| trawets71 |
stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stats: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15
bloodline: 1d100 ⇒ 98
bloodline derevation: 1d100 ⇒ 4
I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?
| EltonJ |
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6[dice=bloodline]1d100
[dice=bloodline derevation]1d100I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?
Well, there's no harm for your curiosity. I'll send you a discord invite.
| EltonJ |
I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?
Trawetts, if you enjoyed the Kingmaker adventure path, you will enjoy Birthright. There are some similarities between Birthright and Kingmaker. Except that Birthright has better domain rules.
| Vanulf Wulfson |
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18
Bloodline Strength: 1d100 ⇒ 89 Major
Score: 8d6 ⇒ (2, 2, 4, 5, 6, 5, 4, 1) = 29
Bloodline Derivation: 1d100 ⇒ 87 Vorynn
Blood Ability
0-10 1d100 ⇒ 26 None
11-19 1d100 ⇒ 46 Minor
20-28 1d100 ⇒ 59 Major
29-35 1d100 ⇒ 90 Enhanced to Major
36-50 1d100 ⇒ 39 Major
51-80 1d100 ⇒ 63 Enhanced to Great
80+ 1d100 ⇒ 58 Great
So, It looks like I ended up with 3 Major and 2 Great abilities.
Vorynn Blood Abilities
Major:
1d100 ⇒ 36 Detect Lie
1d100 ⇒ 77 Mebhaighl Sense
1d100 ⇒ 67 Long Life
Great:
1d100 ⇒ 51 Long Life
1d100 ⇒ 51
Re-roll: 1d100 ⇒ 79 Resistance
I'm thinking of a Human Cleric, of Whom I don't know yet.
| pad300 |
So this is my wizard, Fionn Caeloran
5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.
Stern, aggressive.
Fionn was born in the Sielwode, product of a coupling between his lady mother ( the Marchioness Fiona Caeloran, an elven noblewoman ) and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province…
It was his mother who got him his apprenticeship with High Mage Aelies, his older half -brother (on their mother’s side). Fionn usually claims Aelies is his uncle (and himself Aelies’s nephew), due to the several century age difference. (It should be noted that Fionn has a lot of distant relatives out there; the Marchioness is at least 2000 years old, and usually has a kid every 50 or so...She remembers times before humans had set foot on Cerilia).
This apprenticeship became particularly welcome, as the bloodline he inherited from his father, was of Masela. Coming to the Erebannien brought him to the sea for the first time. It calls to him, and fills hole in his soul that he didn’t know he had... Now having spent a couple of decades in human lands, his attraction to the sea brought him to the faith of Nesirie.
As Aelies’s active apprentice, he inherited the High Mage’s source network, when Aelies dissappeared (what happened is up to the DM; magical accident? Assassins?
Fionn Caeloran
NG Male Half-Elf
Wizard 2 (Air Elementalist > Smoke subschoool)
Deity: Nesirie
Init: +1 (Dex) +2 (trait) +4 Improved Initiative
Speed 30 ft
Low Light Vision
Defense
AC: 12= 10+ 1 (dex) +1 (armor)
HP: 14 = 6+ (1d6>4)+2*1Con+2 fcb
Fort +0 Wiz 2+1(Con)
Ref +0 Wiz 2+1(Dex)
Will +3 Wiz 2 +0(wis)
CMD : 12=10 +1 (bab)+0 (str) + 1(dex)
Offense
BAB : +1
Melee:
Ranged:
CMB : +1 BAB+0 str
Spells Prepared
L0 (DC 14, 4+1) Message (Air), Mage Hand, Prestigidation, Daze, Detect Magic
L1 (DC 15, 2+1+1) Windy Escape (Air), ???, ???, ???
Stats
Str 10 = 10 (rolled)
Dex 12 = 12 (rolled)
Con 12 = 12 (rolled)
Int 19 = 17 (rolled)+2 racial
Wis 11 = 11 (rolled)
Cha 10 = 10 (rolled)
Feats:
Skill Focus (K Arcana) (Adaptability)
Improved Initiative (Lvl 1)
Scribe Scroll (Wiz 1)
Traits: Elven Reflexes (race), Clever Wordplay (Social, Diplomacy)
Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana 1 ranks +3 trained +4 int +3 skill focus
Spellcraft 2 ranks +3 trained +4 int
Perception 2 ranks +3 trained +2 keen senses
Diplomacy 2 ranks +3 trained +4 int (trait)
K Planes 1 rank +3 trained +4 int
K religion 1 rank +3 trained +4 int
K Local 1 rank +3 trained +4 int
K Nature 1 rank +3 trained +4 int
Background Skills
Professions (Administrator) 2 ranks +3 trained
Profession (Sailor) 1 ranks +3 trained
K (History) 1 ranks +3 trained +4 int
Languages: Sidhelien (elf), Anuirean, Brecht (int), Basarji (int), Kharamul (Dwarven, int), Cellwair (Halfling, int)
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or
Arcane School (Elemental Air > Smoke Subschool, Opposition School:Earth): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
FCB: 2 HP
Derivation: Masela
Bloodline Strength: Lesser
Blood Score: 22
Abilities: Animal Affinity (Minor, Dolphins), Detect Lie
Cantrips: All (except Earth
1st:
2nd:
Weapons (39 gp): Light Crossbow (35 gp), Dagger (2 gp), 20 bolts (2 gp)
Armor (3 gp): Haramaki (3 gp)
Equipment (31.41 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spellbook
???
I have to build his familiar yet or pick his spells known. Also, @Elton, how much money/gear are we starting with?
| EltonJ |
Just saw the recruitment. PM me the Discord. I’ll roll up a bloodline character tomorrow morning to be considered. Then, can tailor to whatever domains that you have open. Cheers
Alright, we have one country that is open, and several guilds you can take. Along with two churches.