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djw175
Apr 23, 2012

by zen death robot
Unless you're Mudgett, roll you Temp HP, you fools.

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frankenfreak
Feb 16, 2007

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

#bastionboogerbrigade
Done.

Tomorrow by this time, I'll already have said done to my magic items and my one still undefined background.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Updated stat block for the Battle of the Bridge. YOU SHALL NOT PASS!


pre:
Wander
Level 8 Half-Elf Ranger
HP 144/144 (Temp 9), Recoveries 10 (8d8+6)
AC 24, PD 24, MD 21
Init 12

Icons
	Sucher, the Pathfinder (Positive 4)

Backgrounds
	Faithful of Sucher +3
	Gigolo +2
	Wanderer +5
	Tracker +5

Attacks
	Double Melee Attack
	Target: One enemy
	Attack: +15 vs. AC
	Hit: 8d6+12 damage
	Miss: 16 damage.
	Special: If the attack roll was even, take a move action and make the following attack.
	Secondary Target: One enemy.
	Secondary Attack: +15 vs. AC, or +17 against anyone other than the primary target.
	Hit: 8d6+12 damage.
	Miss: 16 damage.

	Ranged At-Will
	Target: One enemy
	Attack: +14 vs. AC
	Hit: 8d8+12 damage
	Miss: 8 damage.


Magic Items
	Otto: A map infused with Sucher's divine magic that shows where I've been, and suggests, in the vaguest of terms,
where I should be going.
	Belt of Resurgence (recharge 16+): Can heal using a recovery when I drop to 0 hp.
	Manual of Puissant Skill at Arms: (recharge 11+): Reroll a melee miss at +15.
	Gloves of Ambidexterity (recharge 11+): When I roll 16+ with the first melee attack during my turn, make a free-action attack at +20.
	Helm of Fortunate Dodging (recharge 11+): Turn a miss against AC or PD into a fumble.
	Cloak of Inviolability (recharge 16+): Turn a hit against PD into a miss. 

Doomsayer
Sep 2, 2008

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

Still not dead, I swear! Tomorrow! For realsies!

frankenfreak
Feb 16, 2007

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

#bastionboogerbrigade
My magic Items:

Glaive of Distraction (Epic)
BearDragonclaw Necklace (Champion)
Helm of the Undaunted Hero (Champion)
Stone Flesh Armor (Champion)
Belt of Resurgence (Champion)

Also added the last background to my sheet. Will get the items into my sheet and everything and post in the game thread tomorrow.

Axe-man
Apr 16, 2005

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

The perfect meatball.
Clapping Larry
Been trying to puzzle things out, I'm feeling much better, going to most likely be done tomorrow though, too tired to finish it tonight.

djw175
Apr 23, 2012

by zen death robot
Anyone ever notice when I make a d20 character I tend to become great at one thing to the exclusion of everything else? I mean in 4e I broke the initiative system in half and here I'm healing like mad.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I'd be inclined to agree, especially if healing me to full health didn't require me to spend any recoveries, which is how I read it.

Also, Wander's my new favorite character I've played after just four posts. I feel like all the magic item quirks in 13th Age would be hard to juggle for a normal, well balanced person. Having armor, a weapon, and a necktie, all magical and all providing different quirks, would give you a serious split personality syndrome. But with Wander, could you even tell the difference?

djw175
Apr 23, 2012

by zen death robot

Captain Walker posted:

I'd be inclined to agree, especially if healing me to full health didn't require me to spend any recoveries, which is how I read it.

Also, Wander's my new favorite character I've played after just four posts. I feel like all the magic item quirks in 13th Age would be hard to juggle for a normal, well balanced person. Having armor, a weapon, and a necktie, all magical and all providing different quirks, would give you a serious split personality syndrome. But with Wander, could you even tell the difference?

Nope. No one but me spent any surges. I spent mine in place of Donaar. I have a lot of surges and probably won't be hit so much.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Which part of my post was most offensive: the blatant godmoding, the rolling for how many mooks I instakilled, or the :smugteddie:?

Doomsayer
Sep 2, 2008

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

All good stuff.

Mustache Ride
Sep 11, 2001



Most offensive is thinking you killed more mooks than Mudgett

djw175
Apr 23, 2012

by zen death robot
I've already made my opinions clear on you monsters.

Axe-man
Apr 16, 2005

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

The perfect meatball.
Clapping Larry
I am so sorry that I had such a hard winter and Christmas due to personal issues, I think it is pretty obvious that I should be out of the game and that is cool I was working on it before I ended, but then everything hit and I have to scale back. Your game looked really cool and I wish I had joined it at a time when I had more time to give, and my personal life was not taking a poo poo right now so I could devote enough energy and time that game deserves. Thank you so much for selecting me, and I feel so absolute lovely about this, but I gotta withdraw, and if it wasn't for my own personal issues I would have done so, or at least done it earlier. Thanks so much again for giving me a chance, and I apologize I couldn't take advantage of it.

Doomsayer
Sep 2, 2008

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

Aww, that sucks man, I'm so sorry. Let me know if you ever want back in!

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
So this is a Heroic Last Stand, try and go along with it. If I survive, fantastic, but I'm blowing all my consumables on this combat on the grounds that escort missions suck and I'd rather fight stuff while you guys deal with that poo poo.

Doomsayer
Sep 2, 2008

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

I, uh, probably should've been more clear. There really is only a baker's dozen of them coming towards you total, no horde or escort quest required. The part about them being unstoppable was to explain why Brenner and his men hadn't already taken care of it and why they need you :v:

Edit: ah poo poo, I see the confusion now. That HP total is 13 guys at 50 hp a piece, not 50 dudes with 13hp a piece, that's my bad.

Doomsayer fucked around with this message at 20:07 on Jan 21, 2014

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.

Ambassador Joran Buroga, Spirit-Talker of the River Clan

Joran's early life was much like that of any other orc of the River Clan: he was raised as a warrior and hunter (although he was terrible at both things) and taught in the Old Ways, to revere and respect the ancestral spirits. However, what he lacked in strength, he made up for in cunning. Thanks to a (possibly intentional) brush with death, Joran’s role in orcish society changed drastically. Faced with Caincakah's final judgment, he proposed a deal: he would be gifted the secrets of the spirits, and in exchange, Caincakah would remove his name from her ledger. This isn’t as good as it sounds.

When he returned from Caincakah’s realm of death, Joran found that he could see and communicate with spirits! With this newfound power he became an oracle to the River Clan, and was chosen by the clanlords to act as ambassador to Circadia and Faulrem - although Faulrem was rather unwilling to cooperate, to say the least, Joran managed to create an uneasy alliance with Circadia.

pre:
Joran Buroga
Level 9 Orc Theurge

One Unique Thing: In exchange for the secrets of the dead, Caincakah has removed Joran's name 
		  from her ledger. This isn't a good thing.

STR	08  (-1)		   Hit Points		220/220
CON	20  (+5) [+2 Class+2 Lvl]  Recoveries		8/8
DEX	14  (+2) [+2 Orc]	   Recovery Dice	9d6+15
INT	10  (+0)		   Armour Class		23
WIS	14  (+2) 		   Physical Def.	24 [Resist 12+]
CHA	16  (+3) [+2 Lvl]          Mental Def.		22 [Resist 12+]
				   Initiative		15

Icons
	Kjel (Conflicted 2)
		Kjel isn't too happy about Joran's deal with Caincakah, but the orcs of the
		River Clan don't know about the deal. They think Joran is some sort of
		prophet or something and often come to him for spiritual guidance. Either way,
		Joran is still a devout follower of Kjel.
	Caincakah (Conflicted 1)
		The source of Joran's power and knowledge. However, with his name erased from
		her ledger, Joran fears death much more than the average man.
	Nidal of Circadia (Conflicted 1)
		As the River Clan's ambassador to the other races, Joran (and his entourage)
		are welcome within the borders of Circadia. Old prejudices run deep, though,
		and the Nidal's agents aren't quite so bound by the expectations of a ruler.
	Xizael (Negative 1)
		Joran sees the undead as abominations that must be cleansed from the land.
		Raising someone from the undead denies them eternal peace...and it also
		prevents him from learning that spirit's secrets.

Backgrounds
	Spirit Shaman +4	
		Joran's training in the old ways comes with some general knowledge of orcish
		mythology and religion and some helpful (if occasionally unorthodox) methods
		of first aid.
	Ambassador to the Civilized Lands +2
		Joran has some experience dealing with humans, filthy as they are. He knows that 
		the best ways to deal with people that don't agree with you are, in order: lying,
		bargaining, yelling, and last and certainly least, calm negotiations.
	Orc In All But Strength +2
		Despite being the weakest orc in the entire Clan, Joran still excels in the other
		areas of daily orcish life, such as identifying and gathering plants, reading
		trails, and finding ways to survive in the elements.

Feats
	Elemental Proclivity
		Choose a third damage type.
	Mass Enchantment
		Target nearby enemies instead of just engaged enemies.
	Disruptive Casting
		Targets with fewer HP than you can be affected by different effects.
	Improved Initiative
		+4 initiative.
	Elemental Proclivity
		Choose a fourth damage type.
	Disruptive Casting
		Once per encounter, targets can be affected by different effects.
	Ungodly Might
		Once per encounter when you hit 16+ on a MAGIC attack, regain HP as if
		you had spent a recovery.
	Elemental Proclivity
		You may deal damage of any type.
        Disruptive Casting
                Once per day, targets can be stunned or confused (save ends). Spend a recovery during a
                quick rest to regain this power.

Class Features
	Elemental Proclivity
		Your MAGIC attacks can deal any type of damage.
	Touch of Life
		Twice per encounter, you may allow a nearby ally to spend a recovery. 
	Sacrificial Ritual
		Sacrifice a recovery to cast a ritual.

Class Talents
	Mass Enchantment
		Step down MAGIC damage die to attack another nearby enemy per lost step.
	Disruptive Casting
		Shrink damage dice pool by one to cause target(s) to be hampered or stuck
		(save ends) on hit. Targets with fewer HP than you can instead be dazed, vulnerable,
		or weakened (save ends). Once per encounter, the targets(s) can instead be dazed,
		vulnerable, or weakened (save ends). Once per day, the targets can instead be confused
                or stunned; spend a recovery during a quick rest to regain the use of this power during
                day.
	Supportive Casting 
		Once per encounter, you may allow an ally to reroll an attack or save as an
		interrupt action, and they gain 10 THP.
	Ungodly Might
		When rolling initiative, you can choose to increase MAGIC damage dice to d10,
		but you cannot spend recoveries in that encounter. If you are dropped to 0 HP
		and would spend a recovery to stand back up, you instead stabilize and continue
		Fighting in Spirit.
	Oracle of Hypnos
		When you rest for the night, roll d6. On a 6, you have a dream that gives useful
		or otherwise unknowable info about your adventure. On a 5, you get that info but
		only regain 6 recoveries for the day. On a 4, the DM may choose to spout bizarre
		gibberish that may or may not mean anything.
	

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

Basic Attacks
	Melee At-Will
	Target: One enemy
	Attack: +8 vs AC
	Hit: 9d6-3 damage
	Miss: -

	Ranged At-Will
	Target: One enemy
	Attack: +11 vs AC
	Hit: 9d4+6 damage
	Miss: -

	Magic At-Will (Con)
	Melee, Close OR Ranged
	Target: One enemy
	Attack: Con + Level + 3 vs AC
	Hit: 9d8+15
	Miss: 8 damage


Equipment
	Walking stick (1d6)
	Throwing knives (1d4)

quote:

Ceremonial Axethame
It's like an athame, but it's an axe!
Staff of the Diffident Magician +3 (Recharge 6+)
The first time an enemy engages you, make an opportunity attack against that enemy. On a hit, you deal +4d10 damage with that attack and daze the foe until the end of its turn if the creature is large or smaller.
Quirk: Doesn't like to be touched.

River Priest's Focusing Stone
The priests of the River Clan use these blessed rings to commune with the ancestral spirits. Joran doesn't need it anymore after his deal with Caincakah, of course, but it still looks nice.
Ring of Resilience (Recharge 6+)
When you use this ring, heal using a recovery.
Quirk: Eats an odd vegetarian diet and advocates it loudly.

Consecrated Robes of Kjel +2
Before any orc goes to battle, the priests offer several prayers to Kjel in order to bless the warriors' armor and weapons.
Cloak of Recovery (quick action; Recharge 16+)
You heal using a recovery and add +10 hp to the total.
Quirk: You grow small extra appendages that slowly wither away over days or weeks.

Spiritweave Wrap +2
While the orcish smiths harden their armor through complex scientific processes, the priests protect themselves by imbuing their robes with sentient spirits - with those spirits' permission, of course.
Robe of Warding
You gain resistance 12+ against attacks targeting PD or MD.
Quirk: Stretches and meditates whenever inactive.

Prayer Book +2
A book containing the rituals and gospels of the River Clan (in other words, a book of yelling).
Belt of Resurgence +2 (Recharge 16+)
When you drop to 0 hp or lower, heal using a recovery before falling unconcious.
Quirk: Bursts forth with wildly optimistic comments from time to time.

Hashtag Yoloswag fucked around with this message at 23:41 on Mar 9, 2014

Doomsayer
Sep 2, 2008

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

Hey Mustache Ride your IRC client was spazzing out and spamming #Circadia with join/quit messages so I had to ban you. Let me know when it's fixed and I'll unban you!

Mustache Ride
Sep 11, 2001



Sorry about that, stupid AT&T hosed me again.

Doomsayer
Sep 2, 2008

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

Mustache Ride posted:

Sorry about that, stupid AT&T hosed me again.

Alright, you're unbanned :toot:

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
There go any cool points Wander had from the fight. Also, spending 2 recoveries to heal

Recovery: 8d8+6 41
Recovery: 8d8+6 44

Ryuujin
Sep 26, 2007
Dragon God
Kind of not liking Xar so thinking of switching him for the Wolverine obsessed druid.

Snarl aka Teledrial

A wood elf family fleeing from persecution passes through the woods. They should be safe yet first one then the other falls. A young baby boy is dropped and overlooked. Found by a family of Wolverines. For some reason the Wolverines took the child in and raised it as one of their own. The boy, originally named Teledrial by his parents, but simply named as a series of snarls now. He grew with the Wolverines, soon growing bigger and stronger than them. Well maybe not stronger but wiser and more dexterous and these things let him overcome their natural ferocity. He grew into a mighty hunter and in time gained the ability to take on the form of his family. Unfortunately his family eventually passed. Few small animals live as long as a man, let alone an elf. The boy grew into a man, a man who thought he was a Wolverine despite the great differences in body shape. With his family dead he began to wander. He eventually learned many new things, including that he was not in fact a Wolverine.

He went on many adventures. Fighting beside great warriors and powerful mages at times. Joining and leaving their epic adventures as he saw fit. During his travels he fought and defeated a bear in single combat, taking its claw as proof of his victory. His natural magics slowly infused the claw and now it occasionally gives him a bit of an adrenaline surge buffer against attacks. In another adventure he defeated an evil mage and took the man's staff. Instead of breaking the staff he twisted it until leaves and vines grew from it and it better fit his nature. It helps him to channel his more harmful magics, when he does not get up close and personal with his own claws. Next Snarl visited the wood elf homelands. He in time found some more distant relatives who recognized him from what physical features he had inherited from his parents. He learned the name they gave him, though he still often goes by the snarled name he was given by the Wolverines. His relatives gave him a pair of elven boots before he left, so he did not travel barefoot. The boots fit well, as if made for him, and seemed to make him quieter. Which is certainly good for stalking prey. As he continued his adventures he found that many reacted to his wild appearance, and mannerisms, rather poorly. He eventually sought out a solution. It took some time, requiring more quests to earn the reward he asked for but he eventually earned a strange circlet that he wore upon his brow, mostly hidden by his wild hair. This circlet seemed to dampen the reactions to his strange appearance and behavior, it seemed to make others feel as if he belonged where he was. It made things considerably easier when he needed to enter a town or react with refined individuals. Not that he was really sure how to interact with such anyway. Eventually in his travels he began to find that his armor of hides and bark, leaves and such, was not protecting him well enough. He needed something more. But at the same time he wasn't about to wear heavy metal armor. So he sought out fellow druids and working together with a circle of druids he infused the natural armor he wore with the power of nature, and of stone. The armor remained as flexible as ever before but now offered far more protection.

pre:
Snarl aka Teledrial - One Unique Thing:  Was raised by wild Wolverines.
Race:  Wood Elf +DEX
Class:  Druid +WIS

STR:	08 (-1)	
DEX:	21 (+5)	
CON:	17 (+3)	
INT:	10 (+0)	
WIS:	21 (+5)	
CHA:	08 (-1)		

AC:  32  PD:  26  MD:  22  Init:  +15
HP:  236  Recoveries:  8, roll:  10d6+3

Icons:
Positive 4:  The Green Lady:  The Wolverine greatly respected her, and she strongly supports my magics.
Positive 1:  Bearesirrigit:  Though not a Wolverine there is much in common with the Wolverine and the 
Bear.

Backgrounds:
Raised by Wolverines +5
Elven Senses +3

Racial Abilities:
Elven Grace:  At the start of each of my turns I roll a die to see if I get an extra standard action.
If this roll is equal to or lower than the escalation die, I get an extra standard action that turn.
At the start of battle I roll a d6.  Each time I successfully gain an extra action the size of the die I roll
increases by one step on the following progression: (d4), d6, d8, d10, d12, d20.  If I get an extra
action after rolling a d20 I can’t get any more extra actions that battle.

Class Features
Melee Attack Option:  Use Dexterity for my melee attack and damage.

Nature Talking:  Can talk with plants and animals.  Talking to animals requires a hard DC, and
plants usually require a ridiculously hard DC.  Gain a +1 bonus when talking with animals for every
talent spent on the Shifter or Animal Companion talents (so +3).

Divine Implements:  Druid magic, which I don't have, is divine not arcane.  Use symbols and staffs.

Druidic Summoning:  Elemental Caster, which I didn't take, has elemental summoning
spells.  Use the standard summoning rules and can take Druidic Summoning feats, doesn't matter for Snarl.

Wilderness Survival:  Never suffer from non-magical cold, heat or exposure.  Can go for up to two
weeks without eating and drinking if necessary.

Talents
Druidic Animal Companion (Initiate):  Gain one extra recovery.  Animal Companion is only available 
in every other battle.  Can choose whether or not to call my animal companion when I roll initiative.   
Or if I do not call it at the beginning and later wish to do so I can call my companion as a quick action. 
At the start of my next turn my companion either turns up at my side or runs in from some offstage angle 
if I have a convincing story for why it wasn't alongside me to begin with.
Once I have called my animal companion to fight alongside me in a battle it is not available for the next
battle after that.  Unlike most other powers this limitation applies between full heal-ups, between
adventures, and even between gaining levels.  If my animal companion dies it is gone for that battle.
I can summon another animal companion in the next battle it's eligible to fight in.  But that 
new/returned animal companion will be one level lower than normal for that battle.  After that
battle my animal companion returns to its normal level.

Shifter (Adept):  Can take on a Scout Form 3/day.  Requires a standard action, also a standard to shift
back into a humanoid form, unless I am attacked and damaged in which case I automatically change 
back as a free action.  A single use usually lets me stay in scout form somewhere between five minutes 
and half an hour.  Can use it, if I choose, while the party is resting, traveling or just hanging out.  
Normally, however, I can wait until the start of an apparently important encounter or battle, and as the 
GM says roll initiative, or introduces the beginning of the encounter, tell the GM “Hey, I think I scouted
this out.  I went into scout form some time recently and I got something on this.”  At this point before 
everyone rolls initiative I roll a skill check representing my success in that scout form outing.  Depending
on the terrain, weather and particular enemies the GM may ask me to use an ability score that makes sense
for the situation, though Wisdom, Dexterity and Strength are often common choices.  I normally roll against
the standard difficulty of the current environment.  Normal DC 15, Hard DC 20, Ridiculously Hard DC 25
for an adventurer-tier area, with Champion increasing the DCs by +5 and Epic by another +5.
Failure:  Things didn’t go so great or I got distracted by my animal soul, nothing came of my scouting.
Normal Success:  Something I learned while scouting, or anticipated, or scented, prepared me for the 
battle.  I get a +4 bonus to initiative this battle.
Hard Success:  As a free action during this battle I can grant one of my allies a reroll on an attack roll or 
save.  They must take the new result.  I must explain how something that happened while scouting 
contributed to this benefit.
Ridiculously Hard Success:  The GM chooses between giving me a reroll at some point during the battle or 
giving me an extra standard action during the first round of combat to evoke a type of surprise I gained from 
scouting.  Alternatively the GM can give me a floating story guide icon relationship result of 6 with a 
random icon.

When I use a daily shift to scout form I can create a temporary background to match my form which
I can use for skill checks until I shift out of that form.  This new background has
1d4+1 points.

Can take a Beast Form, at will, that is used for combat.
Can shift into a Combat, or Beast, Form at will.  

Beast Form:  At-Will.  Quick action.
	Effect:  I transform into a deadly predator form.  Can speak, in a growly voice, and cast spells.  
        My magic items stick with me and I get the benefit of their default bonuses.  Can even use their 
	magic item powers.  Can freely shift between humanoid form and beast form during a battle. 
	Shifting to human form, or back to beast form, is a quick action.  While in Beast Form
	I can take on aspects of different beasts to help me in battle.  I don't have to use 
        aspects, they are an option to improve my form attacks and powers, not a requirement.  While
        in beast form I attack in melee using a beast form attack.

   Beast Form Attack: At Will.  Melee Attack.
	Attack:  Dex (5)+Level (10) +2 v. AC
	Natural Even Hit:  10d10+Dex (15) mod +2 damage.
	Natural Odd Hit:  10d6+Dex (15) mod +2 damage.
	Miss:  Repeat the attack against the same or a different target.
               This second attack has no miss effect.

   Shake It Off: Recharge 16+ after battle.  Free action
	Trigger:  I am damaged while fighting in beast form.
	Effect:  I only take 6d6 damage from the attack and ignore the rest.  I still suffer any other 
	effects of the attack.  In addition I end a beast aspect power that I am using.

Beast Aspects
        Beast Aspects are powers I can take on when in beast form to enhance it.  Can normally
        only have one aspect active at a time, Beast Form Attack feats can change this.
        Beast Aspects grant bonuses, and having multiple aspects active at the same time stack.
        Beast Aspects only work while in Beast Form, they are suppressed when shifted back to 
        humanoid form, but come back once shifted back to beast form.  Aspects last until the 
        end of the battle.  I know 5 Beast Aspects, and each is Recharge 16+ after battle.
        

Aspects Known	5 known, Recharge 16+ after battle
   Bear Aspect: Recharge 16+.Quick action.
	Initiate Effect: Until the end of the battle, while in beast form, I gain a +4 
        bonus to attack and +17 bonus to damage.
	Adept Effect:  As above, and when I first shift into this aspect I roll my 
        recovery dice as if I were healing, but instead gain that many temporary hit
        points.  I don't spend a recovery.
	
   Behemoth Aspect: Recharge 16+.Quick action.
	Initiate Effect: I gain a +23 bonus to AC and PD
	Adept Effect:  As above, and when I first become staggered this battle I roll a hard
	save (16+).  If I fail I choose one of the following two benefits, if I succeed I
	get both.
        Endurance:  I can heal using a (free) recovery.
        Wrath:  I begin rolling 2d20 for each of my melee attacks and choose the
        result I prefer until the end of the battle or until I make both rolls for a melee 
        attack and each roll is a natural 10 or less.

   Owlbear Aspect: Recharge 16+.Quick action.
	Initiate Effect: Until the end of the battle my crit range with melee attacks
        expands by 2.
	Adept Effect:  As above, and I gain +1 bonus to melee attacks and a +2 bonus to AC and PD.

   Tiger Aspect: Recharge 16+.Quick action.
	Initiate Effect: Until the end of the battle, I gain the benefits of two-weapon
        fighting: if my attack roll is a natural 2, I can reroll the attack, but must 
        use the reroll.  In addition the crit range of attacks I reroll this way expands by 4.
	Adept Effect:  As above, and increase the size of my beast form melee attack
	damage dice by one size (for example, d6s become d8s, and d10s become d12s).

   Wolverine Aspect: Recharge 16+, 11+ until it is first recharged in a day.  Quick action.
	Initiate Effect: Until the end of the battle, when my melee attack hits an enemy 
        that has more hit points than me, or started the battle with more hit points than me,
        the target takes +3d6 extra damage.
	Adept Effect:  As above, and I gain a +2 bonus to all defenses.  I can also rally
	once this battle as a quick action instead of a standard action.

Feats
Beast Form - Adventurer:  My second beast form attack, the one from a miss, now deals miss damage
        equal to my level.  Can have two beast aspects active at the same time.
Wolverine Aspect - Adventurer:  My extra melee damage while using this aspect is +3d6.
Bear Aspect - Adventurer:  The initiate effect's attack bonus is now +4 instead of +2.
Behemoth Aspect - Adventurer:  The recovery from the adept's endurance effect is now free.
Beast Form - Champion:  Can have three beast aspects active at the same time.
Wolverine Aspect - Champion:  I can use the damage bonus against an enemy that started
         the battle with more hit points than me, but no longer does.
Bear Aspect - Champion:  Adepts also gain +2 AC while using this aspect.
Beast Form - Epic:  Can take a lycanthropic beast form now.  Gain the Shake It Off power.
Wolverine Aspect - Epic:  Until the first time it recharges each day, wolverine aspect
         is recharge 11+ instead of recharge 16+.
Behemoth Aspect - Champion:  The bonus to AC and PD is now +3 instead of +2.

Gear
Shell Blade (1d6 1H)
Armor of Hides and Bark (light armor)
Turtle shell shield (shield)

Staff of the Diffident Magician (Champion)(recharge 6+): +2 to attack and damage with spells.  
The first time an enemy engages me I make an opportunity attack, on a hit I deal +2d8 damage 
with that attack.  Quirk: Doesn’t like to be touched.

Bearclaw necklace (Champion)(Recharge 11+): +1 to saves when I have 25 hp or fewer.
When I hit with a melee attack while staggered I gain 25 temp hp .  Quirk: Swaggers even when 
overmatched.

Circlet of Approachability (Champion):  +2 MD.  While wearing this circlet in regular social situations
I appear to others as someone who belongs there.  I easily fit in with new groups of people, unless 
there is a particular reason for others to be suspicious.  The circlet has no power in unusual social 
situations.  Quirk:  Peppers speech with needless foreign words.

Boots of Elvenkind (Champion):  +2 bonus to disengage checks and other checks involving fancy footwork.
Gain a +4 bonus to skill checks to walk quietly.  Quirk:  Develops a love of elegant elven poetry.

Magic Armor (Epic, the above armor of hide and bark) Stone Flesh:  +3 bonus to AC and PD.
Quirk:  Extremely stubborn.
pre:
Level 8 Animal Companion
Attack +17 vs. AC
Damage 9d6
AC 27
PD 25
MD 21
HP 180 (90)

Ryuujin fucked around with this message at 06:14 on Aug 31, 2014

Doomsayer
Sep 2, 2008

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

Hey Ryuujin I missed you in IRC but don't introduce the druid. You were always a druid. There was no spider, there was never a spider. Only druid.

Ryuujin
Sep 26, 2007
Dragon God
Okay I will do it differently then.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
So when we hit level 9, or at least get an incremental advance, I want to swap my talents and feats around a bit, lemme know if that's cool. I was gonna flavor it as ancient secrets of Kaf'tar but well she's out of the picture.

Also I sure hope there's places to buy runes in Pandemonium.

Doomsayer
Sep 2, 2008

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

Oh yeah, that's totally fine, respec away.

Mustache Ride
Sep 11, 2001



Mudgett - Level 10: Ultimate Mudgett

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: 22 (+6)
DEX: 18 (+4)
INT: 10 (0)
WIS: 8 (-1)
CHA: 22 (+6)

AC: 27 PD: 28 MD: 19 Init: +14
HP: 288 Recoveries: 8, roll: 10d6+6

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: 9d10 + 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: 9d6 + 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 10d10 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: 10d12 + 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: 2d12 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 +1 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.
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 11+, 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: 2d10 x 10 + Constitution lightning Damage, and at the start of the target's next turn, 1d6 of its nearby allies take 25 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 this turn if you wish

Breath of the Void
Close-Quarters Spell
Daily
Target: One nearby enemy; breath spell
Attack: Charisma + Level vs. MD
Hit: 2d12 x 10 + Charisma negative energy damage, and the target moves down 2d6 points in initiative order, to a minimum of 1.
Miss: Half damage.
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 this turn if you wish

Silver Flame
Close-quarters spell
Daily - Quick action to cast
Effect: Roll your relationship dice with the Archmage; if you have none, avoid this spell.
For each 6 you roll, you gain one 7th level or lower spell from any spellcasting class that you can cast this battle. For each 5 you roll, you gain one 5 th level or lower spell from any spellcasting class that you can cast this battle. If the escalation die is 5+, you can swap the escalation die for one or your rolls. If you get no successes, you regain the spell after this battle.
You can acquire one of the new spells the same round you cast this spell. Then select and acquire any other gained spells at the start of your next turn, so if you haven’t already figured out what you will take, get to work. If you haven’t figured it out by your next turn, the GM should move play on without your decision and consider letting you trickle in the spells as you figure it out.
You can use your Charisma as the ability score that provides the acquired spells’ attack bonuses and damage bonuses (if any). Other ability score references remain unchanged.
As you might expect, each 5 you roll also invokes an Archmage-related complication or obligation in the tradition of rolling 5s on relationship checks. The GM should have as much fun with you as possible.

Adventurer 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.

Champion Feats
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.

Epic Feats
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.
Gather Power When you gather power, if the escalation die is 2+, you can roll two chaotic benefits. Unlike most effects, the benefits stack if you roll the same result twice.
Fireball Increase the number of targets to 1d3 + 1 instead of 1d3.

Gear:
Epic

Book of Scribblins

quote:

Tome of Arcane Mysteries (recharge 11+):
This weighty volume is full of arcane sigils, half-mad poetry, impious philosophical assertions, and deep reflections into the nature of arcane power. When you make an attack roll with an arcane spell, after finding out whether the attack hits, change the attack roll to a 10 instead of the natural roll.

Quirk: Doodles insane geometrical designs.

Mudgett's latest acquisition, this book was the notebook of the mad wizard that tried to teach Mudgett the art of combat magic. It has various undiscovered spells recorded into it, but most of the time when Mudgett reads it he only seems rambling poems and meaningless text.

Mudgett uses it as a shopping list for the most part.

Robes of Magic

quote:

Robe of Perfection (+3 AC):
You gain a +1 bonus to all defenses while at maximum hit points.

Quirk: Made uneasy by the sight of blood.

Found in Circadia, these Robes seem to be made of Magicstuff. Feels like they're made of iron or something. Quite heavy.

Bone of Mrtyubereche

quote:

+3 Attack and Damage with an arcane or divine attack.

1/Day: As a standard action you may summon the spirit of Mrtyubereche himself. Immediately following the end of your turn, Mrtyubereche attacks an enemy of your choosing, using either his claws (+15 vs. AC (2 attacks) — 35 damage Natural even hit or miss: Roll a third attack.) or his fire breath (Fiery breath +15 vs. PD (2d3 nearby enemies)— 40 fire damage Miss: Half damage.) at your command. After his turn has ended, he disappears back into the aether.

Quirk: Something... else has been left in this staff. Strange whispers beg to be set free. You could, if you so wish, fulfill their desires by breaking the staff in twain. Just saying.

A dragonbone from a dead pandemonium dragon. Knarly.

Champion

Sorcerous Daggers of Undeniable Pain

quote:

Wand of Unerring Pain (+2 to Attack and Damage; recharge 16+):
When you miss with a spell that targets a single enemy, as a quick action immediately afterward, fire a magical missile that automatically hits that creature for 4d10 force damage.

Quirk: Stares intently, often at nothing.

These are the heirlooms of Mudgett's family. A pair of meat cleavers permanently stained in blood. Both of the cleavers were found buried in Mudgett's mother and father's heads at the butcher shop where they worked. Mudgett retrieved them, and then buried them in the bastard that placed them there himself. Probably the only time that magic was not channeled through them in the 60+ years he's had them. He's never cleaned them.

They've gained the ability to shoot a burst of blood boiling head towards enemies as they please. Mudgett sometimes uses the head to cook chicken when travelling. Mudgett also calls them by the names of his parents. In his right hand is Lavilly and in his left is Samboldt.

Leather Gloves of Brain Siezure

quote:

Gloves of Mind Rot (recharge 6+):
When you hit one or more foes with an arcane spell attack, deal +2d10 psychic damage to one target of the attack.

Quirk: The texture of your skin seems wrong to everyone else, but you know it’s all in their minds and often explain that to them.

A lich owned these gloves. A powerful lich too. He was able to control the minds of a large horde of elves and wreck havoc in the 10th age. However when he had possession of these gloves they were not gloves, but his hands.

Mudgett was able to find them locked in a chest at the bottom of a well in one of the deepest levels of hell. He was there looking for a rare bird that gave the moistest of meat, but only grew in the 3rd level of hell. The bird was picking at the gloves at the bottom of the well when Mudgett found them.

He took both the bird and the gloves, and ate like a king that night.

Elvish Cape

quote:

Adroit Avoidance (recharge 6+):

When an attack or effect deals ongoing damage to you that a save ends, you can roll an immediate save against it.

Quirk: Doesn’t notice social slights or insults.

Mudgett stole this cape off on an Elf. An Elf princess. While she was getting married in a beautiful Elvish wedding to some Elvish Lord.

How you ask? Magic :smug:

Mustache Ride fucked around with this message at 17:15 on Sep 25, 2014

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Woahly poo poo! I forgot to include so much poo poo, like a couple points of damage and at least one point of attack, and also scaling for my magic items! No wonder I get hit so much!

pre:
Wander
HP 200/200; Recoveries 11/11 (9d8+6)
AC 26 PD 27 MD 23
Melee Attack: 1d20+15; 9d8+15
Double Melee Attack: 1d20+17; 9d8+15
Favored Enemies: Demons, Dragons
pre:
Wander
Level 9 Half-Elf Ranger

One Unique Thing:
Having been all over the world and tried everything at least once, I am literally the most interesting man in the world.

STR	10(+0)[09]	Hit Points	200
CON	16(+3)[12]	Recoveries	11
DEX	20(+5)[14]	Recovery Dice	9d8+6
INT	10(+0)[09]	Armor Class	26
WIS	12(+1)[10]	Physical Def.	27
CHA	16(+3)[12]	Mental Def.	23
			Initiative	12

Icons
+-4 Augustia
		While Wander's faith in the god of his two favorite pastimes is quite real,
the Sen'gour are more than a little disdainful of the Johnny-come-lately to their faith.
+1 Sucher, the Pathfinder
		The God of Travels, the Patron of Adventurers and Explorers, and the
Bringer of Light to the Darkness. Sadly, he is mostly absent in this darkest of all ages;
I learned of him from an enclave of monks in the West. They taught me that, while his
teachings are almost forgotten, his power is not only very real but you don't have to do
anything special to keep it; Sucher is a pretty chill god. It is from him that Otto,
my magic map, derives its power.

Backgrounds
Faithful of Sucher +2
		It isn't easy worshiping a forgotten god. They say gods get their powers from their faithful, 
and Sucher doesn't have many of those. So if you ever want to know about the guy who basically 
invented the adventuring profession, I have you covered. And if you ever feel like joining the faith of 
the only god I know of who will bless you for exercising your natural right to slay monsters, gently caress 
bitches, and get paid, I can hook you up.
Gigolo +3
		Speaking of which, any port in a storm, right? Imagine I made some vague allusion to the 
many places I've come and gone, and let's leave it at that.
Wanderer +5
		Otto has led me many places, and before I even met up with the Biggest Gods-Damned
Heroes the world has to offer. All over Circadia and beyond, with my new companions granting me
a few trips to places I wasn't aware existed.

Class Talents
Double Melee Attack
	When fighting with two one-handed melee weapons, I can make a Double Melee Attack.
Lethal Hunter
	1/battle, pick an enemy (mob of mooks counts as one). +3 crit range against them.
Favored Enemy
	+3 crit range against two enemy types
Two-Weapon Fighting (level 5)
	+1 attack with two melee weapons
Ranger Ex Cathedral (level 8)
	Gain one daily cleric spell (hammer of faith, reskinned as pathfinder's focus).

Feats
A: Double Melee Attack
	+2 to DMA if it's against a different target
A: Lethal Hunter
	+1 to crit range of Lethal Hunter attacks (total +3)
A: Favored Enemy
	Change favored enemy after full heal-up
A: Ranger Ex Cathedral
	Gain heal
C: Double Melee Attack
	1/battle, use DMA after odd attack roll
C: Lethal Hunter
	1/day, use against 2 different enemies in one battle
C: Favored Enemy
	+1 crit range against favored enemy (total +3)
E: Double Melee Attack
	1/turn, pop free of one enemy and use move action before making a DMA
E: Favored Enemy
	Choose two favored enemies per full-heal-up
E: Lethal Hunter
	At ED 3+, Lethal Hunter crits deal 3x damage

Spells and Powers
Racial: Surprising
	1/battle, subtract 1 from the natural result of my d20

Pathfinder's Focus
Daily
Quick action to cast
Close-quarters spell
	Effect: Until the end of the battle, my melee attacks gain d12 damage dice, 
with a minimum value of the escalation die. I also get half damage on misses and a 
1/battle attack reroll.

Heal
1/battle
Quick action to cast
Close-quarters spell
	Effect: I can heal using a recovery.

Equipment
A fuckin' lot of tomahawks (9d8+15)
Wyrmhide armor (AC 14)
Elven rain cloak, elven rope, elvenwood tent
Grappling hook, satchel, bedroll, flask, flint and tinder
Healing potion, epic x3
Potions of resistance: fire, cold, lightning, holy, psychic
Eternity rune

Magic Items
Otto: A map infused with Sucher's divine magic that shows where I've
been, and suggests, in the vaguest of terms, where I should be going.
[ ]Belt of Resurgence (recharge 16+): Can heal using a recovery when I
drop to 0 hp.
[ ]Manual of Puissant Skill at Arms (recharge 11+): Reroll a melee miss using +20 as the attack bonus.
[ ]Gloves of Ambidexterity(Recharge 11+): When I roll 16+ with the first melee attack during my
turn, make a free-action attack with my off-hand weapon (+20 vs. AC).
[ ]Helm of Fortunate Dodging (recharge 11+): Turn a miss against AC or PD into a fumble.
[ ]Cloak of Inviolability(Recharge 16+): Turn a hit against PD into a miss.

Captain Walker fucked around with this message at 23:56 on Aug 18, 2014

Ryuujin
Sep 26, 2007
Dragon God
I updated Snarl's sheet up above, about 6 or 7 posts above this one.

Mostly gained some hp, had all my attacks go up by 1, same with defenses, and got a few more spells, while all my other spells improved to 9th.

And of course I forgot the Icon rolls. Well here they are

Icon rolls: Positive 4: The Green Lady, Positive 1: Bearesirrigit

Green Lady 5, 1, 5, 2,
Bearesirrigit 5

Ryuujin fucked around with this message at 03:56 on Mar 10, 2014

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Doomsayer, I figure Sucher barely coming up at all is largely because he's not one of your icons. I will switch for Augustia because she actually has real power.

Augustia (Conflicted): 4d6 6 1 5 1

Sucher: 1d6 1

Captain Walker fucked around with this message at 15:48 on Mar 10, 2014

Doomsayer
Sep 2, 2008

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

Captain Walker posted:

Doomsayer, I figure Sucher barely coming up at all is largely because he's not one of your icons. I will switch for Augustia because she actually has real power.

Augustia (Conflicted): 4d6 6 1 5 1

Sucher: 1d6 1

Oh no it's not that, I just couldn't find a good place for him previously. Considering you're about to trek off into the wastes of Pandemonium, he'd probably come up then. Though really no gods have come up at all due to the Ban.

djw175
Apr 23, 2012

by zen death robot
I'm still here. Just super out of it.

Icons (Caincakah 2 Positive, Templars 1 Conflicted, The Green Lady 2 Positive): 5d6 5 1 2 3 5

A 5 positive with both Caincakah and the Green Lady

Also I just learned that I had 2 less spells than I should,

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: 26 PD: 21 MD: 25 Init: +9
HP: 180 Recoveries: 8, roll: 9d8+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 9d10 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 6d10 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.
9th level spell Recoveries provided by the spell are now free.

Circle of Protection
Close-quarters spell
Daily
Quick action to cast
Effect: Choose a defense: AC, PD, or MD. For the rest of the
battle while you are conscious, you and each ally near you
gains a +1 bonus to that defense. Each enemy that misses you
or one of your nearby allies with an attack against the defense
you chose is hampered until the end of its next turn.
9th level spell Attacks against the chosen defense can not
score critical hits.
 
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.
9th level spell 250 hp or fewer.

Divine Endurance
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 40 temporary hit points.
Cast for broad effect: Choose up to three nearby creatures
(including you); each target gains 20 temporary hit points.
5th level spell Temporary hp = 60/30.
7th level spell Temporary hp = 80/40.
9th level spell Temporary hp = 100/50.

Strength of the Gods
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 deals +2d8 damage with melee
attacks this battle.
Cast for broad effect: Choose up to three nearby creatures
(including you); each target deals +1d8 damage with melee
attacks this battle.
5th level spell Power +4d6 Broad +2d6.
7th level spell Power +4d10 Broad +2d10.
9th level spell Power +6d10 Broad +3d10.
 
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 (EPIC)
Domain of Healing (EPIC)
Ritual Caster
 
Inventory:
Robe of Warding (Champion)
Belt of Resurgence (Epic)
Staff of Health (Champion)
Ring of Kindness (Champion) (Reskinned Ring of Glory)
Circlet of Approachability (Champion)
Shield of Faith
 
Quick Notes:
At Will Melee Attack: None
Spell: 1d20+6+8

djw175 fucked around with this message at 03:13 on Jun 3, 2014

djw175
Apr 23, 2012

by zen death robot
So because I'm uncultured, I googled that word that MustacheRide just used. I found this.

Wikipedia posted:

Sinfjötli (in Old Norse) or Fitela (in Old English) in Norse mythology was born out of the incestuous relationship between Sigmund and his sister Signy

Welp.

Mustache Ride
Sep 11, 2001



Random Norse generator for the win.

Doomsayer
Sep 2, 2008

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

Tbf, "incestuous spawn of divinity" does sound like the kind of thing people on the outer planes would eat.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Or Lancehead.

djw175
Apr 23, 2012

by zen death robot

Doomsayer posted:

"You will retire to a quiet farm life, living out your days in peace?"

I wonder why that sounds so familiar. :v:

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I also bought some resistance potions: fire, cold, lightning, holy. Should be enough for the next couple battles.

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Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Anyone got any ideas?

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