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  • Locked thread
Doomsayer
Sep 2, 2008

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

Since I'm kind of dumb I accidentally let the old Recruiting thread fall into archives, which is a bit of a problem considering it had all the icons and whatnot. So, here's the new OOC thread for players both old and new alike, with content salvaged from the old OP.

:siren:OP::siren:



Welcome to the Mythical Land of Circadia. It is a place of great danger... and great opportunity! A land of powerful heroes and dastardly villains, of incredible treasure and immeasurable perils. A land beseiged by the evil Dark Lord Meyas, whose forces sweep from the north, covering the land in immutable darkness, striking down all those who stand in his way.

It is a land in desperate need of a hero.

And that hero, is you!




Yo, do you like wizards and poo poo?



Hell yeah, who doesn't, am I right?

Do you like punching skeletons right in their smug faces?



gently caress yeah.

How about dragons, you like dragons?



Dragons with hot ladies on 'em?

What about huge, sweaty dudes wrestling with each other kick-rear end barbarians?



Of course you do, everyone does.

In that case, I think we're gonna be some good goddamn friends.

So roll up a 13th Age character and let's go be some big motherfucking fantasy heroes, eh?

Please make your characters as representative of van artwork as possible, tia.



:siren:There's an IRC channel! #Circadia on Synirc!:siren:

I highly recommend you join it.

You know the drill, if you have questions or anything, feel free to ask. I know the background is vague and empty, but it's because you get to fill it in through the power of imagination!~ By which I mean just make poo poo up. Preferably awesome poo poo.

Doomsayer fucked around with this message at 00:22 on Aug 12, 2014

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Doomsayer
Sep 2, 2008

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

:siren:OLD ICONS POST:siren:

Alright, that's it for now. I'm sure these will change as time goes on, and keep in mind the descriptions below are not indicative of everyone at all times, nor are they necessarily true! Keep that in mind.

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:
Usually found somewhere behind his battle lines. Or in front of him. Considering the size of his forces, this puts him roughly anywhere in the world at any point.

Common Knowledge: Meyas is 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 face him on the battlefield rarely live to tell of it.

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.

Allies: Meyas has few allies, preferring conquest to diplomacy. 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 is 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: There is more at stake here than wealth and power. Meyas already had more control than any one man could enjoy in a thousand lifetimes. The Dark Lord's true intentions remain hidden. Everything will be alright so long as Meyas doesn't find what he is looking for.




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.





[/url] 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

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!

Doomsayer fucked around with this message at 21:12 on Aug 11, 2014

Doomsayer
Sep 2, 2008

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

Okay I think that's it from the old thread, so welcome new recruits!

Come join us in #Circadia on synirc!

Oh, and as always I have an open re-invitation to players who used to be in the game but stopped posting for whatever reason! I know life gets in the way, poo poo happens, you don't post in a thread in a while and it becomes awkward to come back. Well it doesn't need to be! If, at any point, you were in the game but stopped posting, you are always, always welcome back, no questions asked!

Mustache Ride
Sep 11, 2001



What's the current party look like? And is it just straight up 13th Age dudes? What's with the Dungeon World stuff?

Once those innocent questions are answered I'll probably put something here. Maybe my Cmdr. Commander Commander build I've been thinking about...

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
13TH AGE 13TH AGE 13TH AGE

Doomsayer
Sep 2, 2008

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

Oh poo poo yeah, it is indeed 13th Age. It was very initially a Dungeon World game but changed almost immediately. I'll go back and edit out any instances of "Dungeon World" I find.

Kerzoro
Jun 26, 2010

Reposting this gal here:

Ziria Stormbringer



What do you think of, when you imagine a High Elf?

No matter, regardless of what it is, Ziria will shatter your expectations. Then again, "shattering" is something she's rather good at. Not only does she tend to tower over most elves (... and humans), but her demeanor is rough, jovial, and at times a little crude. Some -do- see it when they see her fighting... she has a certain grace, for somebody that fights like a glorified brawler. Most people instead wonder if she might not be a half-orc instead.

(If they are smart, those people wonder that very quietly. And far away from her.)

Given a few beers, Ziria will be happy to tell you about her family! She will tell you about her mother, a retired general who once shook the world as she passed; Her father, a doctor who fought monsters created by disease itself; Her younger sister, who despite her young age is quickly proving to be a master of the bow; and her youngest sister, who is the most adorable baby-girl EVER. She might be exaggerating, and she will just laugh if challenged on the matter. Except for her baby-sister. Don't laugh about her baby-sister. She will defenestate you.

Ziria loves fighting more than anything else. The thrill of fighting the truly strong is something that nothing can compare to. As she tells it, when she thinks she's ready, she will go back home and challenge her master to a fight, and she will -finally- beat the old bastard! ... or so she hopes. She has won many a fight, and has lost as many, but a good fight is something to cherish

She revels in fighting, but not in killing. A dead opponent cannot come back to challenge you some day, and show you what they have learned. As such, Ziria rarely fights in anger, but for the simple pleasure of fighting. She has left far more opponents knocked out than dead, and she is proud of that... of course, this means she also has a lot of people that remember her, which suits her juuust fine.

Appearance:
Tall and broad-shouldered, with skin baked a tan color from years of traveling. Ziria wears her black hair at waist-length, and she has narrow blue eyes.

Her favorite outfit consists of dark blue pants, boots, a top, and a long white coat with torn sleeves. The coat is mostly there because she thinks it looks really dramatic. She is, in fact, showing off.


quote:


One Unique Thing:

Ziria's body might as well be made of steel. Her flesh turns blows around as if it was heavy armor, her fists hit like warhammers, and her strongest attacks are comparable to the strike of a greatsword.

Relationships: 3

Augusta and the S'engouer, Goddess of Battle: 2 positive
Ziria tips her cup and her victories to the Goddess of Battle. she -claims- that her divine blood flows through her veins from an ancestor, although this might be more boasting than anything else. She -does- thrive in conflict tho...

Mier'dames and the Descendents, God of War: 1 positive
While Ziria revels in battle, she does not revel in killing. Her tendency for mercy has been noted.

Backgrounds: 8

I Think I've Fought One Of Those Before! 2
Ziria has gotten into a lot of fights. A loooot of fights. Enough that she's become pretty good at identifying all sorts of critters and how they fight, as well as several orders of knights, thieves guilds, barbarian tribes, and so on and on...

Was That Supposed to Hurt? 3
Ziria has a reputation and some people can recognize her easily, as she -does- tend to showboat a whole lot.

Love the Water! 3
Ziria could swim before she could even walk. She has worked as a sailor, loves fishing (and is the only food she can cook reasonably well), and in general feels more at easy when around water. Failing that, she has always liked the rain.

Race: High Elf
Class: Fighter (2)

STR: 18 (+4) (+2 fighter)
DEX: 12 (+1)
CON: 14 (+2)
INT: 9 (-1)
WIS: 8 (-1)
CHA: 14 (+2) (+2 high elf)

HP: 40
AC: 18
PD: 15
MD: 12
Recoveries: 9
Recovery Die: d10/1
Initiative: +7

Armor: Heavy
Weapon: Her FISTS (work as warhammers)

Basic Attacks

Melee Attack
at Will
Target: One Enemy
Attack: 6 vs AC
Hit: 1d8/1d10 +4
Miss: 2

Ranged Attack
At-Will
Target: One Enemy
Attack: 6 vs AC
Hit: 1d4+1
Miss: -

Racial Feats:
Highblood Teleport
Once per battle as a move action, place yourself in a nearby location you can see.

Class Features:
Extra Tough
Nine recoveries instead of 8

Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

Class Talents:
Power Attack
Once per battle before you roll an attack, you can declare you're using power Attack to deal additional damage: deal 1d4/level if using a 1 handed weapon, deal 1d6/level if using a two-handed weapon.

Skilled Intercept
One per round as a free action, roll a normal save (11+) to intercept an enemy who is MOVING to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack (if you are engaged with more than one enemy, the others can take opportunity attacks against you).
The moving enemy makes its attack with you as a target instead. If you're wearing heavy armor and the attack hits, you only take half damage.

Counter-Attack
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half-damage against that enemy as a free action. (the attack can't use any limited abilities or flexible attack maneuvers).

Feats:

Counter-Attack
A) Counter-attack now deals Full Damage

Improved Initiative
A) +4 to Initiative checks

Flexible Maneuvers

Brace For It
Trigger: Any Miss
Effect: the first critical hit she takes from a melee attack becomes a normal hit instead

Grim Intent
Trigger: Any natural even miss
Effect: The next you she would deal miss damage with a melee attack, add a WEAPON dice to that damage.

Carve an Opening
Trigger: Any natural odd roll
Effect: Crit range expands by a cumulative +1 until she scores a crit.

Deadly Assault
Trigger: Any natural even hit
Effect: Reroll any 1s from our damage roll. You are stuck with the rerolls.

Gear:
Dagger
Standard traveling gear
Fishing Rod

djw175
Apr 23, 2012

by zen death robot

Captain Walker posted:

13TH AGE 13TH AGE 13TH AGE

13TH AGE 13TH AGE 13TH AGE

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
Not exactly the same, but I tried my best.


Rythin

Not exactly inclined to be the most trusting person, Rythin joined up with a caravan on guard detail because he wanted the work (and not because he was busy running away from the nearest town, wanted for larceny, practicing magic without a license, and punching out the local constable in a drunken bar fight. Long story) Now, he's somehow been shanghaied into a black-ops team of mercenaries. Not that he really cares, mind; the pay is pretty good.

Appearance: Orange scales that are about as hard as a leather tunic. He wears a dark shirt and pants because he doesn't want to wander around naked, you know. He has a black dragon tattoo somewhere on his body - since it's sentient and moves, it's not always in the same place. His green eyes are somewhat piercing.

quote:


Name: Rythin Blackscale
Level: 2
Race: Dragonspawn
Class: Sorcerer

One Unique Thing:
Rythin has a magical tattoo, placed on him by the Ashdraanol cultists. It is sentient (and a little bit malicious).

Relationships:
Ashdraanol (1 - Conflicted): Rythin got some power from his cultists, but they're not exactly the best of friends. He's also been tasked to murder Ashdraanol for real or something.

Caincakah (2 - Positive): Rythin may or may not have done something in the past he's not exactly fond of remembering. Rythin signed a contract with her to save his life when his eye was ripped out. He lived to kill Ashdraanol.

Arcanist (1 - Negative): The Arcanist doesn't exactly like magic users that aren't under his thumb.

Backgrounds:
Conman (+4): Rythin needed a way to live on the streets. This one just so happened to be the best; Rythin is pretty glib and knows how to talk to people. Not that it always helps much.

Stage Magician (+3): When he wasn't fleecing his patrons, he was putting on a show, using his magic to dazzle and amaze. He also picked up a few sleight-of-hand tricks along the way.

Academy Dropout (+1): Look, the Academy teachers were so strict, what with their whole 'can't use magic for personal gain' and 'serving a dead god for power' and all that crap.

STR: 10 (+0)
CON: 17 (+3) (+2 Dragonspawn)
DEX: 12 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 18 (+4) (+2 Sorcerer)

HP: 36
AC: 13
PD: 14
MD: 12
Recoveries: 8
Recovery Roll: 2d6+3
Initiative: +3

Armor: Light
Weapon: Spear

Basic Melee Attack
Target: One nearby enemy
Attack: STR+Level vs AC
Hit: 2d8 + STR
Miss: 2

Basic Ranged Attack
Target: One nearby enemy
Attack: DEX+Level vs AC
Hit: 2d4 + DEX
Miss: -

Racial Abilities:
Dragon Breath: Once per battle, use a breath weapon attack.
Target: One nearby enemy
Attack: CHA vs PD
Hit: 2d6
Miss: -

Class Features:

Access to Wizardry: Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell that is 2 levels higher than it. For example, you can take a 1st level wizard spell in place of a 3rd level sorcerer spell.

Dancing Lights: Can cast the Dancing Lights spell as a standard action. Unlike the wizard's light cantrip, the Dancing Lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds.

Gather Power: Can burn a standard action to gather magical power. Gathering power doubles the strength of the next spell, as well as creating a small random benefit.

Class Keywords:

Breath weapon: At the start of each turn after using a spell with the breath weapon keyword, roll a d20. On a hard save (16+), that spell can be used again.

Chain: Spells with the chain keyword can be rolled against a different target if the natural attack roll was even, regardless of success or failure against the first target.

Random Energy: Some spells deal a random damage type. Roll a d4. 1: Cold; 2: Fire; 3: Lighting; 4: Thunder

Class Talents:

Chromatic Destroyer Heritage: Multiple breath weapons can be active at the same time.

Blood Link: Gain an extra relationship with the Three Ashdraanol.

Sorcerer's Familiar: Gain a familiar operating under similar rules to that of the Wizard's familiar, with several differences. The familiar gets one permanent ability and two random abilities that are determined every new heal-up.

Familiar:
The Tattoo (snake reskin)
Permanent ability: Poisonous (Once per battle, when I hit an enemy engaged with me, add 5 ongoing damage)
Random ability 1: Talkative (No real effects, but the tattoo can talk)
Random ability 2: Mimic (One battle per day, gain the use of the racial power of a nearby ally)

Feats:

Chromatic Heritage (A): +2 bonus to empowered Breath Weapon spells

Lightning Fork (A): Once per battle, reroll one of your Lightning Fork attacks.

Spells:

Chaos Bolt:
Ranged Spell
At-Will
Special: The first time Chaos Bolt is used, determine a random energy. Spell deals that damage during that battle.
Target: One nearby enemy
Attack: CHA+Level vs PD
Hit: 1d8 + Charisma random energy damage, and if the natural attack
roll was even, you gain a chaotic benefit as if you had gathered power.
Miss: Damage equal to your level.

Lightning Fork:
Ranged spell
Recharge 16+ after battle
Target: One nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 3d6 + Charisma lightning damage.
Miss: Half damage.

Breath of the White Dragon:
Close-quarters spell
Daily
Target: 1d2 nearby enemies in a group; breath weapon
Attack: Charisma + Level vs. PD
Hit: 3d6 + Charisma cold damage.
Miss: Half damage.

Scorching Ray:
Ranged spell
At-Will
Target: One nearby enemy
Attack: Charisma + Level vs. PD
Hit: 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
Miss: Damage equal to your level.

Burning Hands:
Close-quarters spell
At-Will
Targets: Up to two nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 1d6 + Charisma fire damage.
Miss: -

Captain Walker
Apr 7, 2009

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

Colin Strange, Professional Necromancer
OUT: I am the last living guardian of the entrapped soul of Kronag, the Wicked One.

What happens in the overworld has measurable effects on the land below. When gods go to war, the soul of defeated deities dissipate, spreading like a plague over the world below. A young doctor at the Arcanist's College, Colin Strange, calculated from his observations of the heavens that the next deity to fall in battle would be Kronag, God of demons, devils, undead, and all sorts of nasties. If left unchecked, his soul had a very good chance to bring about the end of the Age by spreading vice and corruption across the mortal world. It wasn't easy, but through careful calculations and a laborious ritual taking months to plan, Strange and a dedicated team of fellow magicians accomplished the impossible: come the moment of Kronag's death at the hands of the other gods, the soul of Wicked God was trapped inside a talisman.

But a dead god still exists, bleeding its will over all who draw near--and the will of a god is enough to change a man into a beast. Strange, never the most morally upright of arcanists, reasoning that given his prior good deed in saving the world, he couldn't have his colleagues unsealing the Talisman of Kronag and undoing his hard work. So he killed his former colleagues to keep them from succumbing to the temptation, and sealed the Talisman away in his most secret of secret labs, far away from scrying eyes. One day, perhaps, he'll have the strength of will to destroy it; in the meantime, the Arcanist has put a low priority on recovering the Talisman and a high priority on killing Strange. That's fine with Strange. He's merely doing what must be done; no one is capable of handling this kind of power.

Except maybe him, someday. Will his adventures give him the will to take the best of the Talisman's power and destroy what's unnecessary? Or will he succumb to the dark urges that scream for him to kill?

djw175
Apr 23, 2012

by zen death robot
I swear Walker, if you don't live up to using Lezard Valeth's image I will find you.

Doomsayer
Sep 2, 2008

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

:regd08: ALL WIZARDS ALL THE TIME :regd08:

Ziria right now:

Kerzoro
Jun 26, 2010

... Yeah, that sounds accurate.

Dedman Walkin
Dec 20, 2006




Nathanial Brekenridge, Roaming Bastard at Large (Bard, mechanically speaking)

pre:
Nathanial Brekenridge 
Level 2 Human Bard

Str 10 +0
Dex 16 +3 (14+2 human)
Con 12 +1
Int 10 +0
Wis 12 +1
Cha 18 +4 (16 +2 Bard)

HP: 32
Init: 5 (+3 Dex Mod + Level 2)
Armor Class (light armor): 15 (12 + 1 Con + Lev 2)
Phy Def: 13 (10 + 1 Con + Lev 2)
Mental Def: 14 (11 + 1 Wis + Lev 2)
Recoveries: 8
Recovery Dice: (1d8*Level 2) + 1 Con

Melee Attack:
Dex 3 + Level 2 = 5 VS AC
Hit: Weapon (1d8) + Dex 3 damage
Miss: Damage equal to level 2

Ranged Attack:
Dex 3 + Level 2 = 5 VS AC
Hit: Weapon (1d6) + Dex 3 damage
Miss: -

Racial abilities: Quick to Fight
-At the start of each battle roll initiative twice and choose the result

Bard abilities: 
Bardic Songs (FEAT: spells continue for one round after being stunned, silenced, or unconscious,
allowing you to repick them up next turn) 
Battle Cries 
Spells

One Unique Thing: Every time I die, I wake up in a new world.  Needless to say, I want to stick around as long as possible.

Relationships:
Sand, Wilderness Goddess of Debate (1 Positive): The opportunity to debate true multiversal theory and politics?  
Of course Sand is interested.

Xizael, Goddess of the Burnt Dawn (1 Conflicted): How did this man come into the world?  Did he breach a gap in the realms?  
How will he leave?  How long does he intend to stay?  Nate brings up quite a few questions for the Goddess of the Burnt Dawn.

Caincakah, Goddess of the Black Mind (1 Negative): Her ledgers tell who lives and who dies, but Nathanial Brekenridge is a 
leech - how many time has he died, yet still exists?  Perhaps here, in her world, this leech can be permanently dealt with.

Bodhrisin, the Goddess of Seduction and Torment (1 Conflicted): Oh the fun you can see with a world-hopping man!  Not only 
does he have the most wonderful stories, perhaps if you wine and dine him enough, he'll take you with him to the next world
 - or you could just sneak through when he dies.  And then, oh what sights you'll see...

Backgrounds: (8 pts)
Live long enough, you get good at talking to people +2
Get good at being sneaky and thiefy too +2
Facts, Rumors, Memories, and Flashbacks of the Past +4 (+2 + two from Loremaster)
I hate roughing it (but somehow can survive) +2

Feats: (3 at Level 2)
Bardic Songs: (spells continue for one round after being stunned, silenced, or unconscious,
allowing you to repick them up next turn)
Battle Chant: damage dice are now d6s
Pull it Together: add +1d4 healing per point on the Escalation Die


Talents:
Battle Skald
Loremaster
- B 2 pts for a bardic lore backround
- C 1 pt relationship with Archmage (replaced with Bodhrisin)
Storyteller

Gear:
Nonmagical musical instruments (harmonica and stand), melee weapon and ranged weapon (longsword and 
shortbow), light armor (somewhat ragtag, a little goofy looking), minor elements of gear (little notes of 
information)


Battle Cries: (2 at Lev 2, 3 due to Battle Skald)
Move it!
Flexible Melee attack
Trigger: Natural Even Roll
Effect: Choose one: one unengaged ally can move as free action OR one engaged ally can make a disengage check 
as free action

Pull it together!
Flexible Melee attack
Trigger: Natural 11+; use only twice per battle
Effect: One nearby ally can heal using a recovery
  FEAT: add +1d4 healing per point on the Escalation Die

Stay Strong!
Flexible Melee attack
Trigger: Natural 16+
Effect: Give nearby ally +2 bonus to AC until start of your next turn

Songs and Spells: (3 at Level 2)
Battle Chant
Ranged Spell, At-Will
Special: When using Battle chant, can choose any battle cry effect you know as if you were making a basic 
melee attack, with battle chant roll taking the place of the basic melee attack roll
Target: one nearby enemy
Attack: Cha 4 + Lev 2 VS MD
Hit: 1d6 + Cha 4 damage
FEAT: damage dice are now d6s

Song of Heroes
Bardic Song, Recharge 11+ after battle
Quick action each turn, 11+ to sustain
Opening and Sustaining effect: you and nearby allies gain +1 attack bonus until the start of your next turn
Final Verse: Effect ends immediately, but one ally of your choice gains +2 bonus to their next attack roll 
this battle

Charm Person
Ranged Spell, Daily
Special: cannot be cast in combat or on a target that has rolled initiative
Target: one nearby creature with 40hp or less
Attack: Cha 4 + Lev 2 Vs MD
Hit: Target believes you are their friend
Special: on a miss, spell is non-detectable unless missed by 4+ or natural 1.

Captain Walker
Apr 7, 2009

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

Doomsayer posted:

:regd08: ALL WIZARDS ALL THE TIME :regd08:

I always play fighty types so I figured a change of pace would be healthy!

Doomsayer
Sep 2, 2008

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

It's alright, just more opportunity to continue pushing toward recreating my favorite ending ever.

djw175
Apr 23, 2012

by zen death robot
MORE CASTERS YOU SAY?!



Everyone knows you can trust Jin. Everything she'll say to you is true! She's been cursed never to say an untruth by some witch or another. Who cares after all. The point remains that everything she says is the truth! She'll bilk you out of everything you own. She'll make you believe anything she wants you to. She'll bleed you out for all you're worth. But everything she says will be completely true.

Jin's magic works strangely. Technically she doesn't even really do magic. Her words just have such a truth to them that if she can by force of will get them out, the universe believes them. Of course the bigger the "lie" the harder it can be to get out. But nature finds a way. Falsehoods aren't the only way of lying after all.

quote:

Name: Jin
Level: 2
Race: Human
Class: Theurge

One Unique Thing:
Jin is cursed by a witch to never tell an untruth.

Relationships:
Bodhrisin (1 - Conflicted): I don't quite like 'er, but as a fellow manipulative woman, I gotta applaud sometimes.

Sand (1- Conflicted): I love arguin'. Well technically. Mostly I'm doin' the arguin' and they're the ones listenin'.

Arcanist (1 - Negative): gently caress wizards and witches, yo.

Backgrounds:
Truespeaker +5: I can't tell a lie, so if I keep trying to sound out someone's true name I'll stop whenever I get it wrong. Through trial and error, I'll get it eventually. Probably.

Liar Extraordinaire +5: Ain't like falsehoods are the only way to lie. There are tons of other ways. And I've mastered all of 'em.

Jailhop +3: I've been in and outta every jail this side of wherever the hell we are bout 3 times on average.

STR: 8 (-1)
CON: 12 (+1)
DEX: 12 (+1)
INT: 8 (-1)
WIS: 18 (+4) (+2 Theurge)
CHA: 18 (+4) (+2 Human)

HP: 28
AC: 13
PD: 14
MD: 16
Recoveries: 8
Recovery Roll: 2d6+1
Initiative: +3

Armor: None
Weapon: Magic

Basic Magical Attack
At-Will, Close or Ranged
Attack: Intellgence, Wisdom or Constitution + Level vs. AC
Hit: MAGIC + Intelligence, Wisdom or Constitution damage
Miss: damage equal to your level
Special: This attack counts as a basic melee attack. Use the same modifier to hit as you do for damage.

Racial Abilities:
Quick to Fight: Roll twice for initiative.

Class Features:

Elemental Proclivity
Choose from two three of the following damage types:
holy, fire, cold, lightning, thunder, acid, poison. You may deal these damage types (in addition to un-typed damage) with your MAGIC attacks. Your attacks do not deal any additional damage simply for choosing a damage type.

Touch of Life
You have some ability to heal with magic as well as harm. Twice per encounter, you may allow a nearby ally to immediately spend a recovery as a quick action.

Sacrificial Ritual
Since you lack the structure of spells or prayers, your attempts at ritual magic are more costly. Most of the time, one of your recoveries is a sufficient sacrifice in place of a spell to perform a lasting magical working. (See core rulebook page 192 for more on rituals) Should your skill check fail while performing the ritual, giving up a second recovery is a good way to handle that failure. A few rituals may require the expenditure of gold or magic items for extraordinary effect. If your GM tells you that you must sacrifice a life for your extreme magical working, consider attempting a different ritual or placating the GM with a direct offering instead. Gifts of pizza and dice work wonders.
Mass Enchantment
Normally, a MAGIC attack targets a single enemy.
You may choose to step down your MAGIC damage dice to attack additional enemies. For each die size you step down, you may attack another enemy who is engaged with you. That is, you attack one target with d8 damage dice, two with d6 damage dice or three with d4 damage dice. You can not reduce your die size below d4.
Adventurer Feat: You may target multiple nearby enemies with your MAGIC attack.

Class Talents:

Disruptive Casting
You may choose to shrink your damage die pool by one before stepping back any dice for Mass Enchantment (assuming you have that Talent as well). If you do, you may cause your target(s) to be hampered or stuck (save ends) on a successful attack..
Adventurer Feat: When you shrink your damage pool, any staggered targets hit by your attack can instead be dazed, weakened or vulnerable until the end of your next turn.

Supportive Casting
Once per encounter, you may allow an ally to reroll an attack or saving throw as an interrupt action.

Truenamer
Your mixing of arcane and divine magic has led you to study Truespeak, the forbidden language of creation. This gives you the +5 Truespeak background for free. In order to use Truespeak, though, you must have the Truename of the object or creature you intend to affect with it. When you spend a full heal-up in the presence a creature or object (either because it is willing or can’t escape from you), you can learn its Truename. Write that name down on your character sheet. Knowing a creature or object’s Truename confers the following benefits to you and only you:

• +2 to hit the subject in combat
• maximize one die of damage or healing applied to the subject each time (two at Champion, three at Epic)
• use +5 Truespeak background for skill checks to interact with or affect the subject
• telepathic communication with the subject (but not mind-reading)
• always knows which direction to go to find the subject with a vague sense of distance
• can affect the subject with rituals regardless of distance at an elevated DC (usually +5 from baseline)

Feats:
Disruptive Casting (A)
Mass Enchantment (A)
Elemental Proclivity (A)

True Names Known posted:

Hers
Glen William Shipley (lovely pirate)

djw175 fucked around with this message at 10:02 on Aug 23, 2014

Ryuujin
Sep 26, 2007
Dragon God
And here is Dynamis transferred over from the old recruit, man I wish it was possible to quote a post from an archived thread.

Dynamis

Dynamis is a mysterious figure, a secret, a man who simply appeared on the battlefield one day. Soon he joined a war magic academy, where many were trained to harness magic for massive battles. His natural knack led to his quick graduation and enlistment in a war magic unit. While not a follower of Augustia himself he often worked alongside her followers, which is not surprising for a military unit. The followers of Touzicon however quickly grew to dislike him. For he was secretive, appearing from nowhere before joining the academy, his past and the source of his magic were kept secret. And the evil cult of Touzicon did not like secrets.

As far as anyone knows Dynamis is merely a man with a gift for force magic, but in truth he is a living incarnation of the Magic of Force. An Avatar of Force. An Aspect of a Natural Phenomenon. Many spellcasters tap into force magic to cast their spells, magic missiles, shields, magic armor, and many others all call upon this mysterious Force. This wellspring of Force built up and budded, producing a humanoid form that was sent out into the world. The reason is unknown even to Dynamis. And though Dynamis knows what he really is, as far as most would be concerned he is no different from any human.

pre:
Name: Dynamis
Race: Human
Class: Wizard
Level: 2

One Unique Thing: The living embodiment of Force.  Magic given life.

Icon Relationships

Augustia, Goddess of War, Passion, Violence 2: Positive
Touzicon, the God of Celebration, Truth and Evil 1: Negative

STR:	08	+0 	08 (-1)		HP:	36/36
DEX:	14	+0	14 (+2)		Init:	+3
CON:	14	+2 (R)	16 (+3)		AC:	14
INT:	16	+2 (C) 	18 (+4)		PD:	14
WIS:	14	+0	14 (+2)		MD:	16
CHA:	08	+0	08 (-1)		

Recoveries:	8	Recovery Dice:	1d8+3/level

Backgrounds	8 

Incarnation of Force: 4 points  
War Wizard: 4 points

Racial Abilities:
Quick to Fight:  At the start of each battle roll initiative twice and choose the result I want.

Class Features
Cantrips:  Can cast up to Int mod (4) cantrips per battle/5 minutes
Overworld Advantage:  While in the over world daily spells become recharge 16+ after battle.  
Ritual Magic:  Can cast spells as rituals.

Talents
Abjuration:  Whenever cast a daily wizard spell gain a +4 AC bonus until the end of my next turn.
Evocation:  1/battle when cast a spell that targets PD before rolling for the number of targets or 
	making the spell’s attack roll, can expend my quick action to evoke the spell.
	Hit or miss I will max out the spell’s damage dice.
High Arcana:  Memorization - When picking spells can choose any daily wizard spell twice.
	Does not apply to spells that start as recharge spells.
	Counter Magic - Can spend a Champion feat to learn Counter-Magic spell, and an 
	Epic feat to improve it.

Memorized Spells
   Magic Missile: At-Will ranged spell.  One nearby or far away enemy. 
	Automatic Hit:  Effect:  2d4 force damage.
	
   Shocking Grasp: At-Will v. one creature engaged with me
	Attack: Int+Level (5) v. PD.  Hit:  d4 lightning damage, 
	and the target pops free from me
	Miss:  Take damage equal to the target’s level.
	
   Color Spray: Cyclic (1/battle or at will when escalation die is even)
	v. 1d4 nearby enemies in a group. 
	Attack: Int+Level (6) v MD, Hit:  2d8 Psychic damage, and if the target has 10 hp
	or fewer after the damage it is weakened until the end of my next turn.  
		
   Blur: Ranged Spell. Daily.  Target self or one nearby ally.
	For the rest of the battle, or five minutes, attacks against the target miss 
	20% of the time.

   Blur: Ranged Spell. Daily.  Target self or one nearby ally.
	For the rest of the battle, or five minutes, attacks against the target miss 
	20% of the time.
	
   Utility:  (Disguise Self, Feather Fall or Hold Portal)

   Acid Arrow: Daily ranged spell
	v. 1 nearby or far away creature. 
	Attack: Int+Level (6) v PD, Hit:  4d10 Acid damage, and 5 ongoing Acid damage.
	Miss:  5 ongoing Acid damage and I regain the spell at my next quick rest.

Feats
Magic Missile - Adventurer:  Can choose two targets, roll half the damage dice for each.
Abjuration - Adventurer:  +4 bonus to AC after casting a Daily spell now also applies to PD.
Color Spray - Adventurer:  Increase the HP threshold on the weakened effect by 5 hp.  Now 15 HP.
Linguist - Adventurer:  Speak all normal humanoid languages well enough.

Gear
Simple Robes (Light Armor)
Dagger (Dagger): +0 vs AC, 1d4-1 (melee); +3 vs. AC, 1d4+2 (ranged)
25 gp

Doomsayer
Sep 2, 2008

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

So just the two new recruits? Works for me!

djw175
Apr 23, 2012

by zen death robot

Doomsayer posted:

So just the two new recruits? Works for me!

But only 5 out of 6 of them are casters! We need more!

Doomsayer
Sep 2, 2008

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

Do we even have any clerics? Seems like an egregious omission. I mean there's Aour, I guess, but that hardly counts.

Also I'm pretty sure that talking weasel was technically a cleric.

djw175
Apr 23, 2012

by zen death robot
No, but with a bard, a theurge, and a necromancer, we're not exactly lacking in healing.

Rhjamiz
Oct 28, 2007

I'll try to get a man up before the weekend. I've still got time and you're still taking apps, right?

Doomsayer
Sep 2, 2008

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

Sure!

Ferrosol
Nov 8, 2010

Notorious J.A.M


Avram
"They say he's 7ft tall and wears magical armour made of gold that glows with runes that even the Arcanist doesn't understand, They say he slew the tyrant of Ecmara in single combat, they say he personally shot the Archmage of Delhalas while standing on the shoulders of a grass covered gnoll." -- Two peasants discussing the latest rebellion.

Avram is a natural rebel. He's been fighting for various rebel causes since he was old enough to pick up a sword. He's overthrown repressive theocracies, cruel dictatorships, corrupt aristocracies and on one memorable occasion a brutal and bloodthirsty ursineocracy. He's travelled the known world in search of a good cause to fight for and has often found himself in the thick of things when a long oppressed people rise up against their overlords. Blessed with the favour of Sand whose love of people willing to shake up the status quo and get a good debate going is legendary. He's been in some sticky situations over the years but generally come out wiser and better equipped for the next time. Or at least he had up until a year ago. It was a simple little country ruled by a capital E Evil Wizard who was enslaving the people of his country to toil in his underground spell component mines or to harvest their life energy for some necromantic ritual or why ever it is that evil wizards do what they do. Anyway it was all going smoothly, economy disrupted, key lackeys/apprentices assassinated and the nation on the verge of anarchy. Avram led a picked strike-force to break into the mages fortress and after cutting through the wizards foul minions, defeated him in an epic duel that surely would have been renowned in song if any bard could think of a word that rhymes with "disembowel" With his dying breath the wizard uttered a foul curse "everything you build shall fall to dust." At the time Avram just laughed it off and went on with his business. Since then though things have been going wrong, peaceful demonstrations turn violent, trusted subordinates turn out to be government double agents, spies seem to have a knack at ferreting out hidden sympathisers and so on. The last job in particular was a complete disaster the tyrants secret police had managed to infiltrate the rebel movement thoroughly and attempted to wipe out Avram and the core leadership of the rebellion. Avram barely managed to cut his way free and selling most of his possesions and using his ready cash bought an escape on a pirate ship barely managing pay enough to escape his fate...

One Unique Thing:
A Wizard cursed me with his dying breath "everything you build shall fall to dust." Since then everything has been going wrong...

Relationships: 3

Sand: Positive (+1) Sand loves the way he leaves political chaos in his wake. After all the debate is at it's most passionate when chaos is nigh.

Bearesirrigit: Negative (+1) loving bears man, Bears are the tools of the oppressive and corrupt government.

The Dark Lord Meyas: Conflicted(+1) He's really shaking things up and making the collective rulers of half a continent poo poo themselves. If he ever actually wins though his tyranny could be worse than theirs.

Backgrounds: 8 Points

Rebel for Every Cause (4 points): Avram is a natural rebel. He's fought in every major rebellion on the continent for about the past fifteen years. He's toppled Aristocracies Oligarchies Tyrannies and Magocracys not to mention every government type in between. As a result Avram has friends and enemies in every major town and city who remember his deeds. Given the vagaries of revolutionary politics sometimes they're both the same person. Also he's familiar with political thought across the continent and has a surprisingly practical grasp of politics history and geography.

Guerilla Fish in a Sea of Peasants(3): Avrams' speciality was taking in illiterate peasants and turning them into seasoned guerilla fighters. He is skilled in the arts of troop training, irregular campaigning and winning the hearts and minds of the underprivileged.

Baby Kisser and Insincere Liar(1): Once Avram made the mistake of sticking around for long enough after the revolution to be drafted into the government. It was the most boring six months of his life, endless debates about funds for road maintenance and what debts should be honoured and so on. If he hadn't got out when he did they'd have turned him "respectable" Still it was enough to give him a new perspective on the inner workings of government and the skills a successful politician needs to build a mass movement.

Race: Human
Class: Paladin (2)

str: 18 (+2 Human)
Dex: 10
Con: 14
Int: 10
Wis: 10
Cha 16 (+2 Class)
HP: 40
AC: 18
PD: 14
MD: 14
Recoveries: 8
Recovery Die: 1d10x2+2
Initiative: +2

Armor: Chainmail shirt, Helmet
Weapons: Sharply honed wood cutting axe (battleaxe) Longbow

Basic Attacks

Melee Attack
at Will
Target: One Enemy
Attack: 8 vs AC
Hit: 1d8+4
Miss: 2

Ranged Attack
At-Will
Target: One Enemy
Attack: 2 vs AC
Hit: 1d8
Miss: ---

Racial Feats:

Bonus Feat: At 1st level, human PCs start with two feats
instead of one.
Quick to Fight (Racial Power)
At the start of each battle, roll initiative twice and choose the
result you want.

Class Features:

Smite Evil Lawful
As a free action before you make a paladin melee attack roll,
you can declare that you’re using a Smite Evil Lawful attack. Add +1d12 to
the damage roll AND deal half damage with the attack if it misses.

Smite Evil Lawful
Once Per Battle + 3/day
Target: One Enemy
Attack: 12 vs AC
Hit: 1d8+4+1d12
Miss: Half Damage.

Class Talents:

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
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

Paladin’s Challenge
When you hit an enemy with a melee attack, you can choose
to challenge that enemy as a free action. Until the end of the
battle, provided that both you and the enemy you’ve challenged
are conscious and capable of making an attack, you both take a
–4 attack penalty against all other creatures and a –4 penalty to
disengage checks from each other.

Spells:

Spirits of the Righteous Rebellious
Ranged spell
Once per battle
Target: One nearby enemy
Attack: 5 vs. MD
Hit: 4d6+3 holy damage, and your nearby ally with the
fewest hit points gains a +4 bonus to AC until the end of your
next turn.
Miss: Your nearby ally with the fewest hit points gains a +2 bonus

Feats:
Cleric Training: A: Use your Charisma as the attack ability for cleric spells.
Linguist: A: Speak all normal humanoid languages well enough.
Smite Evil: A: Gain a +4 attack bonus with Smite Evil attacks.
Fearless: A: Gain a +1 bonus to death saves

Gear:
Chain Shirt
Helmet
Finely Honed Woodcutters Axe
Longbow with Arrows
Assorted Adventure Gear

Ferrosol fucked around with this message at 01:08 on Aug 16, 2014

djw175
Apr 23, 2012

by zen death robot

Ferrosol posted:

Placeholder for a Cleric/Paladin of Sand.

Yes! More casters!

Doomsayer
Sep 2, 2008

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

Which reminds me: HASHTAGS POST YOUR poo poo!

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
i'm gonna i have to remake her because i didn't save the sheet :I

I might make her a druid or something idk yet. Ghost bear companion!

Doomsayer
Sep 2, 2008

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

Alright all y'all that submitted a sheet are in!

Get your pirate kinging on!

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Should we just go ahead and post in the game thread? I figure I could have been secretly on the pirate ship all along and it looks like Ferrosol had the same idea.

Doomsayer
Sep 2, 2008

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

Totes

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
l8r

Doomsayer
Sep 2, 2008

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

And that's a series wrap on Joran! :toot:

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
i definitely didn't post in the wrong ooc

Doomsayer
Sep 2, 2008

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

Goddammit. I was drunk and phoneposting last night. You lied to me Hashtag! YOU LIEEEDDDD! :argh:

Mustache Ride
Sep 11, 2001



Is there an epic game dance party going on in here?


Dedman Walkin
Dec 20, 2006



Just a heads up I got drill this weekend, so from Friday to Sunday I'll be limited in posts.

Doomsayer
Sep 2, 2008

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

Oh no, it will delay my breakneck posting pace!

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
The ritual rules suggest that it takes 1d4 minutes to perform a simple ritual like that. I need to spend a daily no matter what but that's why I took a not-so-useful spell like terror. The only constraints are the result of my skill check (which is the exactly the hard DC for adventurer-tier environments) and the length of time it takes (it could take 1d4 x 15 minutes, or as long as 1d4 hours, at your option).

The mechanical effect I'm looking for is: When Skull attempts to activate the circle, dream eaters enter his mind. He's weakened, and maybe takes some ongoing psychic damage.

Caster supremacy, bitch.

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djw175
Apr 23, 2012

by zen death robot
I should state for the record that if it's needed I can also do rituals, although I have to give up recoveries instead of spells because I don't have any spells.

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