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Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

"Come and sit down children, I wish to tell you a tale."



"Not for a hundred gold gramma! Your stories are awful!"

"Why you ingrateful little pissants! I should-"

"But they're always just really awfully told, they meander around for what feels like weeks, and then you decide to stop telling them halfway through, saying something about a 'lack of heart'. It's just no fun for anyone involved."

"Shut up or I'll make you go trim the lawn."

"But the lawn's full of mandragoras! Which you planted!"

"Then you'll just have to stay and listen, won't you?"

"*Sigh*, alright fine."

"Good. Now, our story spans many years, across lifetimes and universes..."

"Pelor's bloody- I'll go get the scythe."

"Sit your rear end back down!"



This story begins, or rather, perhaps never begins at all-

"We're out of here."

"Sit your ungrateful little asses back down or I'm breaking out the cookboard."

"...break your cookboard..."

As I said, our story begins, or perhaps doesn't begin, as all good stories do: in the bedroom of a small tavern. Our heroes have gathered in the city of Brindonford, in an old haunt they haven't set foot in for some time: the Cock and Bull.

It has been twenty years since the events of Duvik's Pass where they all met. Their last adventure together was the slaying of the dracolich Theraxx, returning the Eleven-Fold Gem to it's rightful ruler: Lilliana dan Annethianalde, Rightful Queen of Brindonford. Lily to her friends.

That was 10 years ago.


Five days ago you received a letter from Queen Lilliana, a name you haven't heard in quite some time.



Well, that's not strictly true. It's a name you've heard plenty over the years, but it's not a name you've heard
from in a long, long while. Her missive was short, and yet had something behind it that you felt compelled to answer, and not just because she went through all the trouble of tracking you down:

pre:
Please,

I need your help again.

-Lily
Last night you put your head down on the well-worn pillow, unable to think of anything but sleep and what the next day would bring.

Last night you had a dream. It was not a pleasant dream.




There was a temple on an impossibly misty mountain.
Carrion birds flit amongst the stones, ominous shadows in a dark place.

Next you are inside.
A black-clad knight atop a black-clad horse stands before a massive gate.
A mailed fist pounds mournfully against the heavy wood.
His crimson shield is crested with the head of a black dragon.

The head springs to life, suddenly animated with hell-fueled fury.
You and your companions are locked in battle with the ebony monster.
The wind whips at your face, ripping tears from your eyes,
breath from your lungs.

One by one your party is struck down atop the lonely cliffs.

You are alone in unending, everlasting darkness.
In front of you is a dimly-lit corridor, blocked by a gate.
Behind that gate sits six more gates.
Seven gates in darkness.

The gate does not open. It will never open.

Now you are on a wide, desolate plain, watching helplessly.
A great black rock the size of the moon hurtles across the sky.
It strikes the land with a world-shattering impact.
Your vision begins to sway, your ears begin to roar.



Today you find yourself in one of the more unsavory parts of Hell.

You're standing on a bridge. That bridge is floating several hundred feet over an unending sea of fire, torture, pestilence, and death.

You came here chasing a snake demon, a Cathezar. Well, technically a half-Demon, half-Devil. That's probably not very important though. She was an assassin, she summoned a bigger demon to kill you. A Balor, to be specific. You wounded the Balor, and followed him here.

It felt like it happened a thousand years ago, but it's only been, oh, maybe six hours. Hard to say.

Point is, you met a knight down here. Or at least a talking suit of armor. He told you there's someone who can help you. The Dreamer. A mythical figure, one you've simultaneously never heard of and yet know everything about. She straddles the empty spaces between planes, both there and not there all at once. She, presumably (you have yet to actually confirm this), lives here:



The good news is, that island is only a couple hundred yards in front of you. The bad news is, the aforementioned bridge is also in front of you.

That bridge is full of demons, devils, spirits, and all unsightly manner of undead.

Lots and lots of undead.



Lots.

Good luck!




So, you ready to be some Big Goddamn Heroes? How about the Biggest Goddamn Heroes? gently caress yeah you are.

So, we're going to play some 13th Age, largely as an experiment to see how higher-level play works. You will be starting at Level 8!

Don't do magic items for now, we're going to figure that all out based on your wicked awesome backstories and whatnot.

For now, keep this in mind when making characters: you're experienced, veteran heroes. The kind the queen calls on when the Big poo poo goes down, even when they haven't spoken in a decade. That doesn't mean you're gods, or emperors, or anything game-breaking like that. You are, however, some Bad Motherfuckers.

Your first adventure was in the town of Duvik's Pass. There was some kobolds in a mine and one turned out to be a weird Neitzche-invoking Shaman who was really weird and dumb. Anyway, he had captured two travelers who turned out to be the Princess-now-Queen and her bodyguard.

Since then, you've had way, way more adventures so please also do this when you're making characters!

quote:

Describe one (1) adventure that your group has gone on beyond your run in with Nihlistico the Possibly Kobold. Did you slay a dragon? Conquer a labyrinth? Fight a mental duel with a demon? Where did you do this, and why? What stake did you have? What daring feats of heroism did you perform? Did you save someone's life? Did one of your friends save yours? Tell us about the kinds of songs the townsfolk will be singing in villages across the land, or perhaps the dark whispers that one dare not dispel as rumor?

ALSO

Describe two (2) characters (*cough*NPCs*cough*) that you and your party have met in your travels. Comely barmen, scandalous paladins, witches who are secretly princes in disguise, etc. Give me some character traits, description, how they've helped or hindered you in your travels, etc. Are you still in contact with them? Are they even still alive? Were they heroes or villains in your tale? Or something else altogether?

If you have any other questions (as well you should!), let me know!

Edit: Oh! And come join us in #Circadia on synirc!

Doomsayer fucked around with this message at 04:37 on Nov 18, 2013

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Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

ICONS

Hope you guys don't mind me just stealing the Icons from my other 13th Age game.



Quick note: every once in a while I'll make mention of a “Hero”, capital H. Most modern Circadians believe in a mythical “Age of Heroes” where great “Heroes” were the actors on the international stage, better, stronger, faster, more charismatic than just your average, run-of-the-mill men. “Heroes” can be good or evil, they're just Paragons of whatever their deal is.

...yes I just straight-up stole poo poo from Fable. :dealwithit:


The Dark Lord Meyas, King of Faulrem:

Quote: “This world is in need of conquest, and my fire will burn the filth and worthless to cinder.”

Usual Location: Well, he's dead. So... six feet under an unmarked grave?

Common Knowledge: Meyas was the fiercest warrior mortalkind has ever known. He pulled his way from a nameless commoner in the frozen wastes of Faulrem to the warlord to end all warlords. None have ever faced him in single combat and emerged alive. Hell, for that matter, most who faced him on the battlefield rarely lived to tell of it. Well, except for the folks who killed him, of course.

Adventurers and the Icon: Those under Meyas' banner must serve him with their whole being, but are justly rewarded for doing so. Beyond the material gains, you would stand at the forefront of the most powerful martial force in all of history. Or were, when he was still alive.

Allies: Meyas has few allies, preferring conquest to diplomacy. Fewer still now that he's dead. However, few of Meyas' soldiers are atheistic. Among his forces, one could find worship of nearly every known god, from Krech to Touzicon. Does this make them “allies”? Only time will tell.

Enemies: Those who do not bow are driven to the snow.

History: Many have been given the mantle of “Dark Lord”, some say Meyas was only the latest in a long line of tinpot dictators, a distant echo of the unparalleled Heroes of old.

They have never been on the wrong end of Meyas' blade.

The True Danger: Everything will be alright so long as Meyas stays dead.




The Nidal of Circadia:

Quote: “Arise; arise, Soldiers of Circadia! / Fell deeds awaken, bring brimstone and war! / Swords shall be shaken, aye shield be splintered, / a fine day, a red day, ere the sun rises! “

Usual Location: The Nidal of Circadia normally resides in Castle Circadia in the heart of the city of Circadia, in the country of Circadia.

...Circadians aren't great at the whole “naming” thing.

Common Knowledge: “Nidal” is an honorrific given to the man in charge of leading Circadia's defense in time of war.

At least, that's what all the historians say. Truth is, no one still alive can remember a time when Circadia wasn't just headed by a Nidal and a small committee of advisers. It's worked for a couple millenia, why stop now? The current Nidal is Carius Nidal, a charismatic old war hero that is beloved by his people like a father to every man, woman and child in the city. Maybe not so much the entirety of the empire, but most folks in the city like him. Except the criminals, they don't like him so much, generally. At least in principal.

Niceness doesn't stop an encroaching malevolent force of nature made entirely of war though.

Adventurers and the Icon: Pretty much every adventurer has at least a passing relationship with the Nidal's city, if not the Nidal himself. Circadia is the largest city in the world, so everyone who spends a lot of time on their feet find themselves there sooner or later.

Allies: Every good-hearted mortal, immortal, and god. In theory.

Enemies: Meyas. Definitely Meyas. Lots of others guys too, but that'd be numero uno.

History: Carius Nidal comes from a long line of Nidals. Some of them considerably worse leaders than he. Some quite a bit better.

The True Danger: Everything will be alright so long as Meyas and the forces of Darkness are kept at bay. Circadia can never be allowed to fall.




Kjel of the River:
Quote: “Mine is the blade in the hand of every man and woman who wishes to take freedom for their own!”

Usual Location: In the hearts of anarchists everywhere.

Common Knowledge: Kjel is the barbarian orc spirit that free barbarians invoke in battle or statesmanship. Kjel was a great warrior in the Age of Heroes, and his legacy is carried forth by everyone who would carve their own destiny at the head of an axe.

Adventurers and the Icon: Those who fight with freedom in their heart fight for Kjel. Probably.

Allies: Look, I can only write “freedom” so many times before it loses all meaning.

Enemies: Everyone who hates freedom.

History: Many warlords have claimed to be Kjel reborn, or Kjel Who Never Died. Those guys are all liars, I'm sure.

The True Danger: Everything will be alright so long as Kjel's image remains in tact, and the man himself never comes back. Most people forget what a dick that guy was.




The Arcanist:
Quote: “Our shackles do not bind us. They protect you.”

Usual Location: The Arcanist is not one man, or one woman, but instead is an ideal. The Arcanist is magic, kept under control, for the good of humanity. Magic has brought the world to the brink of destruction many times. Only self-regulation and protection of non-casters can keep this plane intact.

Common Knowledge: Every civilized wizard tends to at least pay lip service to the Arcanist. Those unfamiliar with the ways of magic unsurprisingly tend to fear them. By swearing an oath of nonvolatility, wizards swear to uphold the ideals of protection and restraint, and never bring harm upon the innocent.

Adventurers and the Icon: More advanced wizards know the Arcanist ideal doesn't just prevent the odd street thug from being unnecessarily vaporized, but keeps unknowable eldritch forces from piercing the veil.

Hahaha, nah, but seriously wizards are dicks though. They've blown up big-rear end chunks of the world before, sometimes to the point where areas are still uninhabitable by sane people. The Arcanist is just Wizard Mutually Assured Destruction.

Allies: Everyone who doesn't want magic to blow the poo poo out of everything.

Enemies: Everyone who realizes magic is pretty loving awesome and makes you even more awesome if you punch all those nerds in the face with it.

History: The Arcanist isn't just an ideal to be upheld, but a warning to be heeded. Unchecked arcane power is a danger to all of mortalkind.

The True Danger: Everything will be alright as long as they don't run out of carts to paint things on.




The Templar:
Quote: "When the tide of darkness washes over us, you'll wish you had stood by our side."

Usual Location: All over Circadia, with some in Faulrem. They tend to work alone or in small groups, a large gathering of Templars is rare.

Common Knowledge: "Templar" is the colloquial name for both the paladins of the fallen sun god Ilyos and the ideal they live up to. Ilyos died millenia ago during the Age of Heroes, felled by an ancient villain known as the Divine Usurper. The Templar was His right hand, His Solium, who carried out His divine word. Today, the Templars are convinced that Ilyos yet lives and watches over us all. They follow his word and carry it out upon the world, wreaking justice across the countryside, destroying the Sinful and the Damned, wherever they may be found.

This also tends to include anyone who stands in their way.

Adventurers and the Icon: Templars rarely travel in groups, but when strength of numbers is necessary, a Templar may hire on mercenaries. Or the mercenaries may be hiring on a Templar, depending on who you ask.

Allies: Few and far between. Religious zealots don't tend to make a lot of friends.

Enemies: Anyone with enough Sin in them to become a target. This particularly includes devout followers of "heretic" gods (hint: all the gods are heretical).

History: The Templars have been in operation for a long time. Recently, however, they have been out in force, and in greater numbers. This coincide with recent rumors that they have themselves a new Templar. That is "the" Templar, not "a".

The True Danger: Everything will be alright so long as they don't turn out to be right.




Ashdraanol, the Eternal Wyrm:
Quote: "আমি ছাই আপনার বিশ্বের চালু হবে এবং আপনি ধুলো মধ্যে কিছুই হতে হবে.*"
*"I will turn your world to ash, and you will be nothing amongst the dust."

Usual Location: Well beyond the mortal plane. No one yet living knows where The End of All Things has gone, and fewer still know when he will return.

Common Knowledge: Ashdraanol, the Eternal Dragon, World Burner, Flame in the Night, The End of All Things. Less a force for Evil, more just pure, destructive natural force in a form not seen for Ages. Long, long, long ago, well before the Age of Heroes had even began, Ashdraanol ruled over the ruined world. He burned every home, every city, every blade of grass, just through presence of will. No one knows for what reason he left, but it took thousands, perhaps hundreds of thousands of years for the world to see a speck of green again.

A being of such immense stature inspires much terror, but much power as well. The dragon has ascended beyond immortality, beyond godhood. The question of whether he yet exists or not is irrelevant, a fervent cadre of followers made up of powerful sorcerers carries out deeds in his name. That's all that matters.

Adventurers and the Icon: Ashdraanol asks little of his followers, merely to amass power and, in turn, use that power. But, as they say, the candle that burns twice as bright burns half as long, usually in a massive fireball.

Allies: There are many in search of arcane power, and the flame of Ashdraanol is more than willing to provide.

Enemies: There are many who fear the Dragon's flame, but the Arcanist society in particular knows what a bad name they give to wizards.

History: The true nature of Ashdraanol is utterly unknown. He hasn't made an appearance on the mortal plane in millenia, and is presumed dead.

The True Danger: We'll be alright as long as Ashdraanol really is dead.




Touzicon, God of the Back Alleys:
Quote: "A favor for every party, a price for every patron."

Usual Location: Wherever shady and decadent desires are in need of being met.

Common Knowledge: Touzicon is the patron god of Truth, Evil, and Celebration. When there is drinking and carousing to be done, he is there. Even moreso when the hangovers kick in. Drinks, drugs, debauchery, theft, torture... there are few dealings that Touzicon doesn't have his hand in, and fewer still the things he isn't wiling to put his hand in. Followers of Touzicon run the gamut from back-alley illicit good dealers to wealthy socialites, all just in search of a good time and raising a little hell.

Adventurers and the Icon: Touzicon and his followers are, unsurprisingly, big fans of money. What better reason is there to take up sword for the cause?

Allies: Anyone can be an ally for the right price. Admittedly some prices are more... esoteric, than others.

Enemies: Those goody-two-shoes types, mostly. Always someone to bring the party down.

History: Touzicon is one of the New Gods, born after the rise of Mier'dames and Augustia to power, try as they might to keep him out.

The True Danger: Everything will be alright so long as Touzicon doesn't get too greedy. Divine greed tends to have... unfortunate consequences.




Augustia and the S'engouer, Goddess of Battle:
Quote: "Fight until there's no one left to fight, drink until there's nothing left to drink, and gently caress 'til there's no one left to gently caress! Then start over again!"

Usual Location: Most of the S'engouer have been driven from Faulrem, but many have stayed behind to fight for the guy who's clearly the strongest.

Common Knowledge: Augustia is the twin goddess of war alongside Mier'dames, an ex-mortal ascended to godhood during the Age of Heroes, making her one of the oldest gods still around. Augustia is, most succinctly, the goddess of passion. When a soldier presses his blade to an enemy's throat, Augustia is there to push the hilt forward. When a woman goes mad with bloodlust on the battlefield, Augustia hands her an axe. When men are outnumbered 10-to-1 in cramped urban streets, Augustia gives them the will to drive into the fray until every enemy is cut down or everyone is dead in the process. Augustia is the bloody, drunken pair of knuckles in a bar fight, every dagger in the hand of a jilted lover (or, more likely, the one pushing that hand to join in).

Augustia is the smell of battle, and the blood of your enemies on your chest.

Adventurers and the Icon: Most adventurers know Augustia all too well. When you need the strength to make someone dead, Augustia's the one you pray to.

Allies: Many are the fairweather friends of Augustia, few are good enough and honest enough to stick around.

Enemies: Everyone's an enemy, sooner or later. Just a matter of perspective.

History: The S'engouer are Augustia's most fervent clerics. Once they had a nation to call home, but they were the first in line of Meyas' march south. Despite their love of carousing and general fun-having, no mortals take their martial training as seriously as the S'engouer. For decades, from young adolescence into adulthood, S'engouer warriors train from sunup to sundown, bare-rear end naked in the harsh Northern elements, training non-stop. And that's just the normal warriors. Under an even harsher training regimen are members of the Cotillion, the S'engouer's elite cadre of assassins. They spend their entire lives being brutally broken and re-made, until they are the finest fighting and diplomatic force an individual can attain.

And Meyas swept them aside like a cloud of gnats. Some of the S'engouer were impressed by that.

The rest were just pissed.

The True Danger: Everything will be alright so long as they don't end up on the wrong side.




Mier'dames and the Descendents, God of War:
Quote: "Here you will find mercy, or the grave. It is for you to decide."

Usual Location: The Descendents, as an organization, reside in the small village of Bushmead, specifically in the keep of Castle Morcrest. Bushmead is small, and fairly poor, but the Descendents do not tax them on their crops, but enjoy a voluntary donation from the villagers.

Common Knowledge: Mier'dames is the twin god of war alongside Augustia, a mortal ascended to divinity after the death of the Divine Usurper. Mier'dames' domains are those of tactics, justice, and mercy. When a soldier presses his blade to an enemy's throat, Mier'dames is there to unclench his fist. When a woman goes mad with bloodlust on the battlefield, Mier'dames tells her when to cut her losses and flee. When men are outnumbered 10-to-1 in cramped urban streets, Mier'dames is there to set the blockade and manage chokepoints. Mier'dames is the pike at the head of the charge, the gavel in the courtroom, the sword left at home.

Mier'dames is knowing when to retreat, and when to fight.

Adventurers and the Icon: Many of Mier'dames' followers turn to adventuring, at least for a while. They see it as a chance to do some good, maybe right some wrongs. Does it always work out that way?

...well, scripture and real life aren't always one and the same.

Allies: Anyone involved with a war is going to turn to Mier'dames eventually. Whether he listens is another matter.

Enemies: Enemies of justice, that's who!

History: The Descendents are Mier'dames' clerics. While not as devoted to their craft as the S'engouer, they recognize that mercy isn't exactly an "all the time" solution. As such the Descendents are above-average warriors, frequently called into service when war breaks out. The war against Meyas is no different.

The True Danger: Everything will be alright, so long as the secrets that Mier'dames guards remain the realm of divinity, not mortality.




Sand, Wilderness Goddess of Debate:
Quote: "*Hrngh* You see, what you have for yurself now is a constitutional monarchy, and that's just- C'MERE YOU LIL' BASTARD! That's just not what you're hoping for. You gotta getcherself some representation, some kind of local senate, at least- *sound of a bear being thrown against a tree* -at least some kinda republicanism. You see what I'm saying?"

Usual Location: The woods, and the heart of earnest argumentation everywhere.

Common Knowledge: Sand is the goddess of wilderness, vitality, ghosts, and politics. Some folks say those domains don't make any sense being connected to each other. Sand demands those folks kindly shut the hell up.

Adventurers and the Icon: Clerics of Sand usually feel obligated to spread the joys of political debate to all corners of the world, and teaming up with adventurer bands is a simple way of doing this.

Allies: The Arcanist tends to like Sand. So does Augustia. Why? gently caress you, that's why.

Enemies: That Touzicon guy is a dick, always burning down forests for drug smoke and gigantic beds or whatever it is he does in his free time.

History: Sand's clerics are normally employed as political advisers, lumberjacks, or spirit mediums, as the case dictates.

The True Danger: The Heart of the Forest is not for mortalkind to know. Let's keep it that way, yeah?




Caincakah, Goddess of the Black Mind:
Quote: "Such good health in this one. A shame the price is so high..."

Usual Location: In every doctor's office and every bedside, rain or shine.

Common Knowledge: Caincakah is the demon in the bottle, the spirit in every pill, the presence in every poultice. Mankind bends nature to its will to stave off the specter of death, and Caincakah is the one who exacts the price for that hubris. For Caincakah is the patron deity of medicine... and nightmares. In her ledger is the name of every soul on the mortal plane, intricate rows and columns that dictate just how much life every human has bought and paid for. Those who steal life are dealt with. Harshly.

Adventurers and the Icon: It's a rare adventurer that's never seen an injury, and thus every adventurer finds themselves in Caincakah's hands sooner or later. Pray you are in her good graces.

Allies: No one is unafraid of death. Anyone who says anything different is a liar, or a fool. As such, everyone is Caincakah's ally sooner or later.

Enemies: There are many who find themselves an enemy, one way or another. Those who unjustly steal life are most at threat.

History: The clerics of Caincakah are doctors by trade, shamen by hobby. They are revered for their medical talents, but tend not to get invited to parties because they smell terrible and tend to be covered in blood.

The True Danger: Everything will be alright so long as Caincakah's ledger stays in the black.




The Green Lady, Rose of the Wood:
Quote: "The wilds are not yours to tame."

Usual Location: Anywhere the plants grow free, and trees reach for the heavens.

Common Knowledge: The Green Lady is a lot of different things to different people. She is a guide to those who are lost, a guardian to those without arms, a wicked hunter to the weakest of prey. No two people will give you the same story about the Green Lady, let alone whether she is a force of good, evil, or something in between. The only consensus is that those who know the most of her true nature are Druids, powerful spellcasters in tune with nature's power. The Druids, of course, tend to be just as secretive as the Lady herself, so that's not much help.

Adventurers and the Icon: Those who dedicate themselves to protection of the forest are well-rewarded by the Green Lady, and her disciples are often in need of a helping hand.

Allies: The innocent and those who are willing to help the forest are often kept in the Green Lady's good graces...

Enemies: ...those who are not become well aware of what dangers the forest possesses.

History: The Green Lady, to the vast majority of the world, is little more than a myth, a folk tale believed in only by uncivilized barbarians.

The True Danger: Everything will be alright so long as the woods stay safe, and the Druids remain complacent.




Bodhrisin, the Goddess of Seduction and Torment
Apologies for the gratuitous boobies, but come on that picture is perfect.

Quote: "Come, lover. Let us see if we can find a place for you..."

Usual Location: In every boudoir rendezvous gone awry, every love unrequited, every prisoner shackled to a grimy wall.

Common Knowledge: Bodhrisin is a goddess that no one wants in their lives, yet she tends to find her way in, sooner or later. Seduction and Torment are two constants among mankind. She lurks in the shadows and dim lamplight dyed red by cheap shades.

Adventurers and the Icon: Bodhrisin isn't the type to need much help on her own, since she rarely deals with such anything so pedestrian as running someone through with a sword. Yet, from time to time, there can be a need for a more... corporeal touch.

Allies: Few and far between. Everyone loves the sex, no one's a big fan of the heartbreak.

Enemies: Many and storied.

History: Bodhrisin has few clerics, but those that do exist tend to make their way through life as counselors. No one is more familiar with heartbreak and generalized torment than they are. Who better to tell your sorrows to and gain some perspective?

The True Danger: Everything will be alright so long as the jilter does not become the jiltee.


Xizael, Goddess of the Burnt Dawn:
Quote: "There will be a day of reckoning for your kind. That day is at hand."

Usual Location: Xizael tends to reside in the upper planes, but is known to take the occasional jaunt down to the lower.

Common Knowledge: Xizael is, quite possibly, the closest thing to a "good" god Circadia knows. Xizael is the goddess of the undead and glorious valor. When a great warrior dies in combat, Xizael is there to greet them. Xizael, along with Troupha, guards the border between planes. Xizael is not fond of summoning the dead for selfish purposes, but encourages their chance to fight once again in righteous battle. Xizael is antithema

Adventurers and the Icon: Xizael is a common object of worship for paladins, clerics, and warriors who find that Augustia or Mier'dames don't quite provide that moral highground they're looking for.

Allies: Xizael is the closest thing to a leader the upper planes has. When she rallies for a cause, those denizens fall in behind her.

Enemies: Pretty much everyone and everything in the lower planes. Demons and devils are anathema to Xizael, and seek to claim souls that are rightfully hers.

History: Many are the paladin who fight for Xizael. They take their duties very seriously, and will stop at nothing to wipe any taint of the Lower Planes from the mortal world, undead or otherwise.

The True Danger: Everything will be alright so long as Xizael doesn't lead the Upper Planes in war against the Lower.

...again.




Bearesirrigit, Sovereign Among Bears:
Quote: "Raraghn, rerrear! WHRROOOAAAARRRRR!"

Usual Location: Mrrrngl, *snort* roargh.

Common Knowledge: He's a big loving bear.

Adventurers and the Icon: Raaarghk! Mnnngrnl, mrrm, mrrm.

Allies: Mrrrrn, *snuffle*, rgrrm.

Enemies: Bearesirrigit and Sand are eternal enemies, destined to fight until the end of time.

History: RRRROOOOOOAAAAAAARRRRRR!

The True Danger: RRRRR-RAAAARRGHGHG! RAAAAAAARRRRRHHH!



IF AN ICON DOESN'T FIT WHAT YOU WANT, TELL ME! I'M HAPPY TO MAKE MORE!

Also, if you have an idea for how to expand or change an icon PLEASE FOR THE LOVE OF GOD TELL ME! There's so much writing and formatting and oh god :negative:

Sorry so many of 'em are gods, I like it when you guys get a chance to fill the setting in on yourself, and I didn't want to make them just generic kings and queens of arbitrary lands, tried to go for something a little more flavorful. So, lots of gods it is!

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
A tale so epic it spans two systems and over 20 levels, and hopefully retains at least the vaguest hints of narrative coherence. Incoming Ranger, methinks.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Captain Walker posted:

hopefully retains at least the vaguest hints of narrative coherence

Nope.

Megazver
Jan 13, 2006
Hmmm, not sure if I'll go with Rogue, Sorcerer or Wizard yet.

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
still not sure what i want to do w/ adventure and npcs but hey i got a half-assed bio up


Night has fallen over Duvik's Pass, a large trading town that was once a tiny mining village. In the center of town, a large stage has been set up, with the silhouette of a single woman standing on it, facing a large crowd.

The woman raises a hand, and lights being blinking across the stage while a fountain of sparks erupts behind her.

The woman steps forward and shouts, her voice magically amplified. "Hello Duvik's Pass! Are you ready to rock!?" The woman is met with an enormous roar of cheering. The woman strums her guitar, and four ghostly figures appear, all orcish, and all with instruments: a second guitar, a bass, a drum kit, and a keyboard. The local chapel's bell rings four times, and on the fourth ring, the band begins playing.

This woman is Jhiera Buroga, lead (and technically only member) of the Teenage Mutant Ninja Turtles, an "alternative music" troupe founded by herself and the spirits of her ancestors. Although her past is often overshadowed by her fame as a musician, she is also a hero, one of the legendary few that confronted Theraxx and came out victorious.

After the concert and afterparty, Jhiera returns to her room at the local tavern to get a few hours of sleep before departing for her next show. A letter is lying on her bed: the finest parchment that can be bought in Circadia, sealed with the crest of Lilliana dan Annethianalde.

Jhiera smiles to herself. She'll have to put off her concerts for a while, but she's got more important stuff to do.

pre:
Jhiera Buroga
Level 8 Half-orc Bard CHAOS SHAMAN

One Unique Thing I'm the fabled Songchild, a legendary warrior whose vocal range is unmatched.
Through song, I can summon the spirits of my ancestors to rock the gently caress out.

STR	08	(-1)		Hit Points	144/144
CON	14	(+2)		Recoveries	8
DEX	18	(+4) 		Recovery Dice	8d8+2
INT	10 	(+0)		Armour Class	22
WIS	10	(+0)		Physical Def.	20
CHA	20	(+5)		Mental Def.	18
 				Initiative	+12

Icons
	Kjel of the River (Positive 2)
 		My most revered and most metal ancestor.
        Nidal of Circadia (Conflicted 1)
                TMNT is really popular in Circadia. Unfortunately, the River Clan's never been too friendly 
                with the royal family.
	Touzicon (Positive 1)
		Party god. Need I say more? Plus, sometimes you need some help getting out of legal trouble,
                and his clerics are pretty good at that.
	Bodhrisin (Conflicted 1)
		Yeah, so what if she's evil? She knows how to party, and that's all that matters.

Backgrounds
	PARTY HARD +4
		PARTY HARD
	Shaman of the River Clan +2
		Jhiera's parents wanted her to use her natural talent in shamanism to become an ascetic. Yeah, right.
        Life on the Road +2
                Life as a traveling musician can be hard. Jhiera has an advantage over others when traveling.
Feats
	Linguist (A)
		Speak all humanoid languages well enough.
	Jack of Spells (A)
		Use Charisma for the spell's attack and damage, and gain 3 cantrips/dancing lights.
	Balladeer (A)
		The first time you use your ballad-created relationship, any 5s you roll become 6s.
                You also gain +2 to your Balladeer skill checks.
	Move It! (A)
		The disengage check gains a +2 bonus.
        Linguist (C)
                Speak, read, and write all humanoid languages fluently, and understand bits of exotic languages.
        Jack of Spells (C)
                Steal a spell from a second spellcasting class.
        Balladeer (C)
                You can sing two great songs a day. You can't make nice with an icon you've sung as an enemy
                earlier in the day.
        Balladeer (E)
                Increase positive dice to 3 or 4, but gain an equal number of cursed dice.

Class Feature
	Bardic Songs
	Battle Cries
        Spells

Class Talents
	Jack of Spells
		Steal a spell from another spellcasting class.
	Spellsinger
		Choose an extra bardic song or spell from the highest level you know.
	Balladeer
		Once a day, sing about an icon to gain 2 Positive with that icon, and gain 1 Cursed with three other 
                icons. Cursed icons can never help, and cause problems on a roll of 1 or 2.

Racial Power
	Lethal
		Once per battle, reroll a melee attack and use the roll you prefer as the result.

Powers & Spells
	Battle Chant (At-Will)
	Ranged spell
	Target: One nearby enemy
	Attack: Charisma + Level vs MD
	Hit: 6d4 + Charisma thunder damage
	Miss: -
        Special: Battle Chant attack rolls can trigger Battle Cries

	Song of Aid (Daily)
	Bardic song
        Quick action each turn; 7+ sustain
	Opening/Sustained: You or a nearby ally gain 7d6 temporary hitpoints.
        Final Verse: One ally that gained temp hp can heal using a free recovery.

        Vicious Mockery (Recharge 11+)
	Ranged spell
	Target: One nearby enemy
	Attack: Charisma + Level vs MD
	Hit: 10d8 + Charisma psychic damage and until the end of your next turn if the target misses with one of
	their attacks, they take half as much damage as they would have dealt.
	Miss: Level damage.

	Song of Magic (Daily)
	Bardic song
	Quick action each turn; 16+ to sustain
	Opening/Sustained: Until the start of your next turn, if an ally casts a spell that is expended on cast,
	they roll a d20. On a 16+, the spell is not expended. Gain a bonus to sustain check equal to the escalation die.
	Final Verse: All spells you and allies cast before the start of your next turn gain a +2 attack bonus.
	
	Song of Victory (Daily)
	Bardic song
	Quick action each turn; 16+ to sustain
	Opening/Sustained: Each nearby enemy that has fewer hit points than you is dazed until the start of your next turn.
	Final Verse: Each nearby enemy takes 5d6 + Charisma psychic damage.

	Song of Thunder (Daily)
	Bardic song
	Quick action each turn; 11+ to sustain
	Opening/Sustained: Make the following attack against 1d4+1 nearby enemies.
	Attack: Charisma + Level vs PD
	Hit: 9d8 + Charisma thunder damage.
	Miss: -
	Final Verse: Make the attack again, but this time it deals half damage on a miss.

	Charm Person (Daily)
	Ranged spell
	Target: One nearby creature with 160 hp or fewer
	Attack: Charisma + Level vs MD
	Hit: The target believes you are their friend until you or your allies take hostile action against them.
	If you or your allies attack the target or tell the target to attack its allies, it can roll a normal save
	to break the charm during its turn each round.
	Special: This spell cannot be cast in combat or on a target that has rolled initiative.
	Special: On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1,
	in which case the target and its allies will know what you did and will be angry about it.

	Take Heart!
	Flexible melee attack
	Triggering roll: Any hit 
	Effect: A nearby ally can roll a save against a save ends effect OR roll a normal save against a
	condition that has a duration that lasts until the the beginning or end of a turn.

	Move It!
	Flexible melee attack
	Triggering roll: Natural even roll
	Effect: One of your unengaged allies can move as a free action; OR one of your engaged allies can
	make a +2 disengage check as a free action.

	Pull it Together!
	Flexible melee attack
	Triggering roll: Natural 11+; use only twice per battle
	Effect: A nearby ally can heal using a recovery.

	It's All Yours!
	Flexible melee attack
	Triggering roll: Natural even miss 
	Effect: This battle, your next ally to attack the target you missed gains a +2 attack bonus with that attack.
	
	They Fall Before Us!
	Flexible melee attack
	Triggering roll: Natural 20
	Effect: A nearby ally can make a basic attack as a free action.
	Special: You can only use this battle cry on your turn.
	
	Sleep (Daily)
	Ranged spell
	Target: 7d20+100 hp of enemies, starting with the lowest
	Attack: Charisma + Level vs MD
	Hit: The target falls unconcious (hard save ends, 16+; also ends if target takes 10+ damage)
	Miss: The target is dazed until the end of your next turn.

	Unearthly Glamour (Daily)
	Ranged spell
	Effect: You gain +5 to all Charisma skill checks for 1 hour. If you fail a Charisma check during
	this effect, anyone you were attempting to influence has an extremely negative reaction to the
	glamour.

	Cantrips:
	Ghost Sound
		Create false sounds from somewhere nearby. Jhiera uses it to emulate synth.
	Prestidigitation
		Variety of magic tricks. Pyrotechnics?
	Mage Hand
		Create a small, short-lived telekinetic force. Used for otherwise impossible guitar riffs.

	Dancing Lights
	Produce varicolored light globes that bloom every few seconds. Rave!

Basic Attacks
	Melee At-Will
	Target: One enemy
	Attack: Dexterity + Level vs AC
	Hit: Weapon + Dexterity damage
	Miss: Level damage

	Ranged At-Will
	Target: One enemy
	Attack: Dexterity + Level vs AC
	Hit: Weapon + Dexterity damage
	Miss: -

Equipment
	Bitchin Axe (1d6 shortbow; 1d8 spear, usual action usage to switch)
	Band-logo tunic (AC 12)
	Miscellany
	25 gold 0 silver

Hashtag Yoloswag fucked around with this message at 08:32 on Nov 23, 2013

Mustache Ride
Sep 11, 2001



Mudgett the fat halfling sorcerer will be here on Monday-ish

djw175
Apr 23, 2012

by zen death robot
I've got that cleric made. I just need to fix the icons for this system.

Solomonic
Jan 3, 2008

INCIPIT SANTA
e: yeah, if practically the entire party is already in, you guys can go ahead.

Solomonic fucked around with this message at 01:59 on Nov 23, 2013

Ryuujin
Sep 26, 2007
Dragon God
Xar - Arachnid of the Elements

Once a simple arachnid until he was gifted of elemental might by the Green Lady. Infused with wild elementals, filled with their elemental power, the once simple arachnid grew in size and intelligence. The creature, now calling itself Xar, grew in power and sentience. Learning, adapting, and gaining control of the elemental powers it had inherited from the elementals infused within it.

In time Xar was sent out by the Green Lady to see her will be done. He has traveled to protect nature and to hunt down those that would despoil it. To hunt down the unnatural. Undead and demons both are particularly offensive to Xar. And now Xar finds himself in Hell on yet another hunt. Seeking someone called the Dreamer to actually find what they are looking for.

A Previous Adventure - Kahrnath xa Vaganosk and the Rescue of Princess Eludyian

On occasion Xar has worked alongside other adventurous individuals and not all of his adventures have been about hunting down and destroying the unnatural. One such adventure Xar took part in with the group he is currently traveling with was brought about when word of a mighty dragon abducting a princess reached the group.

Together the group tracked down the mighty red dragon Kahrnath xa Vaganosk. Xar used his connection to nature and animal instincts to great effect in tracking down the red dragon's lair. The more cerebral and plan oriented came up with a battle plan and the group sneaked into the dragon's lair. Avoiding traps and fighting kobolds and other deterrents set by the dragon. In time they found Kahrnath xa Vaganosk and tried to ambush it. Of course dragons are notorious for being well prepared for such occasions and much of the ambush plan fell apart.

It was a brutal and long battle after the ambush plan fell apart. After some time Xar and his allies finally succeeded in defeating Vaganosk. As luck would have it the Princes Eludyian was still safe. So the princess was rescue and returned to her kingdom.

NPC 1 - Queen Eludyian

A few years after her rescue Princess Eludyian was married and became queen of her land. She still remembered her rescue by the group and saw to it that the group was well treated in her lands. On occasion she would have need of skilled adventurers and would call on the group, whichever members currently in the group responding of course, to accomplish some task or another.

NPC 2 - Professor Wayan Goods

Wayan Goods is a mage and a scientist. A man of many talents and an insatiable curiosity. He pushes the boundary of magic and the known. He needs a lot of rare and unusual ingredients for his various experiments. And so he has had need of talented individuals to gather rare ingredients. And of course if the group comes across something strange who better than the Professor to analyze it.

pre:
Xar - One Unique Thing:  Giant Intelligent scorpion infused with the power of the elements
Race:  Rhy-Arachnid Scorpion +STR
Class:  Elementalist +WIS

STR:	20 (+5)	
DEX:	08 (-1)	
CON:	16 (+3)	
INT:	10 (+0)	
WIS:	20 (+5)	
CHA:	08 (-1)		

AC:  27  PD:  22  MD:  19  Init:  +7
HP:  160  Recoveries:  8, roll:  8d8+3

Icons:
Positive 4:  The Green Lady:  The one who infused me with elemental power, bringing me above others of my kind
Negative 2:  Meyas:  A foul creature, unnatural and at odds to what I see as right and natural

Backgrounds:*
Hunter of the Wilds +5
Giant Arachnid +3

*Special:  +6 bonus to checks dealing with Survival/Nature/Tracking/Animal Handling/etc.
*Special:  -6 penalty to checks requiring fine motor control such as paging through a tome/picking a lock/etc

Racial Abilities:
Wild at Heart:  Gain +6 to backgrounds dealing with Survival/Nature/Tracking/Animal Handling/etc
Look Ma, No Hands:  All checks requiring fine motor control such as paging through a tome or 
picking a lock, receive a penalty of -6
Tooth and Claw:  Do not use weapons, instead have a natural weapon.  Poison Stinger 1d8 ongoing,
and Pincers 1d8.
Live off the Land:  Start the game with no wealth, but gain +1 relationship point with a chosen
icon.  Suggested:  Elf Queen, High Druid or Orc Lord
Custom Gear:  Do not start with any gear, but can purchase armor from vendors.  Cost of armor
is +50% more for the unusual size
Spray Weapon:  1/Battle may spray 1d4 nearby enemies.  1d20+highest ability vs. PD.  Spiders
spray webbing.  On a hit target is entangled and cannot act but to free themselves (hard save 16+).
Scorpions spray acid from their stinger.  On a hit target receives 1d8 per level ongoing acid damage.  
Miss does half damage.

Class Features
[bElemental Bond:[/b]  I have Resistance 12+ to Fire energy type, and my Elementalist powers do this 
type of damage.
Adventurer Feat increases my Resistances from this feature to 16+
Champion Feat adds Cold energy type to my resistance.  I can pick from any Elemental Bond energy type
I have from the base feature or these feats when dealing damage with my Elementalist powers.
Epic Feat adds Lightning energy type to my resistance.

Elemental Manipulation:  1/battle, or 1/minute out of battle, can manipulate the elements as a 
standard action.  Gain one option per element type of Elemental Bond I have.
Create a torch-like source of light that lasts until the end of the battle, or one minute out of battle.
Ignite one nearby, mundane flammable item (of campfire size or smaller) or evaporate one small
source (a bucket or puddle) of normal water.
Freeze one small source (a bucket or puddle) of normal water, or quench one nearby, mundane flame
of campfire size or less.

Talents
Ice Armor:  As a free action, I can summon and don a suit of “Ice” armor, which is heavy armor.
When I gain this talent I choose one of the resistances available with Elemental Bond and get that
resistance at 12+ while wearing this Armor.  Resistance to Negative energy.
Champion Feat improves the resistance to 16+

Stoneroot Stride:  If I did not move on my turn, whenever an enemy attempts to disengage from
	me before my next turn, it takes a penalty to the check equal to my Wisdom modifier.
	An Adventurer feat adds that when an enemy disengages from me they take damage 
	equal to my Wisdom modifier, increasing to 2x Wis mod at 5th and 3x my Wis mod at 8th.

Wind Rider:  When the escalation die is 1+, I can use my standard action to gain flight until
	the end of my turn.  While doing so I gain a bonus to disengage checks equal to my Wisdom
	modifier.
	Adventurer feat gives me flight as a free action when I fall, lasts until the start of my next turn.

Iron Thorns:  While I am conscious and not stunned, deal my Wisdom modifier in damage to each
	enemy who hits me with a  melee attack and rolls an odd attack roll.  This damage hits the enemy
	after their attack damages me.
	At 5th level this damage increases to 2x my Wisdom modifier and to 3x at 8th level.

Powers Known
   Mountain Fall: Daily v. one nearby enemy
	Attack: Str (5)+Level (8) -2 (heavy armor) v. AC
	Hit:  Weapon (8d8) + Weapon (8d8) + Level (8) + Strength (15) damage 
	Miss:  Half damage.
	
   Ironoak Grasp: Daily v. 1d3 nearby enemies in a group
	Attack: Str (5)+Level (8) -2 (heavy armor) v. PD
	Hit:  Weapon (8d8) + Wisdom (15) damage, and the target cannot move or 
	use move actions on their next turn.
	Miss:  Half damage., and the target loses its next move action.
	
   Blinding Blast: Daily.  Recharge 16+ after battle.  Quick action.
	Effect:  Until the end of the battle, may make the following attack.
	Melee or Ranged Attack
	Target:  one nearby enemy
	Attack:  Str (5)+Level (8) -2 (heavy armor) v. AC
	Hit:  Weapon (8d8) + Wisdom (15) damage.  On a natural even hit, the target is dazed.
	Miss:  Half Damage.

   Stormblade: Daily.  Recharge 11+ after battle.  Quick action
	Effect:  Until the end of the battle, may make the following attack.
	Close-quarters attack
	Target:  1d3+1 nearby enemies in a group
	Attack:  Wis (5)+Level (8) -2 (heavy armor) v. PD
	Hit:  Weapon (8d8) damage.
	Miss:  Damage equal to my level (8).
	Adventurer feat improved targets from 1d3 to 1d3+1
	Champion feat improved Recharge roll from 16+ to 11+
	
   Resounding Thunder: Daily.  Recharge 16+ after battle.  Quick action
	Effect:  Until the end of the battle, may make the following attack.
	Melee or Ranged Attack
	Target:  One  nearby enemy
	Attack:  Str (5)+Level (8) -2 (heavy armor) v. AC
	Hit:  Weapon (8d8) + Str (15) damage.  At the end of my turn, one random nearby
	enemy takes 3x my Wisdom modifier in damage (15).
	Miss:  Damage equal to my level (8).

   Variable Resistance: Daily.  Quick action.
	Effect: gain 1 more type of resistance from the Elemental Bond feature until the end of the battle


Feats
Elemental Endurance - Adventurer:  Gain Resistance 16+ thunder 
Elemental Bond - Adventurer:  Resistances from Elemental Bond increased to 16+
Stormblade - Adventurer:  The attack now targets 1d3+1 nearby enemies in a group
Wind Rider - Adventurer:  When falling gain flight as a free action until the start of my next turn
Elemental Bond - Champion:  Add Cold to Elemental Bond resistances.
Ice Armor - Champion:  Resistance from Ice Armor now increased to 16+.
Stormblade - Champion:  Recharge roll is now 11+.
Elemental Bond - Epic:  Add Lightning to Elemental Bond resistances.

Gear
None!

Ryuujin fucked around with this message at 08:39 on Nov 21, 2013

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

My apologies! You should be Level 8! NOT level 6! I've edited the OP to reflect this.

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
A rogue is being made.

GeneralYeti fucked around with this message at 06:23 on Nov 18, 2013

djw175
Apr 23, 2012

by zen death robot

pre:
Naděje - One Unique Thing: The Nicest Person
Race: Aasimir +CHA
Class: Cleric +WIS
STR: 8 (-1)
CON: 14 (+2)
DEX: 10 (0)
INT: 8 (-1)
WIS: 22 (+6)
CHA: 18 (+4)
 
AC: 25 PD: 20 MD: 24 Init: +8
HP: 144 Recoveries: 8, roll: 8d8+2
 
Icons:
Positive 2: Caincakah, Goddess of the Black Mind: The prices may be high, but I will be the one paying them.
Conflicted 1: The Templars: Even with all cruel acts this group has commited, there must be some glimmer of good in him.
Positive 2: The Green Lady, Rose of the Wood: The forests have been nothing but kind to me.
 
Backgrounds:
Purifier +5
Pacifist +3
 
Features/Talents:
Domain of Healing
Domain of Protection
Domain of Life

Powers:
Racial: Halo: Once per battle as a free action during your turn, give a +2 bonus to
all defenses to a nearby ally until they are hit by an attack (or until the battle ends).
 
 
Spells:
 
Heal
Close-quarters spell
Special: You can use this spell twice per battle.
Quick action to cast (1/round)
Target: You or one nearby ally
Effect: The target can heal using a recovery. They also get extra HP equal to twice my level.
 
Pacifist-type Javelin of Faith
Ranged basic attack: Wisdom + Level vs PD
 Even: -5 to next attack
 Odd: -5 to next defense targeted
 Crit: Both
 Miss: Nothing
 
Bless
Ranged spell
Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally gains a +3 attack bonus until
the end of the battle and 6d10 THP.
Cast for broad effect: Choose up to three nearby creatures
(including you); each target gains a +2 attack bonus until the
end of the battle and 4d10 THP.
 
Cure Wounds
Ranged spell
Recharge 16+
Quick action to cast
Effect: You or a nearby ally can heal using 2 free recoveries and can roll a save.
 
Shield of Faith
Ranged spell
Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally gains a +2 bonus to AC this battle.
Cast for broad effect: Choose up to three nearby creatures
(including you); each target gains a +1 bonus to AC this battle.
3rd level spell The bonus also applies to PD.
5th level spell The bonus increases by +1 while the target
is staggered.
7th level spell The bonus also applies to MD.
 
Mighty Healing
Ranged spell
Daily
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally can heal using a single recovery
and regain double the usual number of hit points.
Cast for broad effect: Choose up to three nearby creatures
(including you); each target can heal using a recovery.
5th level spell The spell can now target far away allies.
7th level spell Power equals triple the usual hp for one
recovery; broad equals 150% the usual hp
per recovery.
 
Sanctuary
Close-quarters spell
Daily
Effect: Choose yourself or a nearby ally. Enemies with 100 hp
or fewer cannot attack the chosen target until that creature
attacks or the escalation die reaches 6+.
7th level spell 160 hp or fewer.
 
Resurrection
Ranged spell
Special: You can cast this spell only once per level. You’ll have
to keep track of how many times you cast the spell in your
life. You must have most of the corpse available to cast the
spell. There’s no time limit on resurrecting a dead PC, so long
as you have the corpse (unless that becomes a silly exercise
in resurrecting adventurer-tier characters into an epic-tier
game!). NPCs should probably be a lot easier to resurrect if
they haven’t been dead long.
Effect: You can bring a creature back to life in more or less
normal condition. By more or less normal, we mean that you
could cast your first resurrection in the middle of combat
or during an adventure and we would advise something like
the following drawbacks: expending half the resurrected
character’s recoveries, start them dazed (save ends), and flip a
coin for each of their daily abilities—tails it’s expended.
Limited Casting: The first time in your life that you use the spell
you can cast it quickly, with a single standard action. Using the
spell removes one of your spell slots until you gain a level (you
get one less spell per full heal-up).
The second time in your life you cast the spell, it takes longer,
at least three or four rounds, and costs you something like half
your hit points and daily powers/spells. The person you are
resurrecting comes back at something like one-quarter strength.
The third time you cast the spell it has to be as a ritual. The
spell chews you up and leaves you with only a few hit points,
then gnaws at the person you have resurrected, who takes days
to recover well enough to qualify as an adventurer or combatant.
The fourth time you cast the spell it nearly kills you. The
resurrection succeeds but the person you’ve resurrected is
going to be a mess for a month or more, regardless of any other
magic tricks ya’ll got going.
The fifth time you resurrect someone (thanks to a boon
from an icon, a powerful magic item, or some other method
allowed by the GM that lets you use resurrection beyond your
normal limit), that’s the end of your story and you die. There’s
only a 50% chance that the resurrection spell works on the
target. You’ve used up your quota of resurrection magic. You’re
not coming back via this spell, either.
 
Invocations:
 
Invocation of Healing: This battle, you gain 2 additional uses
of the heal spell. The first heal spell you
cast after using this invocation allows the target to heal using a
free recovery instead of spending a recovery.
 
Invocation of Life: This battle, you and each of your allies can each
separately add the escalation die to a single save made by that character. In
addition, you and your allies do not die from hit point damage when your
negative hit points equal half your normal hit points; instead you die
when your negative hit points equal your full hit points.
 
Invocation of Protection: This battle, critical hits against you and your
nearby allies deal normal damage instead of critical damage.
 
Feats:
Domain of Healing (ADV)
Heal (ADV)
Linguist (ADV)
Domain of Life (ADV)
Domain of Life (CHA)
Domain of Healing (CHA)
Linguist (CHA)
Domain of Life (CHA)
Ritual Caster
 
Inventory:
Enchanted Robes
Staff
Shield of Faith
 
Quick Notes:
At Will Melee Attack: None
Spell: 1d20+6+8
"Bring me your sick and hurt. Do not hide them away in darkened corners. For it is them who I am here for."

There are stories of old Heroes. Selfless men or women who would go out of their way to help anyone. Nowadays, no one believes such people exist. They're all too cynical. No one gets anything for nothing.

Naděje does not follow that. Good deeds are her bread and butter. A true pacifist, she doesn't hurt people. Not even those that try to hurt her. She'll instead try to help them. Heal their madness. Convince them to give up their life of crime.

She doesn't worship any specific god, instead using her own life to pay the prices that Caincakah asks for. She does not fear death for herself. Only for others'. Her sacrifices will allow many others to carry on. What's her one little life for all those she helps?

And now she finds herself in hell to cure an illness that threatens so many.

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.


Wolf - Human Rogue

Growing up on the streets can be rough. With no place to sleep, and little food to eat, it's only natural that a young starving man would turn to thievery to survive. Over time, a young man can make a name for himself. Never having a birth name, he took one from the starving animals nearby that always cried out at night.

One day, he tried stealing from a man in gleaming armor. Turns out, those guys patrolling the streets really know what they're doing, and he was taken in as a thief. For some reason, however, he was given an opportunity to be in the honor guard of the Nidal, an opportunity he gladly took. For the first time in his life, he had friends and compatriots that liked him. His particular set of skills were needed elsewhere, however, and he was dispatched often as an "dimplomat" - that is, an assassin.

He's visited far kingdoms, discussed issues with kings, and killed many targets. His latest target was a demon disguised, and he won't rest until he's tracked it down and killed it; even if that means going to hell.

pre:
Wolf - One Unique Thing: Wolf is the son of the current Nidal, though nobody except his father is aware of this fact.
Race: Human +CHA
Class: Rogue +DEX

STR: 12 (+1)
CON: 12 (+1
DEX: 20 (+5)
INT: 10 (0)
WIS: 10 (0)
CHA: 19 (+4)

AC: 21  PD: 21  MD: 18  Init: +13
HP: 112  Recoveris: 8, roll: 8d8+1

Icons:
Nidal (Positive 2) - Wolf has an unwavering loyalty to the man who he guarded with his life.
Touzicon (Complicated 1) - The times spent among Touzicon's people was both good and bad for Wolf.

Backgrounds:
Grew up on the Streets +5 (From Thievery talent)
Nidal's Honor guard +5
'Diplomat' +3

Racial Ability:
Quick to Fight - roll initiative twice and choose the result I want

Class Features:
Momentum - I gain momentum by hitting with an attack, lose it by getting hit. There are some rogue powers
that require the possession or use of momentum.
Sneak Attack - When I hit an enemy engaged with one of my allies, I deal an extra 5d6 damage
Trap Sense - I can reroll a natural even failure when dealing with traps. If an attack against me with a trap
is a natural odd, I can force it to reroll once.

Talents:
Shadow Walk - I get the shadow walk power.
Swashbuckle - Once per battle, I can spend momentum to pull off some outrageous stunt. The bigger the better.
Thievery - I obtain a +5 Thievery background (Grew up on the Streets)
	Adventurer Feat - I gain the thief's strike power

Powers:
Shadow Walk
At-will
Attack: Charisma + Level vs. MD
Hit: Remove yourself from play. At the start of your next
turn, return anywhere nearby that you could have moved
to normally during your turn, and deal double damage with
your first rogue attack that turn. (No monkeying around
with delaying and such here: return on your initiative and
take your turn.)
Miss: No effect. You can’t attempt to shadow walk again
until your next turn, but you still have your standard
action this turn.

Thief's Strike
Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: Half of WEAPON + Dexterity damage (including Sneak
Attack damage if any), and roll a normal save. If you succeed,
you can pickpocket an item from the target that they are
not holding. (If you roll 16+, the target doesn’t realize you
pickpocketed them.)
Miss: —

Evasive Strike
Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and you can pop free from
the target.
Miss: Damage equal to your level.

Deadly Thrust
Melee attack
At-Will
Target: One staggered non-mook enemy
Attack: Dexterity + Strength + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.

Flying Blade
Ranged attack
At-Will
Special: You must use a small bladed weapon with this attack.
Target: One nearby creature
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and if your natural attack
roll is even and one of your allies is engaged with the target,
you can use your Sneak Attack damage for the round.
Miss: Damage equal to your level.

Sure Cut
Melee attack
At-Will
Special: You must have momentum and be able to deal your
Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Deal your Sneak Attack damage + damage equal to your level.

Bleeding Strike
Melee attack
At-Will
Target: One enemy who is not taking ongoing damage
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and if your natural attack
roll was even, the target takes ongoing damage equal to 1d4
times your level.
Miss: Damage equal to your level.

Deflection
Momentum power
At-Will (once per round)
Interrupt action; you must spend your momentum
Trigger: A melee attack misses you.
Effect: The attack hits a different enemy you are engaged with
instead, but deals only half damage.

Slick Feint
Melee attack
At-Will
First Target: One enemy engaged with you
Attack: Charisma + Level vs. MD
Hit: The target is dazed until the end of your next turn, and you
can make an improved attack against a second target.
Miss (First Target): Your attack action is over; the feint was a
screw-up.
Second Target: A different enemy from the first target that is
engaged with you
Attack: Dexterity + Level +2 vs. AC
Hit: WEAPON + Dexterity damage.
Miss (Second Target): Damage equal to your level.

Assassin's Gambit
Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Half of WEAPON + Dexterity damage (including Sneak
Attack damage if any), and if you drop a non-mook target to 0
hp, you can take another standard action this turn.
Miss: Damage equal to your level.

Feats:
Thievery - Adventurer Gives me access to Thief's Strike for free
Deadly Thrust - Adventurer Add my STR modifier to miss damage
Bleeding Strike - Adventurer Ongoing damage to large or huge targets is 1d6 per level instead
Deflection - Adventurer Triggers on a ranged attack vs AC as well
Precise Shot - Adventurer No chance of hitting allies using ranged weapons

Thievery - Champion Once per day, deal full damage with Thief's Strike instead of half
Deflection - Champion Deflected attack now deals full damage
Sure Cut - Champion Missing with Sure Cut doesn't count as the Sneak Attack use

Assassin's Gambit - Epic Once per turn, gain extra standard action with power if I drop a mook.

Melee Basic
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

Ranged Basic
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

Gear:
Wicked Knife - it'll hurt more coming out than going in
Metric fuckton of throwing knives - where does he keep them all?
Leather armor - it's built into his traveling clothes. Clever.
Previous Adventure:

There can always be a bit of trouble when it comes to diplomacy. Sometimes, there's nothing you can do but give up gracefully and leave. Of course, the leaving part can always be a bit difficult, especially when the exits are blocked by a lot of armed guards. Wolf had inadvertently angered the group's local host, an accident of course, and so the next logical step was to throw them all in the dungeon. Wolf wasn't captured due to being in talks with their host, but the rest of the party was locked up. Wolf decided to go free the rest of his party - there's no way he was leaving them behind.

NPC 1, Cypress:

An envoy of the Green Lady that helps and guides the party on their way. Wolf and the group ran into her long after the events of Duvik's Pass - she helped them track down a demon-touched hunter that had been tormenting the countryside. A nice lady, really... shame she's not human.

NPC 2, Sejanes:

Wolf gets the details of his next assignment from this kind fellow. He's stuck back in Castle Circadia, but that doesn't mean he won't help Wolf get information and track down anyone who needs finding. His web of information contacts is legendary and he can always be counted on to help out when Wolf or his party members need help.

GeneralYeti fucked around with this message at 02:28 on Nov 19, 2013

Mustache Ride
Sep 11, 2001



Mudgett - Halfing Wild Sorcerer



Magic is what Mudgett did. All kinds. So many kinds he's lost count of what he remembers, and his spells sometimes go together. Mostly at the wrong time and place. But hey, you wanted your husband to be frozen solid instead of his water being turned into wine, right?

Mudgett also liked to eat. He hauls his own meals with him everywhere he goes in a simple small sack, but it never seems to run out of tomatoes and sausages. Usually he's on his 24th breakfast by 9AM, and he'll keep going until his after-midnight snack. He gets really offended when you interrupt his mealtime, and since his mealtime is most of the time during the day, he's angry. Alot.

Past adventures:

One particularly engaging adventure was known as the "Slaughtering of the Hind-Quarters"

Mudgett and the others were hired by a magical researcher for some mundane talks in his workshop. Getting bored, Mudgett accidentally caused all the adventurers to shrink to minute size, and then they had to overcome the flea people of the researcher's pet Owlbear by slaughtering them all. It was a bloddy war. The Owlbear's hindquarters were never the same again.

Mudgett still has the bite marks on his buttocks where one bit him.

NPCs:

Professor Fuddlesticks:

A crotchety old magical researcher, he has a passion for forgetting what he was doing, his loving pet Owlbear, and giving adventures usually involving the collection of magical pieces of history that he then melts down to make the next strange magical invention he's thought up. Not remembering who Midget and party are is also a common theme. Also, he's a lich.

Pludgett:

Midget's little brother, Pludgett has spent many years training to be a thief, and he has become an excellent thief. He now stalks the upper class party scene, hiding under the skirts of ladies, and streaking all of their jewelry when they aren't looking.

He has been jailed more than a few times, and when he is, he calls upon his older brother to help him out of jail. Recently Pludgett wronged the daughter of a important crime boss in [CITY NAME] and now he is being hunted.

quote:

Mudgett - OUT - Innate ability to fold magic over a long period of time has given him an odd connection to magic, almost as if he now exists in this plane as a magical vistage.
Race: Halfling +CHA
Class: Sorcerer +CON

STR: 8 (-1)
CON: 20 (+5)
DEX: 16 (+3)
INT: 10 (0)
WIS: 8 (-1)
CHA: 20 (+5)

AC: 21 PD: 22 MD: 18 Init: +11
HP: 176 Recoveries: 8, roll: 8d6+5

Icons:
The Arcanist (Positive 2) - As a student of magic (and maybe a being of magic now) Mudgett is well known and respected by the Arcanist.
Augustia and the S'engouer (Complicated 1) - Being one of the Arcnaist's best weapons, Mudgett is certainly no stranger to war, and Augustia is the natural choice for a "maybe crazy uncontrollable wizard/sorcerer thing" that likes to wander around killing everything it meets to see if its tasty.

Backgrounds:
Wizard/Sorcerer/Enchater/MaybeArchmageALongTimeAgo? +5
10 pounds of Fury in a 4 pound sack +2
Hungry all the time +1

Racial Ability:
Evasive - Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.

Class Features:
Access to Wizardry - Replace Sorc Spells with Wizards Spells
Breath Weapon - Chance to Re-Use Breath Weapon Spells
Chain - When you attack with a chain spell and roll a natural even, you can roll another attack against a different enemy within range.
Dancing Lights - Cast Dancing Lights Spells as standard action.
Gather Power - Standard Action to Gather Power in preparation for double damage spell on next standard action. Also get magical benefit:
Chaotic Benefit, Epic Tier (levels 8–10)
  • 1–2: You gain a +1 bonus to all defenses until the start of your
    next turn.
  • 3–4: Deal damage equal to your level + twice your Charisma
    modifier to all nearby staggered enemies.
  • 5–6: Deal damage equal to your level + twice your Charisma
    modifier to one nearby enemy.
Random Energy - Spells deal random energy type.
Random Energy Type (d4)
  • 1: Cold
  • 2: Fire
  • 3: Lightning
  • 4: Thunder

Talents:
Arcane Heritage - +2 in magical background. Sorcerer spell choices to choose Whizzard spell of same level.
Spell Fist - +2 to AC, Ranged Spells while engaged, Constitution instead of Charisma for Damage
Infernal Heritage - Once per day, when Escalation dice is +1, enter Spell Frenzy and roll 2d20 for each sorc attack. Use highest dice.
For each dice that misses out of the 2, you take damage equal to double the level of the target of your attack.

Powers:
Chaos Pulse
Ranged spell
At-Will
Target: One random nearby enemy
Attack: Charisma + Level vs. PD
Hit: 7d10 + Constitution random energy damage.
Even Miss: Half damage.
Odd Miss: Damage equal to your level.

Echoing Thunder
Ranged spell
At-Will
Target: One nearby enemy
Attack: Charisma + Level vs. PD
Hit: 7d6 + Constitution thunder damage, and the first enemy that hits you with a melee attack before the start of your next turn takes 3d6 thunder damage. (An empowered spell does not double this aftershock damage.)
Miss: Damage equal to your level.

Teleport Shield
Close-quarters spell
Daily
Always: For the rest of the battle, once per round when an enemy moves to engage you, you can make the following attack against it as a free action before it has the chance to attack in melee.
Attack: Charisma + Level vs. PD
Hit: Teleport the enemy somewhere nearby you can see. You can place them in combat with one of your allies, but you can’t place them in a dangerous location (lava pit or mid-air or other cheesy tricks; it’s a defensive teleport rather than the perfect offensive tool).
The teleported enemy also takes 6d10 damage.

The Queen’s Shadows
Ranged spell
Daily
Special: Once you cast this spell in a battle, you can cast it at-will for the rest of that battle.
Target: One nearby enemy
Attack: Charisma + Level vs. MD
Hit: 9d10 + Constitution psychic damage, and if the natural attack roll is even, you can teleport to a nearby location you can see.
Miss: Damage equal to your level.

Three Dooms
Ranged Spell
Recharge 16+ after battle
Target: One nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 2d8 x 10 random energy damage, and you take damage of the same type equal to the unmodified dice roll (2d8). (Note that there’s no Charisma bonus to damage.)
Miss: Half damage, and you still take random energy damage equal to the unmodified dice roll.

Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.

Fireball
Ranged Spell
Daily
Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with any of the targets may also take damage (see below).
Attack: Intelligence + Level vs. PD
Hit: 20d10 fire damage.
Miss: Half damage.
Reckless miss: Your allies engaged with the target take one-fourth damage.

Haste
Ranged Spell
Daily
Target: You or one nearby ally
Effect: On the target’s next turn (not this one, if you cast it on yourself), the target gains an additional standard action.
In addition, at the start of each of the target’s turns this battle, if the escalation die is even, roll a d20 and add the escalation die; on a 16+, the target gains an additional standard action that turn

Breath of the Blue
Close-Quarters Spell
Daily
Target: One nearby enemy; breath spell
Attack: Charisma + Level vs. PD
Hit: 10d12 + Constitution lightning Damage, and at the start of the target's next turn, 1d6 of its nearby allies take 20 lightning damage
Miss: Half Damage, and no damage to target's allies
Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use breath of this blue again

Feats:
Arcane Heritage - Use your Charisma as the attack ability for the wizard spell you choose with your Arcane Heritage talent.
Spell Fist When you miss with a sorcerer spell against an enemy you are engaged with, add triple your Charisma modifier to the damage you deal.
Improved Initiative Gain a +4 bonus to Initiative checks.
Gather Power Once per battle, you can choose the chaotic benefit you want instead of rolling for it.

Arcane Heritage You can cast your wizard spells empowered as if they were sorcerer powers. Generally, empowering wizard spells only helps by doubling the damage.
Gather Power Once per battle when the escalation die is 4+, you can gather power as a quick action
Spell Fist Once per battle, you can include one enemy engaged with you as an additional target of any attack spell you cast that targets other enemies.

Spell Fist Once per day when you cast an empowered spell, each enemy engaged with you becomes an additional target of that spell if it’s not already targeted by the spell.

Gear:
Chainmail - Shiny
Glowing Dagger - Pointy

Mustache Ride fucked around with this message at 05:47 on Jun 4, 2014

djw175
Apr 23, 2012

by zen death robot
I wasn't aware Mudgett had Sure Cut. :v:

Mustache Ride
Sep 11, 2001



Yeah yeah, forgot to move some feats around. All fixed now, no more "Sorcerer doing things a Rogue should"

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
I'll recreate Donaar as an Eldritch Knight. I'm probably going to use Forgeborn as race since their racial power fits the Eternal Defender ED and some other stuff Donaar had in 4E better than the Dragonspawn's pitiful breath. The class can poach spells from other spellcasters, so he'll still have that in his arsenal (although it'll be far from as devastating as in 4E).

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
Preliminary character sheet, still needs icon relationships and backgrounds. Also have to add the two cantrips I picked up along the way. Would like to change Breath of the Green to something other than poison, 4E Donaar says thunder or force would fit well.

quote:

Donaar, Level 8 ForgeDragonborn (+STR) Eldritch Knight (+INT)
pre:
STR 20(+5) = 16+2+1+1
CON 12(+1) = 10+1+1
DEX 10(+0)
INT 20(+5) = 16+2+1+1
WIS 12(+1)
CHA 8(-1)
Damage Bonus: 3x ability mod

AC: 23 = 14 + level + Con/Dex/Wis
PD: 20 = 11 + level + Str/Con/Wis
MD: 20 = 11 + level + Int/Wis/Cha

HP: 128 = (7+con mod) x 16
Recoveries: 8
Recovery Roll: 8d8+3 = leveld8 + 3xCon mod

ONE UNIQUE THING

The Unyielding Vanguard of Legend - Old tales talk about a champion who will grow to be almost a force of nature. Many icons and other powerful characters think Donaar fits the description and try to bring subtly nudge him towards their side and utilize him for their plans. Donaar himself is blissfully unaware of all this, but that could end any day now.

ICON RELATIONSHIPS

Ashdraanol, the Eternal Wyrm - 2 positive
The Dragon Queen is a servant of the Eternal Wyrm and her hoard is built entirely for him to use when his time comes - and she is trying to make sure it happens while she is still alive. As her loyal servant, Donaar enjoys the favor of the Dragon Queen and all her servants and, by extension, Ashdraanol himself.

Mier'dames and the Descendents, God of War - 1 positive
Augustia and the S'engouer, Goddess of Battle - 1 conflicted
Xizael, Goddess of the Burnt Dawn - 1 conflicted
Three gods have cast their eyes on Donaar, interested in recruiting him as a champions for their cause. Due to his loyalty to the Dragon Queen and disinterest on his part, Donaar has not shown any signs of yielding to their advances. Mier'dames might have a bit of a leg up as he is the one god Donaar occasionally will pray to.

BACKGROUNDS

Survivor of the Hatchling Pits +4
The harsh upbringing and training has made Donaar tough as nails and as tenacious as they come. Since then, he's only gotten tougher.
In her Majesty's Service +2
As a guard at her palace, Donaar knows a lot about keeping a watchful eye and spotting danger early as well as protocol and ceremony.
Cool Heads Prevail +2
In Donaar's experience, a plan rarely survives the first contact with the enemy. In these situations, it's important not to panic and go to plan B or quickly make it up. This mindset applies to more than just battle.

RACIAL POWER

Never Say Die: Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.

POWERS & SPELLS

Shocking Sigil
Ranged Spell
Quick Action
Sigil
Target: One engaged enemy
Attack: Intelligence + Level vs. PD
Hit: Once per turn an attack that hit the target deal 5 lightning damage to a different nearby enemy (save ends); increase this damage to 10 at level 5, and 15 at level 8. Until the target saves against the spell, you can release the spell as a standard action.
Release: The target immediately saves from the spell and takes 5d6 lightning damage, and one nearby enemy takes half damage.
Miss: The target is weakened until the start of your next turn.
3rd Level: 9d6 damage.
5th Level: 8d10 damage.
7th Level: 2d6 x 10 damage, and 1d3 nearby enemies take half damage.
9th Level: 2d10 x 10 damage.

Dueling Sigil
Ranged Spell
Quick Action
Sigil
Target: One engaged enemy
Attack: Intelligence + Level vs. MD
Hit: Whenever you hit the target, you and the target take a -4 penalty to attack rolls against creatures other than each other until the end of your next turn. At any time before the end of battle, you can release the spell as a standard action.
Release: The normal benefits of this spell ends, and until the end of battle, the target must engage with you during its turn or be weakened until the start of its next turn.
Miss: The target is dazed until the end of your next turn.
5th Level: The target also takes 10 ongoing damage.
7th Level: The target is also vulnerable to your next attack.
9th Level: The target also takes 15 ongoing damage.

Vampire’s Sigil
Ranged spell
Quick Action
Sigil
Target: You or one engaged ally.
Effect: Whenever the target roll a 16+ on their melee attack, they can regain hit points equal to their level as a free action. While the spell is in effect, you can release it as a standard action.
Release: The normal benefits of this spell ends, and the next time the target hits with a melee attack, they can spend a free recovery.
7th Level: The next time the target makes a melee attack, hit or miss they can spend a free recovery.
9th Level: The target can spend two free recoveries.

Hack & Slash (via Warrior's Skill)
Flexible melee attack
Special: You can use this maneuver only once per round.
Triggering Roll: Any natural even roll, when the escalation die is 2+
Effect: Make another melee weapon attack against a different target.

Spinning Charge (via Warrior's Skill adventurer feat)
Flexible melee attack
Special: You must have moved before the attack.
Triggering Roll: Any natural even hit
Effect: After dealing damage, you can pop free from the target, move to a different target nearby, and make a basic melee attack against that enemy.
You can't use any maneuvers with the second attack, and it deals only half damage.

Breath of the Green (via Access to Magic)
Close-Quarters Spell
Daily
Target: 1d4 nearby enemies in a group; breat weapon
Attack: Charisma Intelligence + Level vs. PD
Hit: 15 + Charisma Intelligence ongoing poison damage.
Miss: 5 ongoing poison damage.
5th level spell: 25 + Charisma Intelligence ongoing poison damage, 10 ongoing on a miss.
7th level spell: 35 + Charisma Intelligence ongoing poison damage, 15 ongoing on a miss.
9th level spell: 50 + Charisma Intelligence ongoing poison damage, 25 ongoing on a miss.
Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use breath of the green again that turn if you wish.

Breath of the Blue (via Access to Magic)
Close-Quarters Spell
Daily
Target: One nearby enemy; breath spell
Attack: Charisma Intelligence + Level vs. PD
Hit: 10d12 + Constitution lightning Damage, and at the start of the target's next turn, 1d6 of its nearby allies take 20 lightning damage
Miss: Half Damage, and no damage to target's allies
Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use breath of the blue this turn if you wish.

CLASS FEATURES

Access to Magic (Sorcerer)
Choose another spellcasting character class. Starting at 3rd level, you can take a spell from that class in place of an eldritch knight spell that is 2 levels higher than it. For example, you can take a 1st level sorcerer spell in place of a 3rd level eldritch knight spell. You cannot take spells that come from class talents.
You also gain the wizard cantrip Arcane Mark, and can use it at-will.

Warrior’s Skill
You can take one fighter flexible maneuver of your level or lower in place of an eldritch knight spell. This replaces one of your existing eldritch knight spells. You can even take all the feats related to the flexible maneuver you took to reach its maximum potential.

TALENTS

Armored Caster
You no longer suffer the attack penalties for equipping heavy armor and shields.

Talent for Magic
You can use one of your eldritch knight spell choices to choose any spell of your level or lower from the class you chose to access magic from (see Access to Magic). You only get one such equal-level class spell at a time; all others have to be purchased using the 2-level penalty in the Access to Magic class feature describe above.

Weaponmaster
You no longer suffer the penalties for using heavy martial melee weapons. In addition, you do not provoke opportunity attacks when using eldritch knight spells.

FEATS

Adventurer Feat (Talent for Magic): You can use Intelligence as the ability score for the attack and damage of all the spells acquired from a different class. In addition, you gain one cantrip of your choice from the class you chose for this talent; you can cast this cantrip at-will.

Adventurer Feat (Armored Caster): Once per day after taking damage from an attack, you can spend a recovery as a free action; you must be conscious and able to take actions for you to use this ability.

Adventurer Feat (General Feat): Reach Tricks
Once per battle, tell the GM how you are using your weapon's reach to perform an unexpected stunt. To use the stunt, you must roll a 6+ on a d20.

Adventurer Feat (General Feat): Strong Recovery
When you roll recovery dice, reroll one of the dice and use the higher result. At 5th level, reroll two of the dice. At 8th level, reroll three.

Champion Adventurer Feat (Weaponmaster): You gain one fighter maneuver of your level or lower. This maneuver is a bonus ability, not included in your eldritch knight class count.

Champion Feat (Never Say Die) If you roll a 16+ on your never say die save, you gain an additional standard action during your next turn.

Champion Feat (Armored Caster): You gain one additional recovery, and once per battle can rally as a quick action instead of a standard action.

Epic Feat (Armored Caster): Once per day when an attack will reduce you to 0 HP or lower, you can immediately spend a recovery to heal after taking the damage (starting from 0 HP). You must have at least one recovery left to use this ability.

EQUIPMENT

Two-Handed Martial Weapon (Glaive), Heavy Armor

MAGIC ITEMS

-

BASIC ATTACKS

At-will melee attack
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to level

At-will ranged attack
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: –
Copy/pasting backstory and NPCs who will likely remain unchanged

quote:

My egg was taken by the servants of the Dragon Queen before I hatched. It was covered in strange silver speckles and they said it was the sign of a great destiny. I grew up with other hatchlings who were considered destined to serve the Dragon Queen. It was a harsh upbringing. The teachers told us about the greatness of the Dragon Queen and our destiny to serve her and left everything else to us. Most of that was fighting. Over food, over nice things, over perceived slights. Some died, some were deemed unsuited for service.

I persevered and was finally introduced to the Dragon Queen's Guard. At first I stood guard at the bottom of the mile-high stair leading to her palace. I quickly rose in rank which also meant being poster higher up on the stair. After only two years - faster than anyone before me, I am told - I already was guarding the palace gates. Then I was promoted to guard the Queen's legendary hoard. I once caught a glimpse of it and was blinded and baffled for two days.

My goal was becoming one of the Dragon Queen's personal guards, one of the chosen few who were allowed to lay eyes on her majesty. It was not to be. Instead, Ruarr, one of the Dragon's Voice, those who speak to the Queen and relay her orders, told me that I was to go out into the world to prove myself worthy of my destiny. He did not tell me what it was or where to go, so I set out to wander, seek challenges to overcome, and learn more of the world outside the palace. I have been adventuring for several years now and dutifully reported back to Ruarr in letters, but the Dragon's Voice still tells me to keep going in his replies.

This despite my best efforts. I even recovered the Jewel of Eleven Mysteries that was stolen from the queen's hoard by a young upstart dragon (not on my watch, I might add) many years ago. My companions and I were told about a dragon who terrorized the lands around his lair and I was surprised to find out it was that fiend Theraxx. He tried to become a dracolich by using the jewel as his phylactery, but his inexperience, the jewel's strange properties, and our intervention prevented that. I drove my glaive into his heart and killed him in what was the proudest moment of my life, followed closely by delivering the jewel back to the palace.

quote:

NPCs:
  • Ruarr, Dragon's Voice (see backstory)
  • Thorn Galebreaker, a barbarian from the north who once invited me to drink with him, then got upset about something. We brawled and he challenged me to a duel the other day. We fought for hours without either of us landing a single hit. Exhausted, we agreed to call it a draw and Thorn invited for drinks again. He remains a friend who I happen to run in every so often and it always ends with a hangover. In fact, it's one of the very few occasions when I drink alcohol at all.
  • Sela the Seeker, an old Elven wizard. When she learned that I was a servant of the Dragon Queen, she pestered me with questions. I was not fooled by her friendliness and her acting like she was old and harmless. She wanted me to divulge secrets not meant to be spoken of outside the palace. I brushed her off, but she insists on questioning me whenever we meet, even though she knows she's not getting any answers.

frankenfreak fucked around with this message at 02:58 on Dec 6, 2013

Robodog
Oct 22, 2004

...how does that work?
This looks interesting! I'll look at knocking something up once I look over the book.

Disproportionate Orphan
Apr 17, 2009


Siubhan's mother gave birth to her while splitting an Ogre's skull in half with her bare claws. It was an omen that was predicted long ago by a Sage of Bearesirrigit, for the Ogre was his greatest foe. The odd thing is though that the prophecies said the one who was such birthed was destined to bring the Bear God back to the Lugi after a period of darkness when the tribe was flourishing and in a time of relative peace.

Then, when she became of age, the Troubles began.

A young warrior by the name of Maedoc began courting her as young men did. He killed a forest wight (Bearesirrigit's greatest foe) and laid it before her feet. She was unimpressed. He skinned an owlbear and made a fine coat for her. She didn't like the color. She finally told him that even if he was Chieftain, she wouldn't even consider stepping into his tent. He was willing to test that theory, since he had planned to become one anyway.

She caught him chopping the Chieftain's head off with a vampiric axe, and throwing the body in the river. Though she was a mighty warrior, she was inexperienced at the time and ran away. She lived in the woods by herself for a long time and prayed to the Bear God and to the Green Lady. After a fortnight, she started having strange dreams.

She was swimming in a river catching salmon with her hands when a fifteen feet tall bear appeared before her. He spoke to her, in the language of bears: "Raraghn, rerrear! WHRROOOAAAARRRRR!" he said. She didn't understand. It kept repeating it over and over again. She recognized it as her God, Bearesirrigit. For what seemed like an eternity, she listened to his bear mantra. Eventually, she got it: "Do not run, Siubhan! MY PEOPLE ARE NOT COWARDS!"

She conversed at length with him, and realized that he was right. It was not time to cower in the forest and hide from the advances of a tyrant! She would take him head on. The only problem is, when she went back to camp the Lugi had vanished. Wherever she followed them, a trail of blood followed. Something was terribly wrong.

And she was going to stop it when she got her hands on him.

Siubhan and the Tale of the Old Woman

When Siubhan was walking through the Vidun Mountains, she came across an old lady with a black cowl covered in stars.

"Brave warrior, I am very far from my home and need help reaching it. Will you escort me home?"

Siubhan asked where her home was and the old woman pointed across one of the taller mountains to the east. She pulled out her sword and cut it in two. "There, you should be able to get home, now."

She started to walk away, when the old woman stopped her again, "Wait, madame. Past the mountain there is a lake, and I have lost my boat. I will need someone to guide me around, so that the Garloks do not get me." Unsure of what a garlok is, Siubhan walked with her across the now flat land. After a few days, they reached the lake.

"Excuse me a moment, wise woman." Siubhan sat at the edge of the lake and stared. "This should be no difficulty." She jumped inside and started to drink. Every once in a while, a gnarly Garlok corpse would be thrown onto the shore. After an hour and forty three minutes, the entire lake was drained. "Wise woman, the path should be clear, now. Head on your way home."

The old woman cried once again, "Wait, wait, warrior! Please, I beg you. I live in the middle of those woods, and I don't want the bears to get me."

Siubhan's eyes narrowed, "I'm not going to destroy a forest, especially if it's home to bear. I'll get you home another way." She picked up the old woman and hurled her into the forest. The tales say that she landed straight in her rocking chair.

Maedoc the Strong - The "Interim" Chief of the Lugi in name, an usurper in reality. The real Chieftain "went missing" years ago. Maedoc tends to blame other tribes or villages for the disappearance of their Chief. Then the Lugi go to war with them, and they either join or die. Once an obscure tribe that prided themselves on the worship of Bearesirrigit and The Green Lady, Maedoc perverted both of their teachings. Smart bears do not attack unless threatened, and he is no threat.

Siubhan will have none of it. She knows that the Chieftain was foully murdered and thrown into the Ikitush River because she saw it with her very eyes. Bearesirrigit has shown her in visions that she must smash the usurper into a fine paste and become the rightful ruler of her people.

Maedoc scours the world with the Lugi in tow with an ultimatum for Siubhan: marry me, or die! So far, she has done neither.

Gia Underbough - A halfling chef of some reknown, she is also a Professor of Carbomancy at the Institute of Culinary Arts. More often that not it is an assistant teaching her classes, though, because she is out doing "field research" throughout the world. If there's an exotic spice, a rare egg, or a cheese only made by one family, she's going to get it, cook it, and eat it. If people aren't willing to part with their rare foodstuffs, she mixes a quick spell in her cauldron and takes it for herself.

She ran into Siubhan when she decided that werebear meat would be a sufficiently exotic taste for her winter stew. They fought a battle for days to come. The battlefield was red with hot sauce, and gravy was splattered all around. Gia conceded, and they have been friendly ever since. But she is not one to let friendship get in the way of her research. If Siubhan stood in the way of a food she needed, Gia would not hesitate to bring out the serious cutlery.

Goals:

1. Take out Maedoc.
2. Wrestle the moon (Bearesirrigit's greatest foe) into submission.
3. Restore the Lugi to its former peaceful state.
4. Destroy the many foes of Bearesirrigit, and at least glare at The Green Lady's foes.
5. Thwart evils that would harm bears or the creatures of the forest.
6. Tell others about the greatness of Bearesirrigit.
7. Wrestle Bearesirrigit himself to prove her worthiness.
8. Destroy Maedoc again after he is dead, for he is Bearesirrigit's greatest foe.

pre:
Siubhan, Level 8 Half-orc Werebear Barbarian
OUT: Siubhan is the living Avatar of Bearesirrigit.

STR 21 (+5)
CON 18 (+4)
DEX 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)

HP: 176
Recoveries: 8
Recovery Dice: 8d10+4
AC: 22
PD: 21
MD: 20
Init: 10

Icons
Bearesirrigit (Positive 3) - She is his living Avatar. They're pretty tight.
The Green Lady (Conflicted 1) - One of the two Gods that the Lugi worship, she has not been honoring her as 
much as she should. While she reveres nature, she can be a bit too destructive for a follower of the Green
Lady to fully support. That said, Siubhan still greatly respects her.

Backgrounds

Spirit of the Bear +5 - Siubhan can do anything a normal bear can do. This includes hunting, gathering berries, 
fishing, and climbing.

The Oral Histories of the Lugi +3 - Everyone in the Lugi are expected to know their history. Siubhan has not
forgotten her roots and can recite the history of her people verbatim. She doesn't always know the significance.

Racial Power
Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result.

Class Feature

Barbarian Rage Bear Form
Once per day, use a quick action to start turn into a bear; your bear form lasts until the end of battle 
(or around five minutes, if you decide to stay a bear for dramatic roleplaying effect!). 

While in this form, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20.
Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is
a hit, the attack is a critical hit! 

Recharge 16+: After a battle in which you change forms, roll a d20 and add your Constitution modifier; on a 
16+, you can use Bear Form again later in the day. 


Talents

Barbaric Cleave
Once per battle as a free action, make another barbarian melee attack after you have dropped a non-mook foe
to 0 hp with a barbarian melee attack. (Dropping the last mook of a mook mob also qualifies you to use 
Barbaric Cleave.) 

Slayer
During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, 
deal +1d6 damage per level to that creature if you hit. 

Whirlwind
You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies. 
You take a –4 penalty to your AC and PD until the start of your next turn. Then roll a separate melee attack
against each enemy you are engaged with. You deal no miss damage with these attacks. 

Violence
Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed. 

Ancestral Warbear
One battle per day as a quick action, you can call the spirits of your ancestors to fight alongside you. Explain
the visuals any way you like; your ancestors roar in from the spirit world and can’t be hurt or affected 
by the creatures of this world. 

At the end of each of your turns, roll a d6 if you are conscious. If you roll less than or equal to the 
escalation die, a member of your spirit warband strikes from the spirit realm into the world. Make a 
melee attack against a nearby enemy as if you were making the attack yourself, using any 
talents/feats/magic items/ etc. as you see fit. The attack doesn’t take any of your actions.

Feats

Bear Form A/C/E: When escalation die is 2+, change forms for free as a quick action.

Barbaric Cleave A: Gain +2 bonus to Barbaric Cleave attacks, and on a hit with Barbaric Cleave,
you can heal using a recovery.

Slayer A: Gain +2 bonus to slayer attacks.

Whirlwind A: Deal normal miss damage with missed Whirlwind attacks.

Whirlwind C: Penalty to AC and PD from Whirlwind is now -2. Disengage attempts after using
Whirlwind succeed automatically.

Barbaric Cleave C: You can move for free before using a Barbaric Cleave attack.

Equipment

Greatsword of the Great Bear - Siubhan's choice of weapon when she's in her puny human form. 1d10+2 damage 
die. (Recharge 6+): When you miss with an attack, reroll the attack with a +4 bonus. In addition, until the
end of the battle, enemies attacking you add the escalation die to their attack roll (no effect if the
enemy already adds it for some reason). Quirk: Low impulse control, particularly when it comes to
impulsive movements through doors, onto railings, or over tables.

Bear claws - This is functionally the same as the greatsword.

Bearesirrigit's Ring of Animal Command - This ring can command any animal to either: send a message, 
provide a distraction, or do something the animal is known for.

Haughty Throwing Axe - For the foes that try to run. They will not run far. 1d6+2 damage die, returning. 
It is said the Green Lady herself imbued them with her magic. When you hit with an attack using this 
weapon, if that enemy is the most dangerous foe in the battle (or tied for most dangerous, GM’s
assessment), you deal +1d8 per tier damage to it. Quirk: Challenges others to improvised contests.

Siubhan's Splenderous Lionskin - The lion is Bearesirrigit's greatest foe. She wears its skin as a warning.
Enemies engaged with you take a –2 attack penalty against allies without splendor. Quirk: Fastidious about
clothing and gear. +3 to AC.

Gloves of the Angry Bear You deal +2d8 damage with two-handed weapons until the end of the battle
(champion: +2d8; epic: +4d10). Quirk: Clobber first, talk later.

Disproportionate Orphan fucked around with this message at 09:58 on Nov 28, 2013

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry
Thinking of doing a ranger, just dropping an interest check as I read rules!

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Look, I don't want to spoil it, but someone needs to play a bard. This is very important!

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
Jhiera's going to be reskinned as a CHAOS SHAMAN bard.

Platonicsolid
Nov 17, 2008

Interested. I'm liking the setting material. Thinking of a dark elf in the Queen's service, helping to keep her own people in check.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Just fyi, part of the setting is that the Templars went on a big ol' drow ("Burnt Elf") genocide a while back.

Platonicsolid
Nov 17, 2008

Doomsayer posted:

Just fyi, part of the setting is that the Templars went on a big ol' drow ("Burnt Elf") genocide a while back.

Useful! I was looking for more history in internal elvish politics in the book but didn't see it...

I'm totally going to make poo poo up this evening and will post.

Platonicsolid fucked around with this message at 21:31 on Nov 20, 2013

Robodog
Oct 22, 2004

...how does that work?
pre:
Name
Level x Race Class

One Unique Thing My mother was a hamster and my father smelt of elderberries.

STR	xx	(+x)		Hit Points	x
CON	xx	(+x)		Recoveries	x
DEX	xx	(+x)		Recovery Dice	xdx+x
INT	xx	(+x)		Armour Class	x
WIS	xx	(+x)		Physical Def.	x
CHA	xx	(+x)		Mental Def.	x
				Initiative	x

Icons
	Name (Positive/Conflicted/Negative X)
		Description
	Name (Positive/Conflicted/Negative X)
		Description
	Name (Positive/Conflicted/Negative X)
		Description

Backgrounds
	Name +x
		Description
	Name +x
		Description
	Name +x
		Description

Feats
	Feat
		Description
	Feat
		Description
	Feat
		Description
	Feat
		Description

Class Feature
	Feature
		Description

Class Talents
	Talent
		Description
	Talent
		Description
	Talent
		Description
	Talent
		Description

Racial Power
	Power
		Description

Powers & Spells
	Power/Spell At-Will/Quick/Daily/Recharge
	Close-quarters/Ranged spell / Melee/Ranged/Momentum attack
	Target:
	Attack:
	Hit:
	Miss:

	Power/Spell At-Will/Quick/Daily/Recharge
	Close-quarters/Ranged spell / Melee/Ranged/Momentum attack
	Target:
	Attack:
	Hit:
	Miss:

Basic Attacks
	Melee At-Will
	Target:
	Attack:
	Hit:
	Miss:

	Ranged At-Will
	Target:
	Attack:
	Hit:
	Miss:

Equipment
	Weapon (xdx)
	Armour (ACx)
	Miscellany
	xx gold x silver

Robodog fucked around with this message at 02:54 on Nov 21, 2013

Mustache Ride
Sep 11, 2001



So.... your One Unique Thing is that you were british?

That seems cool, I guess. Lots of tea for you.

Disproportionate Orphan
Apr 17, 2009
A couple of people in chat asked for a formatting guide, Mustache.

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
Whatever, I vote Robodog must use that OUT for their character because it implies the character's is actually King Arthur.

Platonicsolid
Nov 17, 2008

.

Platonicsolid fucked around with this message at 04:28 on Nov 22, 2013

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

The powers are really hard to roll though.

Most likely saturday will be the draft day!

Robodog
Oct 22, 2004

...how does that work?
The woman who refuses to die - Euphrosyne Palamara

Immortality is a curse, they say. To see everybody and thing you love wither away and die over and over and over would eventually drive any mortal insane, they say. Only the Gods in Their infinite wisdom and those truly depraved enough to seek out undeath are able to withstand the impossible burden, they say. But to this I merely point them towards one woman, and incredible woman but a mortal nonetheless, who has chosen to brazenly defy Death Herself. Euphrosyne Palamara, Nuncio for the fallen Hegemony and last true S’engouer.

Such a woman could inspire legend and myth, and have sagas written about her. But all Euphrosyne has left behind her are vague folk stories. A woman in shining white bearing down on the unjust and wicked, and smiting them with wrath unseen since Meyas walked the land. A woman who never falls in battle despite fatal injuries. A woman who charges into a fight no matter the odds against her. They’re fables at best, distorted over the years to not truly concern the woman herself. But the real story starts almost two hundred and fifty years ago, in humble surrounds.

The early life of Euphrosyne, while perhaps extraordinary to those not learned in the ways of the S’engouer, was rather mundane. Every child in the Hegemony goes through what she did. It was while training for the Cotillion, the elite warrior assassins and diplomats of the Hegemony, that her tale took a turn for the extraordinary. She had been chosen for the diplomatic corps, and thus had to study as hard as she trained. All Cotillon, assassin or diplomat, were expected to know everything there was to know about Augustia and her blessed S’engouer. And included among the many, many tomes she pored over was a very old, very detailed chronicle of Augustia in life. Including her ascension to godhood.

She wasn’t the first to discover it, but was one of only a handful. When Augustia roared those immortal words; ‘Fight until there's no one left to fight, drink until there's nothing left to drink, and gently caress 'til there's no one left to gently caress! Then start over again!’, she meant it. But as more than just a catch cry, or even a lifestyle for her S’engouer to follow. It is a way of life in the most literal sense, to live this way is to give you life itself. The heart is a raging fire fuelled by passion, and by stoking that fire one can not only sustain themselves but thrive on life itself. Augustia’s path is not just to feast, fight, and gently caress, but to give yourself up completely to your passions and to draw others in to thrive on their passions and the sheer enjoyment of everything life has to offer.

It may seem like nothing more than hedonism, but this path requires complete devotion to Augustia in mind, body and spirit and is not for the weak of heart. One must become a paragon of everything She stands for, and to be deemed even worthy of attention took Euphrosyne years of ceaseless work and dedication. Along side this was her continued training and later work among the Cotillion. And then her attempts to steal life that wasn’t hers raised the ire of Caincakah, who began to strike her with nightmares each and every night. But by the end of it all, Euphrosyne Palamara was one of the most dedicated coenobites the Hegemony had seen.

And she was rewarded. So infused did Euphrosyne become with new life from everyone around her that her hair and eyes turned white, the colour of life simple not being able to be confined inside her. And if Caincakah would curse her for this, simply serving her Goddess, she would in turn spite Caincakah. She took to the symbol of the white wolf, boldly standing in direct opposition to the black hellhounds the heralded Death’s arrival.

And from here begins the life of Nuncio Euphrosyne the Deathless. The last remnant of the S’engouer Hegemony.

A previous adventure - The Liberalia in Lu’an

So we had just put down this arsehole of a blue dragon up in the mountains along the border with Faulrem. He didn’t even have a decent hoard to pillage, I froze my tits off for nothing. It was one of the worst jobs we ever went on. Anyway, it just so happened that the closet city on the way back away from Faulrem was Lu’an. And it just so happened that Lu’an was on the cusp of their triennial harvest festival, Liberalia. So the food was plentiful, the drinks never stopped coming, and everybody was looking for a good time. The celebration was just getting started by the time we arrived and continued long into the night. It just about made up for that bloody dragon.

But all was not as it seemed. Up in the freezing mountains and barren tundra, where civilisation has scarily been rebuilt from when the Dark Lord raised it all to the ground a century earlier, it’s apparently easy for a weak few to turn to darker saviours. Namely, demons. Knowing that the festival was just around the corner, a small group of demon worshipping cultists apparently made their move on the harvest itself. A little demons blood in the fields apparently cursed the lot with some dreadful spell to send the revellers into a slumber they couldn’t wake from. Then, with a town full of sleeping beauties to spill blood from, they were planning a blood sacrifice ritual to summon a balor to led a bit of a demonic invasion.

Of course, I was blissfully unaware of this at the time. When you’re cosy in bed with a pair of very friendly twins celebrating the harvest there’s precious little that will take grab your attention. The next morning, however, was a different situation entirely. I woke in a start, as I usually do, with one of the worst hangovers I have ever had the misfortune to experience, which hasn’t happened in decades. As if that didn’t tip me off, those twins I was with were as stiff as boards and wouldn’t wake no matter what I tried. And then there was the matter of men with ritual carvings on their faces laying out bodies in the village green.

So I stumbled out there, bleary eyed and barely even wearing my armour, and let my warhammer handle the situation. One thing I’ve learnt about cultists over the years is that they never deal well with a hammer to the head. They obviously weren’t expecting much resistance because just the sight of me swinging my hammer sent them running every which way. I was furious enough to want to disembowel every single one of them with my own bare hands, but I have to admit it helped draw out the man in charge while his underlings ran for cover. A demon himself, it turned out, keen to summon some of his friends over to wreck havoc and eat babies and whatever else demons like to do.

I might’ve listened to him prattle on longer were I in a better mood, but enraged beyond belief in freezing snow and carrying a demonic hangover? I just about knocked his jaw clean off, and the second swing broken his twisted face in on itself. And then…

……

Well, long story short one dead demon seemed to lift the curse. No beating heart meant the blood lost its magic, and the townsfolk began to rouse from their cursed sleep. I was hailed as a hero and the Liberalia was to continue in my honour. I had even more fun that night than the one before.

My handsome pursuer - Knight-Captain Kailin Birem

For one reason or another I was breaking in to a Templar guardhouse and gaol. I think I needed some information they had on file from some recent interrogations. Anyway that’s not the point, the point is that when I thought I had drawn the guard away with a clever distraction of burning an old farm and false reports of a demon cult they had in fact left one man left behind. The then Knight-Initiate Kailin Birem.

First instinct of course was to bury my axe in him and be done with it, but I have to admit that he caught my eye. He couldn’t have been much over twenty, but he had a roguish charm and was awfully cute. So I laid down my arms and let him conduct his little interrogation on who I was and what I was doing there. At the start of it he was threatening to lock me in a cell and throw away the key, and by the end of it he couldn’t get me into his own bed fast enough.

Turns out my distraction wasn’t as clever as I thought, because the other templars came back much earlier than I had estimated. And they had received my description from some peasants they ‘interviewed’. That ended the fun a little sooner than I would have liked. I thought it was just a bit of fun, but he took it quite seriously. This was ten years ago, and now our good Knight-Captain Kailin Birem is a very handsome, strapping young man. I do enjoy whenever he manages to catch up to me. Our encounters always bring a smile to my face, one way or another.

The pain in my arse - Sister Paerin of the Burnt Dawn

Not a lot of people know my life story, and I like it that way. Keeps a lot of drama out of my hair and lets me get on with what I need to do without too much fuss. So imagine my surprise when, out of the blue, one Sister Paerin of the Burnt Dawn knocked on my tavern room door. Apparently Xizael Herself had passed word down to her from upon high that my more than natural life had piqued her interest. And as Goddess of the undead, Sister Paerin said, Xizael had claimed me in body and soul and had work for me to do on this mortal plane.

Naturally I told her I have never in fact died in my entire life and that unless she wanted my fist jammed down her throat that she gently caress off. And the door is slammed in her face. I don’t know if she’s a charlatan who somehow pieced my history together and is trying to extort me or what, but my Goddess that woman is persistent. It doesn’t matter how many times I tell her to gently caress off, how many times I slam doors in her face, how many times I punch her in the face. She still finds me and comes back without fail and she still insists I’m a beholden to Xizael. I dread it whenever that woman manages to track me down.


pre:
Nuncio Euphrosyne the Deathless
Level 8 Forgeborn Ageless One Paladin

One Unique Thing Along with her official title, Euphrosyne has a sobriquet. Deathless. It’s actually something of a
misnomer, because in theory she could die if she suffered wounds grievous enough. Not that any fighter has been able
to yet. No, Euphrosyne the Deathless is just older than she looks. Much older. Centuries older. Not pleased by this
cocky mortal, Caincakah curses her with terrible nightmares each and every night.

STR	21	(+5)	+2 +1	Hit Points	192
CON	17	(+3)	+2 +1	Recoveries	9
DEX	8	(-1)		Recovery Dice	8d10+9
INT	8	(-1)		Armour Class	27
WIS	12	(+1)	+1 +1	Physical Def.	21
CHA	14	(+2)	+1 +1	Mental Def.	21
				Initiative	7

Icons
	Augustia, Goddess of Battle (Positive 3)
		Not only is Euphrosyne a S’engouer, and a Cotillion diplomat at that, but she has been one since the
		S’engouer Hegemony was a force to be reckoned with in the world. A devout paragon of Augustian virtue,
		the spirit of her people and her home live on through her. And she won’t let that die until
		bloody, righteous vengeance has been had.
	Caincakah, Goddess of the Black Mind (Negative 1)
		While Euphrosyne’s name is in Caincakah’s ledger, she has a whole page devoted to keeping track of her
		life and just how much of it shouldn’t be. She has stolen many, many years of life she has no right to at all,
		and has quite justly earnt the Goddess’ scorn.
	The Dark Lord Meyas, King of Faulrem (Negative 1)
		The armies that marched under his banner tore the Hegemony asunder and scattered the pieces to the
		winds. Euphrosyne goes out of her way to crush the skulls of any who still hold allegiance to the Dark Lord.

Backgrounds
	S’engouer +4
		Warrior. Coenobite. Diplomat. Euphrosyne owes it all to Augustia. Born and raised during the height of the
		S’engouer Hegemony, Euphrosyne started training for battle at a young age and never really stopped. As a
		Cotillion, she has mastered the fighting techniques of the S’engouer. As a Nuncio she was well versed in the
		ways of Augustia, the S’engouer, and the Hegemony. As one of the only true S’engouer whose heart still
		beats, she makes sure they are not lost.
	Strong-Arm Diplomacy +4
		A Hegemony Nuncio, Euphrosyne was one of the finest diplomats the S’engouer had at their disposal. One
		may not think a S’engouer diplomat would be particularly skilled, but they clearly never met her. Nuncio
		Euphrosyne was expert in knowing when a delicate touch was needed in talks, and when she needed to put
		the hammer down. And her natural charm and love of revelry stood her in stark contrast to the usual dour
		humourlessness of other diplomats, and helped ingratiate her to many a court she attended.
	Hollow Leg +2
		Euphrosyne has a stern constitution; food, drink, booze, sex, drugs, any excess you care to name she has not
		only tried but tried to the point where most could simply not go on. But it takes far more than that to make her
		head spin. It’s something she has built up through years of binges, and as a result she is more than passingly
		familiar with most intoxicants and indulgences around.

Feats
	Toughness (Adventurer)
		The total bonus HP increases to double your baseline HP value
	Further Backgrounding (Adventurer)
		Add 2 total points to your backgrounds
	Bastion (Adventurer)
		Increase your maximum recoveries by 1
	Fearless (Adventurer)
		Gain +1 bonus to death saves
	Linguist (Champion)
		Speak, read and write normal languages fluently; speak bizarre languages no one else can deal with
	Lay on Hands (Champion)
		Lay on Hands healing uses a free recovery instead of one of your own
	Paladin’s Challenge (Champion)
		You can have two enemies challenged at the same time
	Smite Evil (Epic)
		Add a total of +4d12 damage with Smite Evil

Class Feature
	Smite Evil
		You can use this talent once per battle, plus an additional number of times per day equal to your
		Charisma modifier (+2). As a free action before you make a paladin melee attack roll, you can declare
		that you’re using a Smite Evil attack. Add +4d12 to the damage roll AND deal half damage with the
		attack if it misses.

Class Talents
	Bastion
		You gain +1 AC. Once per battle when a nearby ally is hit by an attack, you can choose to lose hit points
		equal to half of that damage, and have your ally take only half of the damage instead. The damage you
		lose can come from temporary hit points, but isn’t affected by damage resistance and other tricks to
		avoid the damage.
	Cleric Training
		Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change
		out the spell normally.)
	Fearless
		You are immune to fear abilities and to any non-damage effects of attacks named or described as fear
		attacks. In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of
		your allies. The bonus increases to +2 against enemies with fear abilities.
	Lay on Hands
		Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. Lay on Hands
		healing uses a free recovery instead of one of your own while the recipient heals as if they had spent the
		recovery.
	Paladin’s Challenge
		When you hit an enemy with a melee attack, you can challenge them as a free action. Until the end of
		battle, so long as both you and the enemy are able to make an attack, you both take -4 attack penalty
		against all other creatures and -4 penalty to disengage checks against each other. Two creatures can
		be challenged at once

Racial Power
	Never Say Die
		Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+,
		instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery
		hit points to 0 hp to determine your hp total.

Powers & Spells
	Resurrection Once per level
	Ranged spell
	Effect: You can bring a creature back to life in more or less normal condition, five uses total

Basic Attacks
	Melee At-Will
	Target: one enemy
	Attack: 13 vs. AC
	Axe Hit: 8d8+15 damage
	Hammer Hit: 8d10+15 damage
	Miss: 8 damage

	Ranged At-Will
	Target: one enemy
	Attack: 7 vs. AC
	Hit: weapon-1 damage
	Miss: -

Equipment
	Hegemony crucible steel battleaxe (8d8)
	White Wolf warhammer (8d10)
	White Wolf plate armour (AC16)
	Heater shield (AC+1)
	Thurible with Dwarven forged chain
	Simple clothing, white
	Wine, cask
	Beer, keg
	S’engouer Hegemony blue book, 100 years out of date
	12 gold 8 silver

Robodog fucked around with this message at 10:15 on Nov 23, 2013

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES
If you need a bard, I'll be your huckleberry. Two semi-random questions first:

One, can I sub out a class choice for this?:

quote:

Soul Weapon
You gain a special familiar that uses the same rules as the wizard’s familiar, but this familiar comes in the shape of a weapon and can be used as such. Another difference would be in the feats, which gives this familiar a more “magical item” sort of feel.
Champion Feat: The familiar becomes a true magic weapon that is one tier lower than you, and gains quirks and abilities that closely reflect the familiar’s traits (GM’s choice).
Epic Feat: One battle per day you can allow your familiar to move independent of you as a quick action. While independent, your familiar acts after you, but cannot move far away from you, and uses your defenses but has a -1 to hit and weapon dice (being 1 tier lower than you). Also, attacks that hit the familiar deal psychic damage to you, and when you are reduced to 0 HP or lower, the familiar is momentarily free to deal with its own agenda, returning to you after a daily heal-up.

Two, can I arrogantly assume Augusta was inspired by Elsa? :v:

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
Sheet edited with no background for now. Holy hell bard power lists get big quickly.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

MadRhetoric posted:

If you need a bard, I'll be your huckleberry. Two semi-random questions first:

One, can I sub out a class choice for this?:


Two, can I arrogantly assume Augusta was inspired by Elsa? :v:

Hashtag has already offered to be one, and we've come up with a pretty goddamn metal concept. And I don't know much about the mechanics behind class skill swapping, so I would tentatively say no.

And you can, but you would be wrong! Augustia not only directly came from a player character in an IRL campaign (as in they ended the campaign by becoming the goddess of war), she was a goddess in Hired Irons as well!

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES
Dammit, let me have my delusions. :v:

Skill swapping opens up the Classes chapter; it's a clean one to one trade as long as the player isn't trying to "mini-max". Since we already get magic items, the ability would be more fluff than anything.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Fair enough! But yeah, I can pretty much guarantee that SPOILERS Hashtags is going to be the group bard because he basically has a ghostly symphonic metal backing band :black101:

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Mustache Ride
Sep 11, 2001



Still not as cool as my skooma addicted Dr. Rockzo inspired 4e bard.

:colbert:

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