d8 ⇒ 4
Divine Scion PrC: 1d8 ⇒ 1
Divine Scion PrC: 1d8 ⇒ 5
Divine Scion PrC: 1d8 ⇒ 1
Divine Scion PrC: 1d8 ⇒ 1
Divine Scion PrC: 1d8 ⇒ 1
Divine Scion PrC: 1d8 ⇒ 7


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Dropping - Saint Isma of the Sand and her complex NPC army,

And I am offering Rosa Luminesss, A simple Elf Cleric of Asmodeus. Hound of hell and her Hell blade instead. :) simply a large scarry Evil Elf cleric.

Image here, Rosa Luminasss, Hound of Hell and her hell Blade

Grand Lodge

I forgot I get d8s for hit dice

HD: 20d8 + 1d10 ⇒ (6, 6, 3, 3, 4, 4, 3, 3, 8, 7, 3, 6, 8, 8, 6, 7, 4, 8, 6, 5) + (6) = 114


Hello Rizz! Good to see you on the Boards. Epic, huh. I would like to apply. First thought is Fighter Student of War Prestige Class.

If acceptable I shall begin drawing him up?

Thank you for running.

Character creation guidelines:

level: 21

stats: Roll 4d6, drop the lowest. reroll 1s.

Classes: Core classes only. archetypes are allowed.

Prestige classes are allowed.

races: core races only.

starting wealth: 1,000,000 gold. No single item may be worth more than 15% of 1,000,000 gold. so 150,000gps. (this rule may need to be tweaked.)

Feats: standard/traditional. no elephant in the room.

skills: instead of traditional, we can go adventuring/background skills. This i understand!!!

HPs: roll. Wait, what? Rizzen isnt doing his traditional Max HP rule??? yes.

traits: 1

epic level rules, basics

Backstory: if you want to, ok. but, for this, its not necessary.

Ability Scores:

Ability 1: 4d6 ⇒ (1, 6, 4, 4) = 15 =14
Ability 2: 4d6 ⇒ (5, 4, 5, 1) = 15 =14
Ability 3: 4d6 ⇒ (5, 4, 2, 2) = 13 =11
Ability 4: 4d6 ⇒ (4, 2, 6, 6) = 18 =16
Ability 5: 4d6 ⇒ (1, 2, 2, 6) = 11 =13
Ability 6: 4d6 ⇒ (5, 4, 3, 5) = 17 =14

Reroll 1s: 3d6 ⇒ (4, 4, 5) = 13


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Rosa test roll play:

Rosa stood in the ice and cold, the wind blowing harshly through the frozen forest's evergreen trees. It was the peak of winter, and today was the shortest day. The cold and wind did not bother her at all. Her clothing blew in the wind however, she buttoned up her black and Red, uniform. On her Breast was the red 5-pointed star of her master, the Lord of all Hell's. Her tall form turned slowly as she looked around. Stopping she spotted a smoke trail drifting from the woods to her left. Standing 16 feet tall, she had little problem looking past the trees to the area she was interested in. A woodsman camp, good she thought to herself. Making in that direction, a few of her long strides and she found a brush track to the camp. Walking now slower she could hear music playing. It seemed the winter festival was being celebrated. She stoped as she spotted the camp. some 30 men and a few women singing and dancing around a fire. She made her mind up and walking toward the camp. A man spotted her and pointed, others stopped what they where doing and the music trailed off. She stopped and waited. Soon a tall man, a leader by the looks of him came out to meet her, and large Axe in hand. She noted others where now also armed.

"I am Gilvin, the camp leader, what is your business here stranger?"

She said in a clear voice.

"I come to trade, wine for information."

Saying that she took from her magic gag three large wine skins.

"Sweet wine form the hot south, clear and safe. All three of you answer a simple question."

She placed them on the ground.

Gilvin looked back at the cam, some shook their heads but most nodded.
She looked back at here.

"As your question"

She nodded now too,
"I am looking for a witch, she like blue so would have such a color for clothing. Do you know her whereabouts?"

they all seem to relax,

"She is an evil one that one, we keep away, but she lives yonder, in a cave."

he pointed to a small hillock about a mile away.

"I think you, the wine is yours"

She turned to go, but as she did so, she held out her hand and a massive black blade came into being in her grip. It started to hum and darkness fell from it. As she started to walk away, As she did a voice behind her, call out.

"What business dose one such as you have with the ice witch."

Rosa stopped and said in a cold voice.

"She made a deal with hell, and payment is owed, I have come to collect."

With that Rosa walked on, saying no more. Soon the music started up again.


It's kind of funny, but as I was looking through my character sheet to make sure I was compliant with the character creation guidelines, I noticed that the character was small, wielded a Lance as well as a shield, and had the ability to fly.

In other words, my character will henceforth be known as Galacta Knight.

My mount will be known as "Galacta's Wings" and will have a mind of its own.

...and HP of its own: 14d10 ⇒ (7, 7, 6, 2, 1, 1, 5, 2, 3, 4, 3, 8, 9, 1) = 59


Zahir ibn Mahmoud ibn Jothan wrote:
RIZZENMAGNUS wrote:
force missile mage
This is a 3.0/3.5 Prestige Class? Is it usable for this effort? Are other 3.0/3.5 Prestige Classes available? How do prerequisites work for those classes since they are using anachronistic rules and terms?

im open to ideas.

tweaks would have to be made.... hang on.... let me find something


skills

Skill Changes:
Update old 3.0 list to Pathfinder list:
Acrobatics – old balance, jump, and tumble
Composure – Combines Concentration and WoT channeling skill Composure (change made by Rizzen)
Handle Animal – now includes Animal Empathy
Linguistics – old Decipher Script, Forgery, and Speak Language
Disable Device – includes old Open Lock
Diplomacy – includes old Gather Info
Stealth – combines old hide and move silently
Perception – combines old Search, Spot, and Listen
Survival – combines old Intuit Direction and Wilderness Lore
Sleight of Hand – combines old Pick Pocket and Use Rope
New Skill List:
Acrobatics
Appraise
Bluff
Climb

Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Handle Animal
Heal
Innuendo
Intimidate
Knowledge
Linguistics
Perception
Perform
Pick Pocket
Profession
Read Lips
Ride
Sense Motive
Sleight of Hand
Stealth
Survival
Swim


Saint Isma of the Sand wrote:

So had a good think about this and made an Epic PC with an army of 5000,

As I said.

The Jerusalem Has Come

my brain folded twice at this


Ey, he's back!

In that case, I had a question: I noticed that we only got 1 trait instead of the normal 2; Can we take a drawback to gain access to a second trait?


RIZZENMAGNUS wrote:
Saint Isma of the Sand wrote:

So had a good think about this and made an Epic PC with an army of 5000,

As I said.

The Jerusalem Has Come

my brain folded twice at this

Yerrr, it's the Epic Leadership Feat that does it, after that it gets a bit silly, like, One more epic feat that X10 followers and she can have an army of 60,000+

Hence me dropping her and going with Rosa Luminass, she has leadership but her army is her office staff in hell. They ever go into combat.
And Her Cohort is her sword.

A lot of GMs just ban leadership when running epic/high level, or like Rosa limit followers. Because the game can become just one long mass combat if not.

Pathfinder mass-combat rules


@Kaouse. You should still be able to take the feat that gives you two more traits. ??


No idea on concept or commitment yet, but I’ll at least roll. :)

rolls: 11, 12, 15, 15, 16, 16:
4d6: 4d6 - 2 ⇒ (3, 3, 2, 5) - 2 = 11
4d6: 4d6 - 2 ⇒ (4, 5, 2, 3) - 2 = 12
4d6: 4d6 - 3 ⇒ (6, 3, 5, 5) - 3 = 16
4d6: 4d6 - 2 ⇒ (3, 6, 6, 2) - 2 = 15
4d6: 4d6 - 1 ⇒ (6, 5, 4, 1) - 1 = 15
4d6: 4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16

rerolling the 1: 1d6 ⇒ 3 still gets dropped


That’s a really solid, well rounded set. 0.o

I don’t recall, but are Orcs allowed as a playable race? I have this whole Orc Mountain setting (and lore) that I have created and it would be fun to continue using. :)
Edit: oh. Core races only. :’(
Could I ask for an exception for an Orc? If not I could come up with something else.


Cirdan Nowë wrote:
@Kaouse. You should still be able to take the feat that gives you two more traits. ??

That is what I ended up doing, but it does mean that I have an extra trait I don't particularly care for. If I could take the drawback instead, then I could replace Additional Traits with another feat instead. And I could always use another feat!


ROSA training with her hell blade, looks something like this


So had a play with core races and found this neat All Paizo core way to make a Half-elf into a Half-Drow, with race traits and a feat.
I also give her a level of Monk just because it would be fun.
Cleric 20 Monk 1

So here is a new image of Half_elf Rosa

IMAGE HERE


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Some more Rosa roll testing:

The fat merchant sat sweating behind his desk, in the gloom of the room lit only be a small fire, he counted his takings once more. Before him on the desk was a small fortune, made these past mouths selling to markets that seemed to always want his goods. His future was made, wealth power and nobility were now all his. His sons would inherit a thriving house. His Wives and daughters would live well. He counted the coins once more, and then got up, taking them to the string chest. As he bent over to close it a voice came from behind him. he froze.

"Its midnight one year and one day from when you made your contract. Merchant Altur Scubbins, I hope you are satisfied with our end."

His hand closed the box and slowly he turned to face the owner of the voice. Sat one of the armchairs by the fire was a grey-skinned elf. no her eyes were white, a Drow? He walked the few steps to the seat opasit and at. before him on a small table was a cravat of fine fire whisky. By its side were two classes.

"Care for a drink before we..I.. well a drink?"

The grey-skinned elf nodded. And he filled the two classes before handing her one. She took a sip and held it for a moment in her mouth, liking its taste and then downing the rest in one. He just sipped his.

"So are you ready?"
She asked, reaching out a hand to her side as a large black blade came into being there. She gripped the hilt.

he held up his hand.

"A trade, one more year and a day, for information"

She let the sword go and it disappeared.

"Go on"
she said interested in what he could offer.

"The Blue witch, the one that massacred the orphanage of children in Altritra port to change herself so you lot can't find her. The one you have been after for a while. I offer information about her whereabouts."

The grey elf sat back, thinking.

"Tell me and I will see if it's worth it"

He shook his head.
"No, You agree, and then you get the information."

She shook her head,

"Then we are at an impasse, so I will pass, come on down on your knees I will make this fast."

He held up his hand.

"How about this, I tell you part of it and you see if the rest is worth my price."

A nod was the response.

"She is In the north, close to a dragon's realm. She pays him for protection and notices if anyone comes looking for her. She pays him in human flesh, she hires woodsmen you see, and when they come she feeds them to the dragon."

"Where!"
She said in a cold voice, he had never seen such anger in her, fear gripped him but death and the hells scared him more.

"one more year and a day before you take me, agree, and I will tell you where"

The grey-skinned elf pushed her white hair from her eyes, and put on a pear of fine gold glasses. Taking a scroll and pen kit from her pouch, she looked over the contract added a few bits, crossed some out, and then handed it to him with the pen.

"Sign here, here and here"

She said pointing out where he needed to sign. He stabbed his hand with the pen pulling blood, it sucked up the blood ready for him to sign. Which he did after cafully reading over the wording, it was what he had asked for he Signed her and handed it back to her. She took it, checked it, and then put it away.

"So then where?"
The elf said.

"Fibrin woods, close to the high peaks. Head to the woodsmen's camp there and she is close."

Rosa smiled at him.

"Well then, our business is done Merchant Altur Scubbins, I will be off andI will see you in one year and a day. In the keeps dungeon"

He looked puzzled,
"Dungeon?"

She grinned at him,
'Why yes, Merchant Altur Scubbins, The Dungeon, I have agreed I will not take your soul for one year and a day, This new contract now supersedes the old contract which as just run out. The one where a summoned Devil guaranteed you wealth, freedom, and happiness for one year and a day for your soul."

There was now a pounding at the Merchant's front door. He looked around shocked.

"I think you should go and see who it is, I believe it's the local tax collector, come to check your books and see why you have not been paying your back taxes."
Her voice came from behind him, panicked turning back to the Elf, but she was gone, leaving him alone with a house full of worry and fear.


Okay, I've successfully transcribed Galacta Knight from Mythweavers over to these forums.

I think everything should be roughly accurate. Let me know if there are any issues!

Grand Lodge

I have Priscilla offically Done, save her trait I will need to get her posted.

Grand Lodge

Priscilla Springheel:

Neutral Good Halfling Unchained Rogue 20th/Fighter 1st
Hgt.2’8” Wgt.30 Hair:Black Eyes:Blue Age:22 Deity:
Str:10 Dex:24 Con:24 Int:26 Wis:20 Cha:22
Init:+8 Hp:261
Fort:+18[+8+7(Con)+1(luck)+1+1(Iuon)]
Reflex:+22[+12+7(Dex)+1(luck)+1+1(Iuon)]
Will:+14[+6+5(Wis)+1(luck)+1+1(Ioun)]+2 v. Fear
BAB:+18/+13/+8/+3][+16/+11/+6/+1+1(size)+1]
Melee:+18/+13/+8/+3
Ranged:+25/+20/+15/+10
CMB:+15[+16-1(size)]
CMD:21[10+16+7(dex)-1(size)]
AC32|10+8(armor)+7(dex)+1(Size)+5(Natural)+1(Shield)]Shieldless 31 ff:25 Touch:19
Armor:
Mithral Buckler +1
Weapons:
Melee:+18/+13/+8/+3
+5 Raiper +30/+25/+20/+15 1d4+12 16-20/x2 Piercing
Special:Impervious,Keen,Ghost Touch
+1 Dagger(10) +26/+21/+16/+111d3+8 19-20/x2 Piercing 10ft. Range
Returning
+5 Cestus(5gp)+30/+25/+20/+15 1d3+5 19-20/x2 Bludgeoning
+5 Rope Shot(5gp)+30/+25/+20/+15 1d4+12 x2 Bludgeoning
Shock +1d6 Shocking burst +2d6 Thundering +2d6
Ranged:
+5 Sling Staff +30/+25/+20/+15 1d6+5 19-20/ x3 160ft Range
Distance, Ghost Touch Ammo:50
+1Sling:(5sp) +26/+21/+16/+11 1d3+1 x2 100ft Bludgeoning
Distance Igniting Ammo:50
+1 Heavy Wrist Bow +26/+21/+16/+11 1d3+1 19-20/x2 60ft Range
Distance,Corrosive+1d6, Corrosive burst +2d6
Ammo:20

Skills:307 Background:42
Acrobatics*:+37[20+7(Dex)+3+2(race)+5(item)]
Appraise* +21{10+8(Int)+3}
Bluff+32[20+6(Cha)+3+3(Item)]
Climb*: + 15[10+0(str)+3+2(race)]
Craft*(Locksmithing) +21{10+8(int)+3]
Craft(Trap) +21[10+8(Int)+3]
Diplomacy*:+32[20+6(cha)+3+3(Item)]
Disable Device*:+31(+41)[21+7(dex)+3+1(trait)+10(trap)+5(item)]
Disguise +19[10+6(Cha)+3]
Escape Artist*:+20[10+7(dex)+3]
Intimidate*+32[20+6(cha)+3+3(Item)]
Know(Dungeoneering)* 32[21+8(int)+3
Know(local)* +32[21+8(int)+3
Knowledge(engineering) +32{21+8(int)+3
Linguistics:*+21[10+8(int)+3]**
Perception:*+33(+4#,)[21+5(wis)+3+2(race)+10(trap)+2(F3m)]
Profession(cook):*+18[10+5(wis)+3]**
Profession(Merchant)+18{10+5(wis)+3
Perform(Acting) +23{11+6(cha)+3+3(Item)
Perform(Singing) +23{11+6(Cha)+3+3(Item)
Ride*
Sense Motive:*+27[20+5(wis)+3]
Sleight of Hand:*+25[15+7(dex)+3]
Stealth:*+45[21+7(dex)+3+4(size)+10]
Survival:+18[10+5(wis)+3]
Swim:*+3[10+0(str)+3]
Use Magic Device:*+25[15+6(Cha)+3
Languages:Halfling,Common, Elven(Int), Dwarven(Int),Orc(int), Goblin(Int),Draconic(Int),Giant, Gnome,,Celestial,Infernal,Abyssal,Sylvan,Undercommon,Aklo,Protean,Aquatic
Feats:Cunning,Toughness,Point Blank Shot,Precise Shot,Quick Draw, Rapid Reload, Combat Reflexes,Improved Critical:Rapier, Rogue Talent:Cutting Edge, Rogue Talent:Cutting Edge, Rogue Talent:Cutting Edge
Traits:
t

Abilities:
Weapon and Armor Proficiency:
All Light armor,All Simple and Hand Crossbow,Sap,Short Sword, Rapier,Short bow

Sneak Attack:+10d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:+10

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training:Weapon Finesse*, Dagger,Raiper, Halfling Rope Shot
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue talents:(13)
Esoteric Scholar:
Benefit: A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.

Ledge Walker:
Benefit: This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.

Minor Magic: Dancing Lights @Will
Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Major Magic:Corrosive Touch 10/day
Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Wall Climber:
Benefit: A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Advanced Rogue Talents:
Familiar: Rat
Benefit: A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level –4.

Double Debilitation:
Benefit: Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.

Improved Evasion:
Benefit: This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Weapon Snatcher
Benefit: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

Unwitting Ally:
Benefit: A rogue with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the rogue’s next turn. The opponent must be able to hear and see the rogue, and the rogue must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the rogue cannot use this trick again on the same opponent for the next 24 hours. If the rogue fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

Cutting Edge: Bluff,Intimidate

Cutting Edge:Sense Motive, Diplomacy

Cutting Edge:Sleight of Hand, Use Magic Device
Danger Sense:
+6 Reflex v.Traps, +6 dodge AC v. Traps, +6 Perception to avoid surprise attacks
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class)

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue’s Edge (Ex): Acrobatics, Bluff*, Perception, Disable Device,Stealth, Sense Motive* Intimidate*,Diplomacy*, Sleight of Hand*,
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Master Strike:DC 27

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Edge Skills:
Acrobatics:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

Bluff:
5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

10 Ranks: You take no penalty to Bluff a creature after a failed check unless you failed by 5 or more.

15 Ranks: Creatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff ) or the effect reveals nothing.

20 Ranks: As a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves against your suggestion is immune to further uses of this effect for 24 hours, and whenever the suggested creature is specifically confronted with proof of your manipulation, it receives another saving throw. This is an extraordinary mind-affecting compulsion.

Disable Device:
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.

Diplomacy:
5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.

15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.

20 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

Intimidate:
5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.

20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.

Perception:
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.

20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.

Sense Motive:
5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.

15 Ranks: You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target’s attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute.

20 Ranks: You can read surface thoughts as above as a standard action. A successful check to gain an insight bonus to your AC also negates the attack that triggered it.

Stealth:
5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Sleight Of Hand:
5 Ranks: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check.

10 Ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.

15 Ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.

Use Magic Device:
5 Ranks: You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.

10 Ranks: If you roll a natural 1 when activating an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself.

15 Ranks: You can use this skill to emulate two races or two alignments simultaneously.

Fighter:
Weapons and Armor:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feat:Improved Critical:halfling Sling Staff

-Racial:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Equipment:
Rogues’ Kit:(50gp)This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Cooking Kit:(3gp)This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Wrist Sheaths
Bandoliers(x2)
Explorer's’ Outfit
Noble’s Outfit
Jewelry 100gp
Fishing Kit 5 sp
-This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures)
Forger’s Kit 200gp
-These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries.
Gear Maintenance Kit 5gp
-This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit 1 gp
-This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Infiltrators Kit:150 gp
-This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.
Shaving Kit 15gp
-A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Merchant’s Scale 2gp
Thieves’ Ring 200gp
Magic Items:
Belt of Physical Might:+6 Dexterity and Constitution

Greater Sniper Goggles:
Aura moderate divination; CL 8th; Slot eye; Price 50,000 gp; Weight —
DESCRIPTION
These goggles feature stubby periscope-like lenses that expand and retract depending on the needs of the wearer.

These goggles function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Boots of Striding and Springing:
Aura faint transmutation; CL 3rd; Slot feet; Price 5,500 gp; Weight 1 lb.
DESCRIPTION
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Trapspringer’s Gloves:
Aura faint divination; CL 5th; Slot hands; Price 4,000 gp; Weight 1 lb.
DESCRIPTION
These studded leather gloves look similar to workman’s gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

Circlet of Persuasion
Aura faint transmutation; CL 5th; Slot head; Price 4,500 gp; Weight —
DESCRIPTION
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.

Headband of Mental Superiority:

Aura strong transmutation; CL 16th; Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.
DESCRIPTION
This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

Amulet of Natural Armor +5 50,000gp

Bracers of Armor +8 64,000gp

Handy Haversack
Aura moderate conjuration; CL 9th; Slot —; Price 2,000 gp; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Bag of Holding Type 2
5,000gp

25lb. Content limits 500lb 75 cubic feet

Ioun Stone
Scarlet and blue Sphere: +2 Intelligent (Skill:Knowledge(Arcana)) 8000gp
Western Star: Standard Action Disguise Self and renders the Ioun Stone’s Invisible 4,000gp
Clear Spindle: Sustains user without food and water 4,000gp
Gamboge Nodule: Immunity to Poison. 54,000gp
Eastern Star: Constant Comprehend Languages 4,000gp
Pearly White Spindle: Regenerate 1hp per 10 minutes 20,000gp
Iridescent Spindle: No Need Air 18,000gp
Pale Green Prism: +1 to Attack, Saves and Skill checks 30,000gp

Ring of Freedom of Movement
Ring of Chameleon Power

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.

Mortimer the Rat(familiar)
Tiny Magic Beast
Init:+2 HD:17 HP:57 Scent, Low Light Vision,
Speed:15ft,Climb 15ft, Swim 15ft
AC:22 |10 +2 size +2 Dex +8 Natural]
Fort:+6 Reflex:14 Will+7
SR:25
Melee:+18/+13/+8/+3
Bite: 1d3-4
Str:2 Dex:15 Con:11 Int:13 Wis:13 Cha:2
Weapon Finesse,Alertness*

Acrobatics:+22 Climb:+18 Perception:+24 Stealth:+30 Swim:+18

Special:Alertness*,Share Spells, Empathic Link,Deliver Touch Spells,Speak with Rats, Speak with Master,Spell Resistance 25, Scry on Familiar 1/day

PP:
GP: 300
SP:50
CP:

Background:


I think it will be safe to say, as epic characters in Faerun, our characters would know of each other, if only by reputation.


Ooo yes, I would say so. A 16' tall Half-Drow who drags Devils back to the Hells

I think your PCs may know of Rosa


I think we'd all be fairly well known across the lands. But, Faerun does have more than usual epic characters so we'd be just a few more.... I would be the 3' 1" elf that flies around on a phantom chariot everywhere. Generally considered a relatively harmless know-it-all.

Grand Lodge

No one knows little ol' Priscilla

Grand Lodge

Role:

the lass sat on a crate in the alley. Her ring and natural ability keeping her well hidden from the eyes of the average person. Thankfully her other abilities allowed for her to remain hidden.

Priscilla the precocious halfling had sat here waiting for the well known slaver, Thorg The Fist. notorious Half-Orc whose group of slavers seemed intent to scrounge up every halfling and human in the area. Priscilla who was selling her services to the local lords, setting up a variety of traps and locks others seemed to not fathom.

The feather haired beauty slipped out the halfling knot and stood seeing the Half-orc and his guards two full blooded orcs with falchions. They walked past with some women in tow. Priscilla rolled free and struck smashing the cord into the leg of the first one. As it went down, three more strikes followed. Swift silent death followed as she then finished with a dagger.

The next turned to taste a dagger to the face. Priscilla rolled forward then hid again. "Thorg danger"

The Halfling hearing this shifted again this time with a raiper and buckler. She engaged with the Two and laughed a delightful musical laugh. Dodging and thrusting, making contact here and there. As she does she then begins to sing.

"Sting and Stab, Buzz and beat, The Hornet comes to thee, Stab, Sting, Stab and Sting, venom drip and victims scream, All because the Thought to Cross me!!1" Priscilla sings as she fenced and fought.

The orc goes down and now Thorg is the soul target. His woman feld, his guards dead this little halfling pressed in. Steel was fast and firm, while her feet moved her body to avoid the wicked blade of her opponent.

"You are slow and sluggish Thorg! Are you scared of little ol' me!" She boasted as she giggled with glee. As she does four lights flared up in ghastly colors. Thorg wasn't used to Halflings and women this skilled and fast. As she kept up the dangerous dance the half-orc began to sweat and shake. Fear was seeping in as the halflings song, dance and sheer glee at this was wearing on him.

"No, NO, I CAN'T LOSE!!!" Thorg roars as he raises his Longsword overhead. This though gives Priscilla time to roll around him, she then strikes hard and fast using the flail to strike the legs. Acid splatters as Thorg falls prone.

The once proud warrior and slaver lay face down, paralyzed and burning from acid wanted badly to run, but the Halfling, stood now on his back, her raiper pressed in between his shoulder blades. She pressed letting the tip slip further in the flesh.

'Now you will become free to move again, however if you wish to be able to leave here alive, you will go and free your slaves. If you don't I'll find you....and KILL YOU!!!" She says with a taught smile and wide crazed eyes.

...............

Weeks later

Thorg had not done what the little halfling had said. Oh the slaver had closed up shop and divested himself of that inventory. This wasn't his whole operation as he had dozens of smaller operations through out the region. Including in Westgate, where he currently resides.

"Thorg sir, it seems one of our slave pens have fallen to...some rats and some adventurers?" A thin wizard says as he then blinks and looks at Thorg.

"What its one den, its not like..."

"All of them! ALL OF THEM!" The wizard says as he seems to look about.

Thorg and his new body guards both Ogres stiffened a bit but seemed to growl. "How can that happen, you said you had it secured"

the wizards shakes and begins to stammer."I..the...Yes, well My traps and spells...um...would keep...even the most infamous rogues at bay!" He says.

"REALLY" Thorg says as he slams his fist on the table."Because , it seems your SPELLS WERE WORTHLESS"

That prompted the Half-Orc to stand and grab the Wizard by the collar of his robe. A simple crack could be heard and an Orge groaned. The Ogre fell as the other one looked about.

"What was..." the wizard was about to say when he went limp and began to smoke in Thorgs grasp!

"Unde...GLUCK" came the sound form the remaining ogre as a thin metal blade erupted through the nape of his neck and through the other side. AS the behemoth began to slump and fall, a cloaked Halfling woman appeared on his shoulder.

"NO NOT YOU" Throg said as the hood fell and a familiar face appears. A face that he thought he fooled. A face of the halfling who started this mess in the first place.

"I told you to free them all!" She says as she hops off and whistles. A rat followed by a hundred more rats appeared. She laughs as she comes forward to stab and paralyze the Half-Orc once again, save this time several rats swarmed over the body biting and gnashing the flesh.

As Throg's body began to reawaken he screamed.As the Screams cried out Priscilla began to open up a variety of desks and chests in the very office. Jewels, gold, coins and more rest with in ans she began to stuff her pockets. Soon Thorg would be dead, or near it and she would be richer all to free the liberty!


Okay, I've added my prepared spells to this character's profile.

I've also done a slight update to the character, reducing their AC by a smidge.

I'll try a write a small character blurb sometime in the next 24 hours or so.


Ending Roll play test:

"$*^%£ OFF!!"

Rosa said these words clearly to the Ancient Blue Dragon.
It had just landed in front of her, shaking the ground with its impact.
Wings flapping and folding back as its head came down and looked her in the eyes. Rosa was a little miffed, she had just spotted the small wooden hut the Blue witch must be using and this big blue dragon showed up.

"I BEG YOUR PARDEN!!"

Rosa shook her back and two bat link wings came into being behind her.
Taking off she hovered eyes now close to the eyes of the dragon, they had a little staring compaction underway

"I said $*^%£ OFF!!"

The Dragon pulled its head back ready to attack. Trying to intimidate her, Rosa's eyes glowed red, Her right hand shot out and grabbed a massive black blade that was not there a moment ago. Night seemed to run off it like water, and a slow-moaning sound came from it. The Dragons eyes widened as it spotted the sword and more to the point, the Hell Hound insignia on its hilt. Her clothing shimmered and fell away to reveal her Hound of Hell uniform. Now she intimidated it right back. The Dragon froze, only its eyes moved, they went from Rosa to the Sword and back again. It closed its mouth and without another word, it took off back to his sandy hills home.

Rosa let go of the sword, and it disappeared, landing her wings folded away out of sight. She checked her clothing and then headed to the front door. She knocked on the door and waited. There was some shuffling and a click from the other side. The door opened to reveal a wizened old lady. She looked a Rosa then popped her head out looking side to side, pulling herself back in she asked.

"What have you done with Nuffy?"

Rosa smiled.

"Nothing, just reminded him he had to go home and wash his socks"

Rosa pushed passed the witch and into the hut, it was a snug fit getting in but she did it.

"Got tea on?"
She asked, The Blue witch closed the door, then went to the stove. Putting the kettle on she set about making tea. Rosa was too big for any of the seats so she sat on the floor, even then her head touched the beams hanging with dried things.

"So this is where you have been hiding. Nice, real home from home. I have to say I love what you have done with the place."

The Blue witch took the now hot water and made them both a cup. Handing one to Rosa, Rosa sniffed it.
"Humm Beladona, how nice, my fav"

The Witch shrugged,
"Can't Help a Girl Trying "

Rosa sipped the poisoned tea to no ill effect and indicated the witch should drink hers. The Blue witch looked at her cup.

"Not the same I hope"
Rosa added.

The witch said still looking down at her cup.

"No this one is painless. You know I thought I was going to get away with it there. Yet here you are, a year and a day from when I made the pact. If I had just made it to the end of today, Midnight would have seen the pact end and you lot not getting my soul."

Rosa smiled.
"I have to admire you for blending your soul with all those children's. Took us weeks to sift through the mess. We would get a bit of your here and a bit there, only when we had done it three times did we realize it was not a full soul."

The witch grinned now, proud of her work.
"Took the spells to make soul-powered dolls and adapted them, had it all worked out before I even made the pact. But it failed, your lot are so fastidious, it's boarding on obsession"
The witch drink her tea in one go. Looking back up at Rosa.

Rosa said simply
"If a job is worth doing it's worth doing well. They always say"

The witch now looked pail.
"Well this is it then for me, see you down below."

Rosa waved and a hand and color came back into the witch's face.

"O no, sorry not yet, you see we have plans for you. You still have work to do here. And who knows you may even find another way to get out of this. What is disappear without a little hope humm"

Rosa stood, bent over as a Hell Gate came into being.

"Come on, the department of Corruption and defilement wants to have a word."

and soon the hut was empty.

I hope you do not mind GM, I have found over the years it helps me to do a little test on how I see my PC working and what they are like . Kind of gives them their own voice kind of thing, I often alter my PC because of them changing as I write them. :) I know have a much better idea of who Rosa is, she has a much lighter tone then I expected, less epic gravitas all the time. More a Civil servant doing her job

Grand Lodge

Priscilla:
The halfling lady, no longer a lass, roamed the streets of Suzail. As she did an apple here, a pear there, even a bottle of fine brandy made its way into her clutches.

Passing a beautiful noble maiden she bows and winks. The noble maiden curtsy's. They parted and skillfully the rogue purloined a fine decorative gem off her belt. It was quite a feat for even a woman like her.

It was at that moment a familiar face, Captain Argent Stack. The wavy brunette haired Purple Dragon had danced with Priscilla in the past. Both with the blade and with out. Unfortunately it seemed the man was on the war path.

"PRISCILLA!!" he shouted as he spotted her. The halfling lass stopped and spun. With a coy smile she then waves.

"Captain" She says giving a curtsy.

"I thought you'd be half way to Marsember by now, but instead I find you here, I thought better of you" He says looking down at her. He had not a sword out, but a mace.

"Me heading to Marsember? Thats a month away, got a deal with Miss Dedrea and her textiles. got a buyer and everything why, what have you heard??" She asks looking at the man before her.

"Don't play dumb with me, I know you are the only one who could've stolen all those coins form House Steelclaw. As well as all their magical gear stored in the Lords manor" Captain Stack says. Priscilla had to say she wasn't thrilled about the accusation, especially after the fact it was a compliment.

" Me steal from a Lord, I may have some creative accounting, but out right burglarly well that is slanderous" She chuckles as Stack points his mace head at her.

"I even brought back up this time" he said as four more knights appear. Priscilla looks at them all and nods.

'All this for little ol' me! Awe you shouldn't have" The rogue says as she steps back and then giggles.

'give up Priscilla we can sort this out at the guard station. Trust me, I promise"

Priscilla leaps back into the one behind her and laughs."Even though that is tempting, I am not the caged bird type, unless you know the coin is descent"

When the hands of the one behind her tries to grab her, she slips free and springs forward. Stack swung and Priscilla dodged again, then another hand and she slapped it away with a Buckler. The next one dropped and rolled under the grasping arms that connected with the one she just dodged. The last had her cornered. or so it thought when Priscilla blew them a kiss and leapt up grabbing a rope, as she grabbed it she began to climb with speed.

A top the building she began to sprint and then leap from roof to roof top. It was all to get distance and formulate as to who would set up little old her for this job. She hadn't had to resort to such things in quiet a while so it must have been an old rival before she aided in slaying some Dragon Cultists.

Still she was gonna have to find and recover the goods with the perpetrator to clear this up with Captain Stacks. he was too cute to have him be her enemy. Though not as gorgeous as his sister.


Offered up PCs to date by Players 20240926
These is more interest, but as yet these are the only PCs posted I think.

Player:andreww.
PC:Korvus Kem N Human sorcerer L21
Player: Critzible
PC:Galacta Knight CN Human Ranger L20 / Loremaster L1
Player: Critzible
PC:Priscilla NG Halfling Unchained Rogue L20/Fighter L1
Player: AGM Lemming.
PC:Cirdan Nowë LN Elf Wizard L21
Player: GM Panic
PC:Rosa Luminasss LN LE Half-Elf Cleric L20/Bard L1


hey everyone.

still dealing with some stuff here on the home front. but i am going to sit down and start reading where i last left off and hopefully be able to get some answers by tomorrow or monday at the latest.


GM_Panic wrote:

Offered up PCs to date by Players 20240926

These is more interest, but as yet these are the only PCs posted I think.

Player:andreww.
PC:Korvus Kem N Human sorcerer L21
Player: Critzible
PC:Galacta Knight CN Human Ranger L20 / Loremaster L1
Player: Critzible
PC:Priscilla NG Halfling Unchained Rogue L20/Fighter L1
Player: AGM Lemming.
PC:Cirdan Nowë LN Elf Wizard L21
Player: GM Panic
PC:Rosa Luminasss LN LE Half-Elf Cleric L20/Bard L1

Uh, the player for Galacta Knight is me, Kaouse, not Critzible.


GM_Panic wrote:

Offered up PCs to date by Players 20240926

These is more interest, but as yet these are the only PCs posted I think.

Player:andreww.
PC:Korvus Kem N Human sorcerer L21
Player: Critzible
PC:Galacta Knight CN Human Ranger L20 / Loremaster L1
Player: Critzible
PC:Priscilla NG Halfling Unchained Rogue L20/Fighter L1
Player: AGM Lemming.
PC:Cirdan Nowë LN Elf Wizard L21
Player: GM Panic
PC:Rosa Luminasss LN LE Half-Elf Cleric L20/Bard L1

Missed my Bachu LG Monk 6/Paladin 5/Champion of Irori 10


updated

Player:andreww.
PC:Korvus Kem N Human sorcerer L21
Player: Kaouse
PC:Galacta Knight CN Human Ranger L20 / Loremaster L1
Player: Critzible
PC:Priscilla NG Halfling Unchained Rogue L20/Fighter L1
Player: AGM Lemming.
PC:Cirdan Nowë LN Elf Wizard L21
Player:trawets71
PC:Bachu LG Human Monk 6/Paladin 5/Champion of Irori 10
Player: GM Panic
PC:Rosa Luminasss LN LE Half-Elf Cleric L20/Bard L1


Pre-story blurb:
A small, diminutive butterfly flies through the Astral Plane. It's orange wings seem to glow with a supernatural light as it glides gracefully through the nebulous aether. On and on it travels through the infinite expanse, perhaps for eons, or perhaps but for a single moment. Until all of a sudden it stops.

Before it, lies a crystal. Within it, appears to be the figure of a small, round winged creature. The creature is unmoving and unthinking, trapped within a crystalline prison of temporal quintessence. In one hand, a lance, and in the other, a shield.

The butterfly observes the figure - perhaps for eons, or perhaps but for a single moment - before it gently lands on top of the crystal itself.

The moment it makes contact with the crystal, a tremendous crack forms, moving from one end of the crystal to the other in almost an instant. In another instant, the creature inside the crystal opens it's eyes. As it flexes it's wings, the entire crystal shatters to dust, as if it were never there to begin with.

The butterfly is unharmed by all of this. It listfully lands atop the creature's lance.

The creature addresses the butterfly.

"So. It is time for me to be judged, is it not?" the creature speaks, his words transmitting through a thin layer of air that clings to his wings and body.

The butterfly's wings open and close. Waves of energy come off from it, and immediately the man can understand.

"Yes. And no. You have lived a paradoxical life, O Aeon Hero. One marred by both light... and dark. You have both saved and doomed many worlds. Such contradictions cannot be permitted within the Land of Dreams. And so, you have been banished to this reality, on the other side of the Dream. However your final judgement... remains to be seen. Whether you chose the light, or the dark, I will watch over you... until the end."

With that, the butterfly takes flight once more, circling the man faster and faster, becoming a mote of light, flame and cinder, before finally entering the man, fusing with his body. It's last words echo repeatedly in his mind.

"Until the end..."
"Until the end..."
"Until the end..."

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