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  • Locked thread
Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
pre:
Game Information
Timeline:		The party will be selected by Sunday, October 13th.
Players:		5
System:			Pathfinder (http://www.d20pfsrd.com/)
Orokos 			(http://orokos.com/) will be used for dice rolls.
Characters:		Level 3
			25 point-buy (http://tools.digitalightbulb.com/pbcalc.html)
			All races are allowed, with level adjustments if necessary.
			Hit points from your first hit die are always at maximum.
			Hit points thereafter will be rolled once each in-game week, to simulate sickness and health.
			Starting gold is 6,000gp (double standard) to start.  You might need it.
			The party will also be able to collectively agree on a further 12,000gp in communal resources.
			You may take two traits, or alternatively an additional HD1 bonus feat in their place.
IRC:			#FTNO on freenode.net.  I'd prefer if people were in there frequently but I'm not going to mandate it.
The story so far...

Your way of life is gone. The hopes and dreams that your people once held so dear are utterly shattered. Your world is at an end.

Three winters have passed since the End Times began: ushered in by the unrelenting forces of Istishia, the King of Water Elementals. Since that time, the oceans have risen to engulf much of what was once the known world, and cursed storm clouds bearing saltwater rain have encrusted what little remains of the previously fertile soils of innumerable nations. Remaining sources of freshwater are trapped, more often than not: hiding near the surface are violent water elementals, eager to bring to a watery grave those foolish enough to venture near.

Several races have taken to the sea, eking out a meager existence on boats and rafts, subsisting on fish and the invaluable fresh water that their few remaining clerics and druids can provide. It is not a life of excess, nor is it a life of great joy, but – for now – they survive. Others still cling desperately to what remains of their former lands, which are eroded inch by inch with each passing day as the oceans and seas continue to rise, and the saltwater rains bring gruesome ends to sparsely remaining plant and animal life.

Although you may not fully share their view, your people have resigned themselves to hopelessness. Their heroes have fought – and died – on their behalf, at first seeking to investigate the cause of the rising seas, and then seeking to somehow negotiate with Istishia, either by words or by blade. None have returned from their quests, and there seems to be an endless tide of raging water elementals bent on drowning you and everyone you have ever loved. The former leaders of your people have either fled (generally with all the wealth they could carry), or died, often at their own hands. You have perhaps considered taking the easy way out yourself, in recent months.

Two weeks ago, however, you were visited in your dreams by the voice of an elderly man. You at first thought it to be a work of your imagination, but were surprised to find that many of your people had undergone a similar experience the following morning. The words spoken were clear: “All is lost for this world. But, if you can hear this message, you are close enough to perhaps yet find new hope. Meet me in two weeks time at the base of the mountain that looks like a dragon’s claw. I am unable to promise you a bright future, but I can promise you a chance at a new life in a new world. Bring what you need to build your new life, for I fear I have precious little to give you other than this last, desperate hope.”

Many thought it to be a trick, and did not heed the words from the dream. Perhaps it was a ploy to take their lands, they said. Or even the lure of a siren, or some similar foul beast, intent on enjoying one final banquet of flesh and souls before the mortals of this world became extinct. For whatever reason, however, you had faith in the message, and heeded its words. With a score of your people at your side, you traveled to the Dragonclaw mountain: and your faith was rewarded.


It was a terrifying sight, at first: you had perhaps heard stories of the vile creatures with tentacles hanging from their mouths, and an unearthly hunger for your innards. To your surprise, however, the creature did not attack. Rather, as your people began to flee, he projected a telepathic explanation of his intent that was so utterly believable that each and every one of your comrades stopped in their tracks. His name was Professor Kraken, he explained, and although it was true that what you had heard about his race (specifically, the parts about their being unrelentingly evil and caring nothing for other races) was true, in his case, it was not. Many years ago he succumbed to a curse cleverly hidden in an enchanted circlet, which dramatically altered his worldview. Where once there was a heart of evil and a black pit where a soul should be, risen like a phoenix from the ashes of his mind was a new person of generous nature, and wracked with the guilt of a thousand-year life of cruelty and contempt.

Somehow – perhaps through telepathic suggestion – he convinced you that his words were true, and his intent was pure. He told you that in several days time, once all of those who would heed his summons might arrive, he would open a gateway to a new world for you to inhabit. He possessed the genetic memory of his people, he said, and with it came the knowledge of countless worlds they had surveyed and dominated in their time. He had not been to many of them himself, and in truth many had not been visited by any of his kind for thousands of years, he admitted, but they were safer than this doomed world. And, if you would choose to accept the opportunity, one of them could be your new home.

Your people looked to you for answers. Their leaders had abandoned them, and their heroes were dead. A few years ago, you were nobody: minimal experience, trivial power, and essentially no real knowledge of your own world, let alone the planes beyond. But here you were, standing in front of a benevolent mind flayer, with a few dozen of your people at your back, and they were looking to you for answers.

You needed time to think. Thankfully, you had it. Several days passed, and in time other groups arrived. The sales pitch became easier with each additional group, given that none of you had been eaten alive in your sleep (although you all took what you believed to be entirely sufficient precautions against that risk). By the time the fated hour had arrived, five groups in total had amassed at the base of the Dragonclaw mountain, each of similar size to your own, and led by someone of similar strength and wit. It was a terrible choice, you all agreed, but when it came down to it, it wasn’t a choice at all. Your world was doomed, and if you remained on it you knew just how horrible your death would be. It might be a trick, but there was a chance at survival on the other end of the tunnel that Professor Kraken was promising, and you intended to take him up on that offer.

And so, two weeks to the day since he spoke to you in a dream, you and your people are waiting for the gate to open. You have brought much of your worldly wealth with you, and have also been able to scavenge the surrounding area for some additional valuables. Professor Kraken, as well, has offered to part with some treasures from his own hoard to help you on your journey. He will not be coming with you, he has explained: there are other groups still surviving elsewhere in the world, and he intends to give them the same chance he has given you.

Game Mechanics
The game will begin with your group at the foot of the Dragonclaw mountain. Each of you has a motley tribe of twenty commoners of your respective race at your disposal, and - at least for now – they are looking to you as their leader, as a result of being an adventurer of at least some mild renown. You will have an opportunity to select from a random assortment of environments, which Professor Kraken has promised to plane shift you into.

Your goals from that point on are up to you. You will need to survive, somehow. Your people will want to thrive, eventually. There will be unexpected dangers, unpredictable issues, and – depending on your racial choices – quite possibly some internal conflict as well. You are, effectively, the rulers of a tribe of about one hundred souls. How will decisions be made? Who is truly in charge? How will you survive in a new and unknown landscape? There are a lot of questions that will need to be answered, as you set about rebuilding your once-great civilizations. Or whatever it is you plan to do.

You may choose the specific makeup of your commoners from the NPC classes listed at http://www.d20pfsrd.com/classes/npc-classes.

For those wanting to play monstrous races that aren't specified on the race list, I'm okay with that. The system seems to allow for this as follows:

Pathfinder SRD posted:

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Waador fucked around with this message at 18:24 on Oct 6, 2013

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Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
I'd be interested, but I'm a little confused. Do you intend to play this on Roll20 or by the usual PBP method? You seemed to have changed your mind a bit.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Gamerofthegame posted:

I'd be interested, but I'm a little confused. Do you intend to play this on Roll20 or by the usual PBP method? You seemed to have changed your mind a bit.

Sorry - play-by-post is the intent.

Anias
Jun 3, 2010

It really is a lovely hat

This space reserved for a druid of some flavor, dryad.

Anias fucked around with this message at 23:19 on Oct 6, 2013

first place winna
Apr 30, 2009

Dawnfiend is one of the true masters of the high effort :words: post. More people need to make characters for what will surely lead to be the hugest op since the political cartoons thread.

Ps something beautiful will be in this spot later

Takanago
Jun 2, 2007

You'll see...

Elle di Lazarus

Born the bastard child of a petty nobleman, Elle entered into military service at the age of seventeen. Serving as a woman-at-arms for a petty feudal lord, it was her duty to enforce the peace, and to assist in the protection of the lands and its people from things such as bandits, raiders, and monsters.

It was decent work, but there was a bit of bullshit to the job sometimes. Being employed by the nobility meant being a part of their politics and their scheming. It also meant, sometimes, putting aside what was best for the peasants in favor of what was best for the lord. But that was all a part of the job, and all a part of the feudal system.

When it became known that the sea was warring upon the land, that feudal system sprung into action. The King summoned the lords and their armies to charge forth and take back the coastal fiefdoms that had been stolen from them.

Elle's lord was among those who left. Riding on a white horse, he, a few dozen knights, and a sizable regiment of peasant conscripts left to serve their feudal duty. Only a handful of people, Elle among them, stayed behind to ensure that they would have a safe home to return to. They never did.

As the sea levels rose, the situation there worsened. Local food supplies started dwindling, and communication with the rest of the realm became more and more uncommon. The only consolation this brought was that the tax collectors stopped coming. Not even the few nobles who stayed behind, electing to neither fight nor flee, were willing to take responsibility for the situation.

But where others gave up, she took control. When others broke, she stood firm. While others disappeared, she survived. It was not easy, but she tried her best to manage.

Elle powered through with sheer force of will. While others had wonderous spells, powerful artifacts, and great armies, she nor anybody around her had any of these luxuries. But what she had was a strong heart that drove her to survive the day just as she did yesterday. If somebody could just keep this up, she thought, one could live forever.

When Kraken's message came, both the land and the population had nearly withered away completely. Leaving behind fallow fields and empty homes, Elle and the few people still around left for Dragonclaw.

With Elle are:
3 Human Aristocrats, niece and nephews to Elle's former lord
2 Human Experts, a smith and a carpenter
2 Human Warriors, militiamen
13 Human Commoners, peasant farmers

pre:
Female Human, Age 21
Fighter 3 (Tower Shield Specialist)
Lawful Good

STR: 17 / +3 (Base 15 + 2 Racial)
DEX: 14 / +2
CON: 16 / +3
INT: 10 /  0
WIS: 12 / +1
CHA: 11 /  0

HP: ?? [10 + 1d10 + 1d10 + 9 (Con)]

AC             : 25 [10 + 9 (Armor) + 4 (Shield) + 2 (Dex)]
Flat-Footed AC : 23 [10 + 9 (Armor) + 4 (Shield)]
Touch AC       : 12 [10 + 2 (Dex)]

Max Dex Bonus from Armor: +3

BAB: +3
Init: +2

CMB: 4  [3 (BAB) + 3 (Str) - 2 (Shield)]
CMD: 18 [3 (BAB) + 3 (Str) + 2 (Dex) + 10]

Long Sword
To Hit: +6 [3 (Str) + 3 (BAB) + 1 (Enhancement) + 1 (Focus) - 2 (Shield]
Damage: +4 [3 (Str) + 1 (Enhancement)]

Fort: 7 [3 (Base) + 3 (Con) + 1 (Cloak)]
Ref : 4 [1 (Base) + 2 (Dex) + 1 (Cloak)]
Will: 5 [1 (Base) + 1 (Wis) + 1 (Cloak) + 2 (Feat)]

Size: Medium
Speed: 20 [30 (Base) - 10 (Armor)]

Racial Traits:
Bonus Feat: 
Skilled   : Additional skill rank at every level.

Class Abilities:
Burst Barrier (Ex): +1 on Reflex saves against burst spells & effects while using Tower Shield.
Increases by +1 at lvl 6, 10, etc. (Until lvl 18)  Replaces bravery.

Tower Shield Training/Armor Training (Ex): While wielding a tower shield, armor penalty is reduced by 3,
and max dex bonus increases by two.  This increases at 7, 11, 15.
When not using a tower shield, bonuses revert to armor check penalty reduction of 1, and max dex increase of 1.
Can move at normal speed while wearing medium armor.

Feats:
Level 1   : Antagonize - Make Diplomacy or Indimidate check to anger enemies
Traits 1  : Iron Will - +2 on all Will Saves
Human 1   : Weapon Focus (Longsword) - +1 on Attack Rolls
Fighter 1 : Intimidating Prowess - Add Str mod to Intimidate rolls
Fighter 2 : Saving Shield - Grant +2 AC Shield Bonus to adjacent ally, as an immediate action
Level 3   : Step Up - Take a 5-Foot-Step as an immediate action when enemies do the same

Skills:
Points: 12 (3 x 4) [Per level: 2 (Fighter) + 0 (Int) + 1 (Favored Class) + 1 (Human)]

SKILL                          : TOTAL / RANKS / ABILITY / CLASS /  MISC / ARMOR PENALTY

Acrobatics (Dex)               : 2(-11)/       /    2    /       /       /    Y
Appraise (Int)                 :   0   /       /    0    /       /       /   
Bluff (Cha)                    :   0   /       /    0    /       /       /   
Climb (Str)                    :  7(-6)/   1   /    3    /   3   /       /    Y
Craft [Armor] (Int)            :   5   /   2   /    0    /   3   /       /    
Disable Device (Dex)*          :  N/A  /       /    2    /       /       /    Y
Diplomacy (Cha)                :   0   /       /    0    /       /       /   
Disguise (Cha)                 :   0   /       /    0    /       /       /   
Escape Artist (Dex)            :  2(-9)/       /    2    /       /       /    Y
Fly (Dex)                      :  2(-9)/       /    2    /       /       /    Y
Handle Animal (Cha)*           :   0   /       /    0    /   0   /       /   
Heal (Wis)                     :   1   /       /    1    /       /       /   
Intimidate (Cha)               :   9   /   3   /   0+3   /   3   /       /   
Knowledge [Dungeoneering](Int)*:  N/A  /       /    0    /   0   /       /   
Knowledge [Engineering](Int)*  :   4   /   1   /    0    /   3   /       /   
Perception (Wis)               :   2   /   1   /    1    /       /       /   
Perform [](Cha)                :   0   /       /    0    /       /       /   
Profession* [](Wis)            :  N/A  /       /    1    /   0   /       /   
Ride (Dex)                     :  6(-7)/   1   /    2    /   3   /       /    Y
Sense Motive (Wis)             :   2   /   1   /    1    /       /       /   
Sleight of Hand (Dex)*         :  N/A  /       /    2    /       /       /    Y
Spellcraft (Int)*              :  N/A  /       /    0    /       /       /   
Stealth (Dex)                  :  2(-9)/       /    2    /       /       /    Y
Survival (Wis)                 :   5   /   1   /    1    /   3   /       /   
Swim (Str)                     :  7(-6)/   1   /    3    /   3   /       /    Y
Use Magic Device (Cha)*        :  N/A  /       /    0    /       /       /   

*Trained only

Armor Check Penalty: -9(!) [-5 (Armor) -7 (Shield) +3 (Tower Shield Training)]

Equipment:
Masterwork Full Plate  : 1650 GP / 50 lbs
Mithral Tower Shield   : 1030 GP / 23 lbs
Long Sword +1          : 2315 GP /  4 lbs
Cloak of Resistance +1 : 1000 GP /  0 lbs
Soldier's Uniform      :    1 GP /  5 lbs
Waterskin              :    1 GP /  4 lbs

Total Used             : 5997 GP / 86 lbs

Carrying Capacity      : 86 L / 173 M / 260 H

Takanago fucked around with this message at 15:52 on Oct 13, 2013

NeoTempest
May 11, 2013
(Unfortunately due to circumstances that have come up I won't be able to dedicate time to any games for awhile. I apologize, and wish all the tribes the best in not getting murdered horribly.)

NeoTempest fucked around with this message at 01:56 on Oct 13, 2013

Zhulik
Nov 14, 2012

The Montreal Star
Nevermind! Going to have to withdraw on account of real life considerations. Have fun, guys!

Zhulik fucked around with this message at 03:13 on Oct 10, 2013

El Fappo
Dec 26, 2012
I've got an Orc Witch I'll be throwing up here as soon as I put the finishing touches on him.

EDIT: Okay here's my awesome Orc Witch.

pre:
King Skullguy, King of The Skull Guy Tribe
Orc Witch 3 (Scarred Witch Doctor)
Neutral Evil

Str: 18 / +4 (14 + 4 racial)
Dex: 11 / +0
Con: 18 / +4
Int: 12 / +1 (14 - 2 racial)
Wis: 6 / -2 (8 - 2 racial)
Cha: 7 / -2 (9 - 2 racial)

HP: (3d6+4+4+4)
AC: 11 (+1 from armored kilt)
FF: 11; Touch: 10

BAB: +1
CMB: +5; CMD: +15

Greataxe
To Hit: +5
Damage: 1d12+4

Javelin
To Hit: -2
Damage: 1d6+4

Fort: +5
Ref: +1
Will: +1

Size: Medium
Speed: 30

Racial Traits:
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and 
continue fighting even if their hit point totals fall below 0. Orcs are still staggered 
at 0 hit points or lower and lose 1 hit point each round as normal.

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision 60ft

Dayrunner: Orcs refuse to yield to any foe, including the sun. 
Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize 
to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. 
This racial trait replaces light sensitivity.


Languages: Orc, Common, Goblin

Class Abilities:
Constitution Dependent: Use Con in place of anything a witch would normally use Int for
Fetish Mask: Familiar replaced with wooden mask. +2 to Heal and Intimidate while wearing.
Scar Shield: bonus of half my level to AC for a number of minutes equal to my level

Hexes:
Cackle: Spend move action to increase duration of any agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex by 1 round
Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, 
or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to 
just 1 round. 
Misfortune: Target must reroll every ability check, attack roll, saving throw, or skill check and take the worse result. Will save negates.
Slumber:  A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. 
The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number 
of rounds equal to the witch’s level. This hex can affect a creature of any HD


Spells Per Day: Level 0: 4; Level 1: 3; level 2: 2

Spells Known
Level 0: All
Level 1: Burning Hands, Enlarge Person, Summon Monster I, 
Web Bolt, Mage Armor, Cure Light Wounds, Inflict Light Wounds, 
Shocking Grasp, Delay Disease, Mud Ball, Ray of Enfeeblement
Level 2: Vomit Swarm, Enemy's Heart

Feats:
Level 1: Combat Casting
Trait Feat: Extra Hex-Cackle
Level 3: Extra Hex-Slumber

Skills:
Points: 11

Skill
Acrobatics:          0
Appraise:            +1
Bluff:               -2
Climb:               +4
Craft:               +1
Diplomacy:           -2
Disable Device:      --
Disguise:            -2
Escape Artist:       0
Fly:                 0
Handle Animal:       --
Heal:                0
Intimidate:          +6 (3 ranks + class - 2 + 2 from mask)
Kn Arcana:           +5 (1 rank + int + class)
Kn History:          +5 (1 rank + int + class)
Perception:          0 (2 ranks -wis)
Perform:             -2
Ride:                0
Sense Motive:        -2
Sleight of Hand:     --
Spellcraft:          +5 (1 ranks + int + class)
Stealth:             +3 (3 ranks)
Survival:            -2
Swim:                +4
UMD:                 --



Equipment:
On-hand equipment:
15 Javelins                        30lbs / 15g
Greataxe+hollow pommel             12lbs/ 25g
Armored Kilt                       10lbs/ 20g
Witch's Kit                        21lbs/ 21g
10 weapon cords                    ---/ 1g
4 Wrist Sheath, Spring loaded      4lb/ 20g
Potion of Invisibility             ---/ 300g
Potion of Spider Climb             ---/ 300g
Potion of Bear's Endurance         ---/ 300g

Other Possessions
100 Chickens                       2g
20 cows                            200g
10 goats                           10g
10 pigs                            30g
4 Oxen                             60g
1 Heavy Wagon                      100g
10lbs of tobacco                   5g
80lbs of salt                      400g
20lbs of pepper                    40g
20lbs coffee beans                 1g
20 Bear Traps                      40g / 200lbs
3 Tent, pavilion                   300g
20 bedrolls                        2g
                                 Total cost: 2152g

Gold: 3848g

King Skullguy is followed by a tribe of 5 Adepts, 5 Warriors, and 10 Experts.

King's tribe used to be a pretty great community before the world started to end. They lived like the barbarian supermen that Orcs deserve to be. But then the apocalypse started, and the old king died. King Skullguy fought ten of his brothers to their deaths just to become the new king. Upon being crowned, his old name was erased from the tribe's few writings and he was renamed King, as is the custom of the Skull Guy Tribe. Being King was good, but his people were beginning to starve and die of disease. Sure, it meant that only the tough orcs were left, but King knew he needed to find a home for his nomadic tribe.

El Fappo fucked around with this message at 23:11 on Oct 13, 2013

Globofglob
Jan 14, 2008
Going to be making a ratfolk alchemist, reserving this space.

Ryuujin
Sep 26, 2007
Dragon God
Looking like probably a Contemplative of Ashok possibly an Oracle of some type. Or maybe something that gets Form of the X or X Shape/Body spells. Not entirely sure yet.

Takanago
Jun 2, 2007

You'll see...
Edited in my character into my previous post.

420 Gank Mid
Dec 26, 2008

WARNING: This poster is a huge bitch!

I'd love to play this out as a Kitsune Trickster or Carnivalist, leading his band of wanton gypsies and carnies to a brave new world, full of schmucks to swindle.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Szandra the Fleshless



Skeletons don't have many needs. In fact, they have no needs, besides "not being destroyed." All things equal, Szandra's "people" would have been perfectly content to simply live (er, un-live) the rest of their time out on the bottom of the sea, but the elementals had other things in mind.
Szandra and her followers are an odd type of skeleton that retains its mind and memories from its past life. A long time ago, she was Alexandra of Carme, a wizard's apprentice in a small, one-wizard sort of town. Her life was singularly unremarkable, consisting of lessons and cleaning, and then a massive necromantic plague rolled over the town (along with most of the rest of the kingdom).
Her bones laid in the desecrated soil of the Wyrwood for hundreds of years before it spontaneously animated, joining the many other undead horrors infesting the wood. Over time, without any other sort of direction, flashes of her life began to sink in, direct her motions, and after what felt like an eternity she'd managed to regain her mind.

Unlife in a vast, dark forest full of rotting monstrosities as one of the few things with a functioning mind is interesting, to say the least, particularly when you're otherwise one of the weakest sorts of beings around. Szandra spent most of her time lurking in the remains of the wizard's tower, sometimes watching insane "adventurers" try to dart through the town, but otherwise just studying the secrets of the arcane at a much slower pace.
And then came the earthquakes, and the salt rains, and all sorts of other nonsense, and the sea encroached on the Wyrwood, far faster than she could imagine, and she had to leave, accompanied by the handful of skeletons that shared in her intelligence.
When the Professor's call came, she followed it easily. Undead don't have much to worry about from mind flayers, immune to their attacks and lacking a brain. Her little group snowballed, picking up others who were also interested in Kraken's offer, until it reached its strength at the dragon's claw.

Szandra is accompanied by a variety of "awakened skeletons," of a handful of the common races. Many are warriors, who fell in battle in the heart of some kind of necromantic war zone or another, while most of the rest used to be farmers.
Although they are abhorrent insults against all living things, fueled by evil powers, they aren't particularly malicious. They don't have to eat, suck blood, or otherwise drain anything's life forces, and don't have any sort of aura or do any harm by existing. They don't do much besides stand around and be skeletons.

pre:
Alexandra "Szandra" lur Carme
Human Skeletal Champion Wizard 3
LE Medium undead

Str 10 +0 (8, +2 rac)
Dex 15 +2 (13, +2 rac)
Con -- 
Int 21 +5 (18, +2 rac, +1 lv)
Wis 12 +1
Cha 14 +2

HP 33 (2d8+3d6+10)
AC 16 (10, +2 shield, +2 dex, +2 nat)
FF 14; Tch 12

DR 5/bludgeoning; immune cold
Undead traits; channel resist +4

Darkvision 60'

Init +6 (+2 dex, +4 imp)
Speed 30'

BAB +2
MAB +2 (+2, +0 str)
RAB +4 (+2, +2 dex)

CMB +2 (+2, +0 str)
CMD 16 (10, +4, +0 str, +2 dex)

Fort +3 (+1, +2 cha)
Ref  +3 (+1, +2 dex)
Will +7 (+5, +2 wis)

Attacks
2 claws +2 (1d4; B and S)
Staff +3 (1d6; B)

Skills 2x(4+1+5)+3x(2+1+5)=44
Appraise             +12 (4r+3+5i)
Climb                +7  (4r+3)
Craft                +5  (+5i)
Diplomacy            +11 (5r+3+2c+1t)
Disguise             +2  (+2c)
Fly                  +7  (2r+3+2d)
Intimidate           +2  (+2c)
Knowledge (arcana)   +13 (5r+3+5i)
Knowledge (religion) +13 (5r+3+5i)
Linguistics          +5  (+5i)
Perception           +10  (5r+3+2w)
Profession           +2  (+2w)
Sense Motive         +10 (5r+3+2w)
Spellcraft           +16 (5r+3+5i+3f)
Stealth              +9  (4r+3+2d)

Languages
Common
Abyssal
Celestial
Elven
Infernal
Necril

Traits
World Traveler - +1 trait Diplomacy, class skill
Defensive Strategist - Not flat-footed when surprised or before an action

Feats
1L - Combat Casting - +4 conc. defensive casting or grappled
1B - Defensive Combat Training - Use HD for CMD
1B - Improved Initiative - +4 init
3L - Skill Focus (Spellcraft) - +3 skill
3B - Scribe Scroll - Scribe scrolls
3B - Command Undead - Enslave undead within 30', will save resist, etc
5L - Eschew Materials - Ignore components costing 1 gp or less

Features
Human - +2 ability, +1 feat, +1 skill rank

Skeletal Champion - +2 Str, +2 Dex, undead 2 HD
Nat armor +2, DR 5/bludg, chan resist +4, cold immunity
Improved Initiative bonus feat

Wizard
Arcane Bond - Amulet - 1/day cast any spell from book
Arcane School - Necromancy/Undead (Enchantment, Evocation opposed)
- Power over Undead (Su) - Command Undead bonus feat; 3+Int channels
    Save DC 10 + 1/2 wiz level + Cha mod; maximum HD equal to wiz level
- Bolster (Sp) - Standard, touch undead; +1 profane attack & saves, 
    1 temp hp per HD and +2 to turn resistance; 1/2 wiz rounds; 3+Int/day
Cantrips - Unlimited castings
Bonus Feats - Scribe Scroll

Typical Prepared Spells (DC 15 + lv, Concentration +8 (+4 def/grapp))
0-l (4/day): Acid Splash, Message, 2 free
1st (4/day): Vanish, 3 free; Ray of Enfeeblement
2nd (2/day): Blindness/Deafness (x2); Blindness/Deafness

Spellbook
0-l: all except enchantment and evocation
1st: Expeditious Retreat, Feather Fall, Grease, Identify, 
Infernal Healing, Mage Armor, Obscuring Mist, Ray of Enfeeblement, 
Silent Image, Summon Monster I, Vanish
2nd: Blindness/Deafness

Gear
Traveler's Outfit       1g, 5 lb
+1 Mithral Buckler      2,005g, +1 shield, +1 enh, 2.5 lb
Mst Quarterstaff        600g, 1d6/1d6, B, 4 lb
Spell Component Pouch   5g, 2 lb
Handy Haversack         2,000g, 5 lb
- Spellbook             
- Fancy Ink & Paper     1,300g worth

Load: 18.5lb (light) (33/66/100)
Gold: 689

zachol fucked around with this message at 21:11 on Sep 28, 2014

KittyEmpress
Dec 30, 2012

Jam Buddies


Uru'vi

Wind fluttered through the thin locks of silver thread that gingerly poked from the divine being, as it grazed upon the green fruits of the earth. The armored woman clutched her sword against her, blade down and holy symbol accross the handguard displayed. As she moved closer, the creature eyed her, but did not move, continuing its feast. Jaina had been growing closer to the beast over the months of her training, the temple having a hidden garden of their kind. She knew they were aware, and rarely bonded to female paladins such as herself, and that to have one meant to be special.

And it was to be - for upon the day of her graduation from training, the unicorn known as Uru'vi allowed her onto her back, eliciting the awe of her fellows upon their horses. She was meant for big things, and Uru'vi was more than a mount, but a pure friend, with whom there was a relation of respect more than anything else.

But even their relationship could not withstand the End Times. Day after day Jaina and Uru'vi traveled to save those they could from the encroaching elements, as many failures as victories. But the task was arduous - all of her fellows abandoned the cause, but Jaina refused. She would work harder to make up for those who feared.

Even her will could not keep them going, as while rescuing a caravan from a lone elemental, Jaina and the children she had been handling were swarmed by more - an ambush of some sort. Jaina ignored them, putting the children onto Uru'vi's back. It only took a single look for Uru'vi to know what to do - as Jaina drew her sword and charged at an elemental, the unicorn ran through the opening, and fled with the children upon her back. She only stopped to allow them to sleep or eat, slowly making her way back to the now nearly abandoned temple.

As she went into the garden, she found the last human of the temple, the old cleric. It was easy for her to convince him to take the children when he left, she already knew he planned to do so long ago, if Jaina was ever to fall. With tears in his eyes as the closest thing to a daughter he had was confirmed as having fallen, the priest left with children in tow, to find somewhere they could survive.

And so Uru'vi was without a rider for the first time in ten years. But to her it was simply a blink of the eye. And yet she could not rest with her fellow unicorns inside of their garden. She knew the world was in danger, even if the others assumed the divine would eventually handle it. She spoke to those she could, and gradually convinced them that they needed to help the world.

The acts were small in size - but when the call from Professor Kraken came, Uru'vi knew their task had become impossible. But they could still protect people. Learning of the new world, Uru'vi's herd steeled itself for a hard road in the future, planning to help those who went into this new world - as well as themselves.

pre:
Female Unicorn, Age 356
Unicorn (CR 3, 4HD)
Chaotic Good

Strength	10 +8		18 (+4)
Dexterity	14 +6		20 (+5)
Constitution	10 +6		16 (+3)
Intelligence	16 +0		16 (+3)
Wisdom		10 +10		20 (+5)
Charisma 	16 +14 +2	32 (+11)

HP	??/?? (10+3d10+12)
BAB:	+4
Init	+5
CMB	+9
CMD	24 (28 vs. trip)

AC 19 = 10 + 5 Dex + 3 Natural +2 Armor -1 size; +2 deflection vs. evil
	Touch = 12
	Flat-footed = 14

Fort: +7 (4 base + 3 Con)
Refl: +9 (4 base + 5 Dex)
Will: +6 (1 base + 5 Wis); +2 vs evil

Attacks
Gore  		+8 (1d8+4) (good)
2 hooves 	+5 (1d3+2)
Powerful Charge (Gore, 2d8+8) (good)
Speed: 	60 feet
Reach: 5 ft.

Racial Abilities
Darkvision 60ft
Low-light vision
Scent
Aura - Magic Circle Against Evil
Wild Empathy +17
Immune: Charm, Compulsion, Poison


Spell-Like Abilities (CL 9th)
At will - 	Detect Evil (Free Action), Light
3/day - 	Cure Light Wounds
1/day - 	Cure Moderate Wounds, Greater Teleport (Within forest territory) Neutralize Poison (DC 21)

Feats
1st: Spell Focus (Illusion)
2nd: Skill Focus: Knowledge (Nature)
3rd: Greater Spell Focus (Illusion)


SKILL
Acrobatics : 5
Appraise : 3
Bluff : 11
Climb* : 9 (2 + 4 Str + 3 Class)
Craft :  
Diplomacy : 15 (4 + 11 Cha)  
Escape Artist :   5
Fly* : 5
Heal : 5
Intimidate : 11
Knowledge (Nature) : 7 (1 + 3 Int + 3 Feat) 
Linguistics : 
Perception* : 12 (4 + 5 Wis + 3 Class)
Perform : 11 
Sense Motive : 7 (2 + 5 Wis)
Spellcraft : 
Stealth* : 5 
Survival* : 12 (4 + 5 Wis + 3 Class) 15 in forest.
Swim* : 8 (1 + 4 Str + 3 Class)
Use Magic Device : 13 (2 + 11 Cha)

Armor Check Penalty: -0

Languages: Common, Sylvan, Elven, Celestial, Treant


Equipment
Headband of Alluring Charisma +2 (4000 gp)
Rosewood Armor (400 gp)

KittyEmpress fucked around with this message at 06:35 on Oct 12, 2013

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Since it might be relevant to clarify for everyone: if you are playing a race with racial hit die (such as most of the monsters), your commoners will not have any class levels. That is essentially only available to races with no other levels. So in the case of an orc, or a human, which is a normally playable, they'd have levels of Commoner 1 or Adept 1 or whatever. In contrast, if you are playing a CR3 minotaur or whatever, your characters are purely the monster manual entries for your creatures. The benefit there is that you seem to tend to get creatures with four hit die worth of monstrous humanoid or whatever, and an extra feat as a result, but a bit less ability to customize and a lot less knowledge relevant to day-to-day survival. Those monstrous commoners are a bit heartier though, so it's not a terrible trade-off.

However, there might be an exception for skeletons, since that is a template added onto a base creature and not an individual race/creature in and of itself. I am going to say all your skeletons need to be the same base race as you at the least though, otherwise you'll end up having a dozen dragon skeletons or something infuriating, potentially.

Also on the subject of the skeleton I think you might have one too many hit dice, but I am going to avoid doing any real fact-checking on character sheets until the party is chosen.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
For the skeletons, I was intending to limit it to the "common races" of humans, elves, dwarves, and halflings. Nothing exotic like a dragon or ogre, and it's more for the variety.
I've got to look over the skeleton champion entry again, but my understanding is that it's a 1 CR template, at least for medium creatures with no racial HD like humans, etc.

s19aw
Oct 29, 2004
How strict is the requirement that the followers be the same race as the characters? For example, I am planning to make a Half-Orc Oracle -- since we aren't really adding any extra racial stuff onto their NPC Class levels, can they be from whatever races I want? If not, can they be a mix of humans and orcs?

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

s19aw posted:

How strict is the requirement that the followers be the same race as the characters? For example, I am planning to make a Half-Orc Oracle -- since we aren't really adding any extra racial stuff onto their NPC Class levels, can they be from whatever races I want? If not, can they be a mix of humans and orcs?

For the most part I don't want to deal with tracking the individual population beyond "Player X is Race X and so is his race."

Contextually in this case I don't necessarily think that orcs and humans would be living in a happy family. I could get behind a half-orc leading a group of one race or the other, as that makes more sense than him leading a tribe also of half-orcs, but mixing and matching a few races into your group is going to encourage other players to do the same and I just don't want that headache.

s19aw
Oct 29, 2004

Waador posted:

For the most part I don't want to deal with tracking the individual population beyond "Player X is Race X and so is his race."

Contextually in this case I don't necessarily think that orcs and humans would be living in a happy family. I could get behind a half-orc leading a group of one race or the other, as that makes more sense than him leading a tribe also of half-orcs, but mixing and matching a few races into your group is going to encourage other players to do the same and I just don't want that headache.

Sounds fair. I'm currently thinking humans as it would make for an interesting dynamic between my PC and his followers, but orcs could be interesting as they would probably make for a more interesting dynamic between my group of followers and others' groups. Basically, I wanted to have my cake and eat it too. :)

Jade Mage
Jan 4, 2013

This is Canada. It snows nine months of the year, and hails the other three.

EDIT: Resubmitting a Clockwork Servant Cleric soon enough.
EDIT 2: Or maybe not. Hmmm.

Jade Mage fucked around with this message at 03:34 on Oct 12, 2013

Ryuujin
Sep 26, 2007
Dragon God

Rigg

Rigg’s people are a vicious and violent lot, prone to cruel pranks and random violence. At one point Rigg himself was much the same. But Rigg had a longer view, and though he liked to take part in such vicious pranks, he soon realized that even his chaotic people needed someone to reign them in if they were to survive. Rigg began to try and control the antics of his people, trying to channel their manic frenzy in proper channels.

Then the End Times began and this ideal became all the more important. Rigg scrambled to find a way to save his people, though far too often they proved counterproductive for such things. Still Rigg had already begun trying to reign then in before this and so he had measures in place. Yet he was coming to the end of his rope on how to save his people, there was only so much fleeing that could be done, when he received a message from a mysterious benefactor.

He was reluctant to trust some unknown source, but he had run out of options, so he took the most disciplined of his people, the ones most likely to be able to interact with others in ways beyond just vicious pranks and murder, and headed to the meeting place. He was surprised to see a Mind Flayer, but the monster seemed to be genuine.

pre:
Rigg
Quickling (CR 3, 4 HD) 
N

Strength 	10 -2		08 (-1)
Dexterity 	16 +14	 	30 (+10)
Constitution 	14 +2		16 (+3)
Intelligence 	16 +4		20 (+5) 
Wisdom  	10 +4		14 (+2) 
Charisma 	10 +4		14 (+2) 
	
HP	??/??	[8+??+??+??+??+5 (Con)] (4d6+12)
BAB	+02
Init	+12
CMB	+0
CMD	21

AC 23 = 10 + 10 Dex +1 Natural +1 Size +1 Armor
	Touch 21
	Flat Footed 13

Fort:  05 = 1 Base +3 Con +1 cloak
Refl:  15 = 4 Base +10 Dex +1 cloak
Will:  07 = 4 Base +2 Wis +1 cloak

Attacks
Scimitar +1	+14 melee (1d4+11/18-20 (+1d6 sneak attack))
Speed: 120 feet

Feats
 1st - Mobility (bonus)
 1st - Spring Attack (bonus)
 1st - Weapon Proficiency Scimitar (from Heirloom Weapon)
 1st - Weapon Finesse - use Dex for attack w/ light weapon, elven curve blade, rapier, whip or spiked chain
 3rd - Dervish Dance (use Dex for attack and damage with Scimitars, treat scimitar as a one 
       handed piercing weapon for all feats and class abilities that require such a weapon 
       (such as duelist’s precise strike ability)

Skills

	               Total  =  Ranks  	+  Stat   +   Misc
	               -----     -----     	----       ----
Acrobatics 	+17     =	04   	+10 Dex	+3 (+36 for Jumping)
Bluff          	+07     =	03    	+ 2 Cha	+3
Climb          	+06     =	04    	- 1 Str	+3
Craft          	+05     =	00    	+ 5 Int	
Diplomacy 	+08     =	03    	+ 2 Cha	+3
Disguise 	+07     =	02    	+ 2 Cha	+3
Escape Artist 	+15     =	02    	+10 Dex	+3
Fly          	+10     =	00    	+10 Dex	
Know. Geog. 	+10     =	02    	+ 5 Int	+3
Know. Local 	+10     =	02    	+ 5 Int	+3
Know. Nature 	+10     =	02    	+ 5 Int	+3
Perception 	+09     =	04	+ 2 Wis	+3
Perform	 	+07     =	02    	+ 2 Cha	+3
Sense Motive 	+07     =	02    	+ 2 Wis	+3
Sleight of Hand +15     =	02    	+10 Dex	+3
Stealth	 	+21     =	04    	+10 Dex +3+4
Swim          	-02     =	02    	- 1 Str
U. Magic Device +13     =	04    	+ 2 Cha	+3

Languages:
Aklo, Common, Sylvan, 5 more

Traits
- Heirloom Weapon - gain proficiency in Scimitars.
- Reactionary - +2 trait bonus on Initiative checks

Racial Traits:
- Senses:  low-light vision 
- Evasion
- Uncanny Dodge
- Speed 120 ft.
- DR 5/Cold Iron
- Natural Invisibility (Su):  invisible while motionless, become visible when take an action other than 
  a free action, remaining visible for 1 round.
- Supernatural Speed (Su):  Blurs, except when invisible, granting it concealment (20% miss chance),
  this also grants the evasion and uncanny dodge abilities.
- Slow susceptibility:  when succumb to a slow effect lose Supernatural Speed and sickened as long as
  the effect persists.  This sickened condition persists for 1 round after the slow effect ends.
- Poison Use
- Spell-Like Abilities (CL 6; Concentration +8):
	1/day:       dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
- Languages:  Aklo, Common, Sylvan
    
Class Features

Gear:  
Bracers of Armor +1		1000 gp
Scimitar +1			2015 gp
Scimitar heirloom		  15 gp
Cloak of Resistance +1		1000 gp
Heavy wagon			 100 gp
4 Oxen	 		 	  60 gp
420 Trail Rations 		 210 gp
42 Waterskin 			  42 gp
Barrel of Fresh Water		   2 gp
20 bedrolls 		 	   2 gp

Remaining Gold:  1554

Ryuujin fucked around with this message at 11:16 on Oct 14, 2013

Arkangelus
Jan 23, 2007


Professor Kraken's proposal was especially difficult for Dakka and his tribe. It had only been a generations since his people had escaped slavery and they weren't about to return to it despite the trials they had faced since then. They were treated like cattle, daily entering the mines and facing the whips of their masters. They struggled on through the generations as best they could. Then Dakka's father Jokka was born. He was a great warrior. Even more he somehow knew to work metal instinctively, without ever being taught. When the tribe discovered Jokka's ability the elders began to form a plan. The tribe slowly began stealing away ore and Jokka crept deep into the caves to work his craft in secret. He crafted weapons and armor of masterful quality and then when the tribe was ready, they struck. The humans crumbled under the might of those slaves turned giants and ceded the mines to them. For years Jokka and the other heroes of the conflict like Mayra the Seer and Jarrah the Savage repelled attacks successfully.

Then the attacks stopped. For a time they were suspicious, eventually they began to relax and to thrive as best they could in the desert wasteland surrounding the mines. When the rains came they were overjoyed. At first. Then the scouts returned with stories of the desert being reclaimed not by verdant green but by the sea. What little plan life flourished in the desert died quickly as the salt seeped into the soil. Emissaries came, pleading for assistance. And despite Mayra's misgivings, she and the heroes left. They never returned.

The tribe has suffered greatly during the last 3 years and now very few remain. First slaves, then freed men, now wanderers without a home, it and the lands surrounding it long since covered by the ocean. The elders are dead. Leadership has fallen to the son of the Hero and he decided to desperately gamble on a dream and now he has even justified trusting a Flayer. He prays to his ancestors that he won't dishonor his father by leading his people back into slavery.


pre:
Dakka
Male Half Giant 
Tactician 2/Egoist(Transmogrifist) 1
Chaotic Good

Strength 	14 +2		16 (+3)
Dexterity 	12 -2	 	10 (+0)
Constitution 	14 +0		14 (+2)
Intelligence 	17 +0		17 (+3) 
Wisdom  	12 +2		14 (+2) 
Charisma 	08 +0		08 (-1)

HP	??/??	[8+1d8+1d6+(2*3){Con}+(2*4){Psionic Body}] (1d8+1d6+22)
BAB	+01
Init	+0
CMB	+5
CMD	15
PP      15/15   [4 (Int bonus) + 8 (Psion/Tact) + 2 (Psionic Talent) + 1 (Favored Class: Psion)]

AC 10 = 10 +0 Dex +0 Natural +6 Breastplate
	Touch 10
	Flat Footed 10

Fort:  02 = 0 Base +2 Con +
Refl:  00 = 0 Base +0 Dex +
Will:  07 = 5 Base +2 Wis +

Attacks
Large Earthbreaker	+4 melee (3d6+4)

Speed: 30 feet

Feats
 1st        - Psionic Meditation
 1st(Psion) - Practiced Manifester (Psion)
 3rd        - Improved Metamorphosis

Traits
 Beast bond - +1 to handle animal and ride. Handle animal is class skill
 Militia Veteran - +2 to ride and ride becomes a class skill

Skills

	        Total   = Ranks  	+ Stat  + Misc
	        -----     -----     	----      ----
Autohypnosis	+06     =       04	+ 2 Wis	+
Craft(armor)    +09     =	06    	+ 3 Int	+
Diplomacy       +03     =	04    	- 1 Cha	+
Handle Animal   +06     =       06      - 1 Cha +1 Trait
Heal          	+07     =	05    	+ 2 Wis	+
Know(psionics)	+06     =	03    	+ 3 Int	+
Prof(mining)    +04     =	02    	+ 2 Wis +
Ride            +08     =       05      + 0 Dex +3 Trait
Sense Motive 	+03     =	01	+ 2 Wis	+
Spellcraft 	+07     =	04	+ 3 Int	+
Survival 	+07     =	01	+ 2 Wis	+4 Racial

Languages:
Common, Giant, Ignan, Draconic 

Racial Traits:
- +2 Wisdom, +2 Strength, –2 Dexterity
- Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
- Low-Light Vision
- Fire Acclimated: +2 racial bonus on saving throws against all fire spells and effects.
- Powerful Build
- Naturally Psionic: Psionic Talent feat.
- Spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). 
  The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.
- Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a 
  hit point or skill point.
- Survivor: Half-giants gain a +4 racial bonus to Survival checks.
- Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: 
  Draconic, Giant, Gnoll, and Ignan.

Class Features:
Psion (Egoist/Transmogrifist)
- Psion Talents (Empathy, Telepathic Lash, Create Sound)
- Metabolic Healing (Fast healing 1 after manifesting for rounds = power level)
- Detect Psionics
Tactician
- Collective
- Spirit of Many
- Lesser Strategies (Fortify, Lesser + Conceal Thoughts + Distract)
- Coordinated Strike (+1, 6x a day)

Power List:

Tactician:
0th Conceal Thoughts
0th Distract
0th Fortify, Lesser
1st Inevitable Strike
1st Skills as One

Psion:
0th Empathy
0th Create Sound
0th Telepathic Lash
1st Force Screen
1st Natural Healing
1st Metamorphosis, Minor

Note: Are we buying equipment only for ourselves or for our tribe as well? I assume ourselves but wanted to make sure. Either way if its all the same to you Waador I'll wait until selections are made to finish up my equipment.

Let me know if I messed anything up, I tried to double-check everything but I probably missed something.

Arkangelus fucked around with this message at 00:08 on Oct 12, 2013

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Arkangelus posted:

Note: Are we buying equipment only for ourselves or for our tribe as well? I assume ourselves but wanted to make sure. Either way if its all the same to you Waador I'll wait until selections are made to finish up my equipment.

Let me know if I messed anything up, I tried to double-check everything but I probably missed something.

I am fine with people finishing up their equipment and such after selections are made. Unsurprisingly I will select players based on premise and composition of the party as opposed to your theoretical gearscore. You have double regular starting gold so that you can equip your followers if you want as well though. It might make more sense to just bedeck yourself in magic gear, who knows, but I'm sure a tribe of people whose only possessions are a set of clothing will have more utility.

Also your table is breaking tables. You monster.

Current submissions appear to be as follows:
pre:
Player		Race/Class		Alignment

Completed sheets:
Takanago	Human Fighter		LG
El Fappo	Orc Witch		??
Zachol		Skeleton Wizard		LE
KittyEmpress	Changeling Oracle	CG
JadeMage	Sylph Monk		LN
Ryuujin		Ashokian Alchemist	N
Arkangelus	Half Giant Tactician	CG

Pending submissions:
Anias		Dryad?
FPW		Something beautiful?
NeoTempest	Merfolk?
Globofglob	Ratfolk alchemist?
I'd ask that all submissions be in at some point on Sunday. I am running a real-life game on Saturday for the bulk of the day so am unlikely to be available for chargen questions during that time, but will post selections either late Sunday or early Monday. Once selections are made I'll go over the sheets and make sure they're calculated reasonably and such, but at first glance most things seem fine-ish.

Waador fucked around with this message at 13:55 on Oct 11, 2013

Arkangelus
Jan 23, 2007
I really am, I always forget about that

Note: Made a slight concept pivot. Swapped discipline talents for normal Psion talents and added traits for ride and handle animal and switched skill points around.

Arkangelus fucked around with this message at 00:09 on Oct 12, 2013

Anias
Jun 3, 2010

It really is a lovely hat

Sieversii Al Lynnsiera Ad Vensalla Sa Issabelle



The great caravans creaked and groaned it's way to the foot of the Dragon Mountain. Cattle, dust, the worksong and the heavy scent of apples, from a distance the caravan might have been any merchants. It was only once you closed with it that you could see the hope of her race. Twenty and Two heavy Algonseilas. The great elven wagons, made of the wood of the great trees at high cost. Twenty and Two to carry what could be saved, from the salt and the flood, the coming of the storm. Twenty and Two, from a forest of millions.

The dwarves said it could not be done, the elves that it would be simpler merely to shift the forest. But they prepared the wagons anyway, to humor her mother's line. Then the elementals came, drawn to the portal like the carrion they were, bringing salt and fire, and a brackish water that killed with a slow wasting disease. They had lost Magdelene as the morning sun rose, the last of her strength drained away so that her daughter might live. Young Rosalinda stood across the way, her eyes dry now. She would save her tears for the moment, Sieversii thought. Twenty and Two, and such a slender hope. Heavy wheels and dumb beasts, the last of the oldest forest of this world. Her hand slipped inside her cloak again, found the hidden pocket, and she rested it against Andellan a moment. His thoughts were vast and quiet, as they had been all her life, and it comforted her that some things were still the same. Twenty and Two wagons, but her heart was here. She would bargain with this wizard, and see her people safe. A small glade was all that was left, but it would be enough.

pre:
----------------------------------------------------------------------------
Basic Information

 Character Name  : Sieversii                Height :
 Player Name     : Anias                    Weight :
 Character Race  : Dryad                    Eyes   :
 Alignment       : LN                       Hair   :
 Deity           :                          Size   :
 Total Level     : 3                        Speed  : 30'
 ----------------------------------------------------------------------------
Character Class Information

 Class and Level     : Dryad 

 Favored Class(es)   : Druid
 Favored Class Bonus : +1 hit point or +1 skill point
 ----------------------------------------------------------------------------
Ability Scores

 Strength     : 11 (+0)     11 point buy + 0 racial + 0 level + 0 misc
 Dexterity    : 20 (+5)     12 point buy + 8 racial + 0 level + 0 misc
 Constitution : 16 (+3)     14 point buy + 2 racial + 0 level + 0 misc
 Intelligence : 16 (+3)     12 point buy + 4 racial + 0 level + 0 misc
 Wisdom       : 20 (+5)     16 point buy + 4 racial + 0 level + 0 misc
 Charisma     : 22 (+6)     14 point buy + 8 racial + 0 level + 0 misc

 Maximum Load  : 000 lbs.
 Lift Overhead : 000 lbs.   (equal to Maximum Load)
 Lift          : 000 lbs.   (equal to Maximum Load x2)
 Drag or Push  : 000 lbs.   (equal to Maximum Load x5)
 ----------------------------------------------------------------------------
Combat Statistics

 Hit Points        : 00     1*max(1d6+3) racial hd + 5*(1d6+3) racial hd
 Base Attack (BAB) : +3
 Initiative        : +7     5 Dex + 0 misc + 2 trait

 Base Melee        : +3     3 BAB + 0 Str + 0 misc
 Base Ranged       : +8     3 BAB + 5 Dex + 0 misc

 Combat Maneuver   : +3          3 BAB + 0 Str + 0 misc          <- CMB
 Maneuver Defense  : +18    10 + 3 BAB + 0 Str + 5 Dex + 0 misc  <- CMD

 Armor Class       : 20     10 base + 2 armor + 3 natural + 0 shield + 5 Dex + 0 misc
 Touch AC          : 15     10 base                                  + 5 Dex + 0 misc
 Flat-Footed AC    : 15     10 base + 2 armor + 3 natural + 0 shield         + 0 misc
 ----------------------------------------------------------------------------
Saving Throws

 Fortitude  : +07   4 base + 3 Con + 0 misc
 Reflex     : +10   5 base + 5 Dex + 0 misc
 Will       : +10   5 base + 5 Wis + 0 misc

 Conditional Bonuses and Penalties :
 ----------------------------------------------------------------------------
Racial Abilities and Features

 ----------------------------------------------------------------------------
Class Abilities and Features

 ----------------------------------------------------------------------------
Skills and Languages
Skill points
6*(6+3 int) racial hd

 Your maximum ranks in a skill are equal to your total level.
 Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
 [c] denotes a class skill.
 ^ denotes a skill that cannot be used untrained.

 [c] Acrobatics         : +09    1 ranks + 5 Dex + 3 class + 0 misc - 0 armor
 [ ] Appraise           : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Bluff              : +10    1 ranks + 6 Cha + 3 class + 0 misc
 [c] Climb              : +04    1 ranks + 0 Str + 3 class + 0 misc - 0 armor
 [c] Craft: (Sculpture) : +12/18 6 ranks + 3 Int + 3 class + 0 misc + 6 racial (wood)
 [c] Diplomacy          : +10    1 ranks + 6 Cha + 3 class + 0 misc
 [ ] Disable Device ^   : +00    0 ranks + 5 Dex + 0 class + 0 misc - 0 armor
 [c] Disguise           : +10    1 ranks + 6 Cha + 3 class + 0 misc
 [c] Escape Artist      : +09    1 ranks + 5 Dex + 3 class + 0 misc - 0 armor
 [c] Fly                : +09    1 ranks + 5 Dex + 3 class + 0 misc - 0 armor
 [ ] Handle Animal ^    : +07    1 ranks + 6 Cha + 0 class + 0 misc
 [ ] Heal               : +00    0 ranks + 5 Wis + 0 class + 0 misc
 [ ] Intimidate         : +00    0 ranks + 6 Cha + 0 class + 0 misc
 [ ] Know: Arcana ^     : +00    0 ranks + 3 Int + 0 class + 0 misc
 [ ] Know: Dungeon ^    : +00    0 ranks + 3 Int + 0 class + 0 misc
 [ ] Know: Engineer ^   : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Know: Geography ^  : +00    0 ranks + 3 Int + 0 class + 0 misc
 [ ] Know: History ^    : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Know: Local ^      : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Know: Nature ^     : +12    6 ranks + 3 Int + 3 class + 0 misc
 [ ] Know: Planes ^     : +00    0 ranks + 3 Int + 0 class + 0 misc
 [ ] Know: Religion ^   : +00    0 ranks + 3 Int + 0 class + 0 misc
 [ ] Linguistics ^      : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Perception         : +14    6 ranks + 5 Wis + 3 class + 0 misc
 [c] Perform:           : +00    0 ranks + 6 Cha + 0 class + 0 misc
 [ ] Profession: ^      : +00    0 ranks + 5 Wis + 0 class + 0 misc
 [ ] Ride               : +00    0 ranks + 5 Dex + 0 class + 0 misc - 0 armor
 [c] Sense Motive       : +09    1 ranks + 5 Wis + 3 class + 0 misc
 [c] Sleight of Hand ^  : +09    1 ranks + 5 Dex + 3 class + 0 misc - 0 armor
 [ ] Spellcraft ^       : +00    0 ranks + 3 Int + 0 class + 0 misc
 [c] Stealth            : +09    1 ranks + 5 Dex + 0 class + 0 misc - 0 armor
 [ ] Survival           : +00    0 ranks + 5 Wis + 0 class + 0 misc
 [c] Swim               : +04    1 ranks + 0 Str + 3 class + 0 misc - 0 armor
 [c] Use Magic Device ^ : +15    6 ranks + 6 Cha + 3 class + 0 misc 

 Languages : Common, Sylvan, Elven, Celestial, Orc
 ----------------------------------------------------------------------------
Traits and Feats

 Trait #1 : Reactionary
 Trait #2 : Magical Knack (Druid)

 Racial Feat 1 : Point Blank Shot
 Racial Feat 2 : Precise Shot
 Racial Feat 3 : Deadly Aim
 Level 1 Feat  : Improved Initiative
 Level 3 Feat  : Rapid Shot
 ----------------------------------------------------------------------------
Money and Equipment

 Armor     : Leather Armor
 Belt      :
 Body      :
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    :
 Shoulders :
 Wrists    :

 Weapon    : Composite Longbow
 Weapon    :

 Other Equipment : 
 Enveloping Pit with Enclosed Arboreal Garden (4000, pit 3600, 3 ioun torches (225), Ladder, fertile soil, basic garden tools (175))

 
 Money : 6000 GP

 ----------------------------------------------------------------------------

Waiting to finalize equipment until I see what we need.

Anias fucked around with this message at 05:15 on Oct 14, 2013

Jade Mage
Jan 4, 2013

This is Canada. It snows nine months of the year, and hails the other three.

Coming soon to a thread near you

The Clockwork Cleric

Jade Mage fucked around with this message at 04:06 on Oct 12, 2013

shitty poker hand
Jun 13, 2013
Edit: On second thought, never mind.

shitty poker hand fucked around with this message at 20:29 on Oct 13, 2013

s19aw
Oct 29, 2004
Purnak

If Purnak is anything, he is a survivor. He didn't have much say in the matter, left to fend for himself as he was at an early age in a society within which the best that could be said about him was that he had no value to it. I was part of this society, which once shunned the half-orc but now depends upon him for its survival.

I come from the town of Blackrock. It is... was... a mining town. Not very imaginatively named, I suppose. Still, it was the only home I knew... up until the Troubles, at least. Mine is a family of healers. I must have been about ten or eleven years of age when I first met Purnak, and he must not have been much older than me. I remember it clearly even now, twenty years since. It was late at night, and he was frantically pounding on our door. His mother was leaning weakly against him. Some of the town guards were looking on, unsure of what to do. When my father let Purnak and his mother in, we saw that their clothes were covered in blood. They had been attacked by a mountain lion, he said, and he had somehow managed to drive it away. I remember it so clearly because it was the first time I'd seen someone die. I can't even imagine what it must have been like for Purnak...

My father tended to Purnak's wounds as best he could, and then sent him on his way. It seems a bit cruel to me now, and things would certainly have been different had it not been for his heritage. Still, that is the way things were. While Blackrock wouldn't shut its gates to the child, he wasn't exactly welcome there either. This is how it was in towns throughout our region. Our regular and violent encounters with the orcs had taught us this distrust.

Purnak... I didn't even know his name then... didn't stay long in Blackrock. He must have seen how unwelcome his presence there was. But he didn't keep away, either. Ever since then, we would see him once or twice a year. At first, I think he just wandered aimlessly through the region and it is a wonder to me that he didn't perish then. At some point, however, once people had become a little more comfortable with him specifically, he became a junk trader. The only time most people thought about him was when they wanted to scare their children into behaving properly (and if they didn't, he would kidnap them and eat them). And that was that... until the war started.

Blackrock, remote as it was, didn't at first feel much of the effect of the war. But the troubles did reach us eventually. In a few months' time, we were just as desperate for food and water as any other place in this world. The orcs were attacking more and more frequently, no doubt feeling the same pressure for resources that we were. People had started to turn on each other. Our society was falling apart. And Purnak kept travelling the region, pulling his cart behind him. Where once it had held junk, it now held whatever food and water he could scrounge up in the wilderness. And where he had once traded his wares away, he was actually providing the food and water at no cost to those who needed it the most. One man cannot support a society, however, and starvation was inevitable. Many left, and many more died. My husband and my children, all dead. There was little that I could do to even ease their agony. I watched my town of thousands waste away into a mere handful. When Purnak announced on his final trip through Blackrock that he was leaving the region, it was an easy choice for us to follow him.

That was a year ago. Our band has grown since then. There are twenty one of us now. Purnak does not even seem to think about turning anyone away who wishes to join our group. I have begun to understand him a little. He has some... unique... views on life. He says that time is an illusion. That even our hunger and our suffering are just ideas in our minds. I think his views are truly even more extreme, but he doesn't voice them since he sees how it disturbs the adults among us. But he must know something. He has an uncanny ability to find food and water, and he often surprises me with knowledge that I can't understand where he would have learned. Without him, most of us would have perished long ago.

Purnak seems to have a soft spot for the weak and the helpless. A number of our band are aged and infirm, and an even greater number are children. In a way, this made it easy for us to make a decision regarding Professor Kraken. We have seen people forced under the circumstances to kill their loved ones to end their suffering, people driven to cannibalism for their survival, people who have lost their sanity. These are fates that the Professor is giving us the opportunity to avoid. And, regarding his reputation, we have already placed our trust in an unlikely subject. We have learned not to judge a book by its cover.

-- Gemma of Blackrock


pre:
Purnak,
Male Half Orc, Age 32
Oracle 3 (Time Mystery)
Neutral

STR: 14 / +2
DEX: 12 / +1
CON: 13 / +1
INT: 10 /  0
WIS: 12 / +1
CHA: 19 / +4  (Racial bonus went here)

HP: 11 [8 + ?? + ?? + 1x3 (Con)]

AC             : 11 [10 + 0 (Armor) + 1 (Dex)]
Flat-Footed AC : 10 [10 + 0 (Armor)]
Touch AC       : 11 [10 + 1 (Dex)]

Max Dex Bonus from Armor: +0

BAB: +0

CMB: 2  [0 (BAB) + 2 (Str)]
CMD: 13 [0 (BAB) + 2 (Str) + 1 (Dex) + 10]

Initiative: 5 [1 (Dex) + 4 (Improved Initiative)]

Fort: 1 [0 (Base) + 1 (Con)]
Ref : 1 [0 (Base) + 1 (Dex)]
Will: 3 [2 (Base) + 1 (Wis)] / 6 vs. Charm and Compulsion effects (Irrepressible Trait)

Size: Medium
Speed: 30 [30 (Base)]

Racial Traits:
Orc Ferocity -- Once per day, when a half-orc is brought below 0 hit points but not killed, he can
fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit
points, he immediately falls unconscious and begins dying.

Weapon Familiarity -- Half-orcs are proficient with greataxes and falchions and treat any weapon with
the word “orc” in its name as a martial weapon.

Darkvision -- Half-orcs can see in the dark up to 60 feet.

Scavenger -- Some half-orcs eke out a leaving picking over the garbage heaps of society, and must
learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a
+2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps
and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial 
trait replaces the intimidating trait.


Class Abilities:
Mystery: Time

Oracle's Curse (Ex): Haunted (Displaced in Time)
Retrieving any stored item from your gear requires a standard action,
unless it would normally take longer. Any item you drop lands 10 feet away from you in a random
direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Oracle Revelations:
Knowledge of the Ages (Su) -- You can search through time to recall some bit of forgotten lore
or information. You can retry any Knowledge skill check you have made within the past minute,
gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability
a number times per day equal to your Charisma modifier.

Temporal Celerity (Su) -- Whenever you roll for initiative, you can roll twice and take either
result. At 7th level, you can always act in the surprise round, but if you fail to notice the
ambush, you act last, regardless of your initiative result (you act in the normal order in
following rounds). At 11th level, you can roll for initiative three times and take any one of the results.


Feats:
Level 1   : Improved Initiative
Level 3   : Augment Summoning - Summoned creatures 
gain +4 Str and +4 Con


Traits:
Outcast -- +1 trait bonus to Survival checks, Survival is a class skill
Irrepressible -- Use Charisma instead of Wisdom when making Will 
saves against charm and compulsion effects.


Skills: [Ranks in square brackets]
Points -- 15 [Per level: 4 (Fighter) + 0 (Int) + 1 (Favored Class)]

Acrobatics : 1 - ACP
Appraise : 2 (+2 bonus from Scavenger)
Bluff : 4
Climb* : 2
Diplomacy : 10 [3] (Class skill) 
Escape Artist : 1
Fly : 1
Heal : 1
Intimidate : 4
Knowledge (Arcana) : 4 [1] (Class skill - Time Mystery)
Knowledge (Planes) : 6 [3] (Class skill)
Knowledge (Religion) : 6 [3] (Class skill)
Linguistics : 
Perception* : 7 [3] (Class skill - Time Mystery) / +9 for hidden objects, potions, bad food (Scavenger)
Perform : 4
Sense Motive : 1
Stealth : 1
Survival : 6 [2] (Class skill thanks to Outcast)
Swim : 2




Equipment: Coming soon
Tribe: 1 Adept (Gemma the Healer), 3 Experts, 6 Warriors, 10 Commoners (4 old people, 6 kids).

Only registered members can see post attachments!

s19aw fucked around with this message at 12:33 on Oct 13, 2013

Lord Koth
Jan 8, 2012



Zoka "Shade" Balsim

Born into one of the branch families of the Balsim Clan, Zoka was raised with the assumption he would one day serve their lords in the Elven Empire of Leafweave. The clan, having long ago taken refuge there from a now-forgotten upheaval in their original home, had pledged their special talents to carry out the ruling family's will and enforce their decrees from the shadows. Having served since then, both as the couriers carrying messages and diplomatically convincing their recipients of their value, as well as the blade in the dark when necessary.

When the End Times came, the Empire was not caught unprepared. Throwing their many mages at the issue, they confronted it head-on, though ultimately merely slowed it down. Tasked with assisting with the task of eliminating the monster threat, the Balsim Clan was tasked as it never was before, suffering losses but never betraying the oaths of loyalty they'd sworn. Still, seeing their group die out weighed heavily on the minds of the elders, and Professor Kraken's appearance to them was both a ray of hope as well as a hammer of despair. While it offered a chance for some to survive, it also provided the final confirmation that their struggle was ultimately futile, where before they'd held onto the faint hope of succeeding.

While unsettled by his appearance, they had no other option if they wanted to survive and thus decided to go along with the plan. To that end, they tasked the recently graduated Zoka with leading the group. While a prodigy, his foremost qualification was that he'd just graduated and had yet to swear the oaths of fealty to their lord. While a technicality, it assuaged their honor and gave them a loophole. Put in charge of a group of the youths of the clan, it would be his responsibility to lead them in whatever they might encounter along the way, and be their representative to others.

The journey has been hard, as Zoka is fully aware that his specialized skills are not necessarily the best for wilderness trekking, and it has taken the combined efforts of them all to make it. Still, they are here at the meeting place now, looking uneasily at the other groups around, for what will happen now? All they know is that the future is uncertain and that they've left loved ones behind to almost certain death.

Somewhat unsure of himself due to his youth, inexperience, and the magnitude of the task pushed upon him, Zoka does his best to keep his concerns to himself, as a leader should present a calm face. Still, Apprentice Healer Renza is aware of his frustrations, and Zoka occasionally uses her as a sounding board for his thoughts.

This section only applies depending on your agreement with the commoner section
Hidden in their midst are two children of their lord, taken along with the group by agreement. Though not technically required since they had not yet sworn their oaths, it was one final duty they could perform for the royal family that had offered them refuge all those years previously.

All are mid-late teen to young adult
6 Experts (1 Alchemist's apprentice, 1 blacksmith's apprentice, 1 loremaster's apprentice, 3 unranked clan initiates)
2 Adepts (Apprentices of the healers)
2 Warriors (Nominally hunters and gate guards)
10 Commoners (If I can do a minor race mix, make it 8 commoners and 2 young elven aristocrats to represent evacuating some of the ruling family's children, but that's not vital)

pre:
Zoka "Shade" Balsim
Fetchling
Ninja 3
Neutral

Favored Class: Ninja
FC Bonus: 3xSkill points

Str 12 = 10 + 2(02 pts) + 0
Dex 18 = 10 + 6(10 pts) + 2(race)
Con 14 = 10 + 4(05 pts) + 0
Int 10 = 10 + 0(00 pts) + 0
Wis 10 = 10 + 2(02 pts) - 2(race)
Cha 15 = 10 + 3(03 pts) + 2(race)

HP: 14?(8 + 2d8 + 6[Con])

AC:    18 = 10 + 4[Armor] + 4[Dex]
FF:    14
Touch: 14

BAB: +2

CMB: 03 = 2[BAB] + 1[Str]
CMD: 17 = 10 + 2[BAB] + 1[Str] + 4[Dex]

Init: 4 = 4[Dex]

Saves  Total   Base   Mod   Misc
Fort     4   =   1  +  2  +  1[resist]
Refl     8   =   3  +  4  +  1[resist]
Will     4   =   1  +  0  +  2[feat] + 1[resist]

Racial Abilities
Fetchling:
+2 Dex, +2 Cha, -2 Wis
Outsider(Native)
Shadowblending
-50% miss chance in dim light rather than the typical 20%.  This is NOT Total Concealment.
Shadowy Resistance
-Resist Cold 5, Resist Lightning 5
+2 to Know(Planes) & Stealth checks
Spell-Like Abilities
Darkvision 60'
Low-light Vision

Class Abilities
Ninja:
Poison Use
Sneak Attack +2d6
Ki Pool (3 Ki points)
Ninja Tricks
-Vanishing Ninja
No-Trace +1


Skills

	               Total  =   Ranks	  +   Stat   +   Class   +   Misc
	               -----      -----      ------      ----        ----
Acrobatics[Dex]		+10     =   03    +    04    +     Y     +    0
Appraise[Int]  		+00     =   00    +    00    +     Y     +    0
Bluff[Cha]     		+08     =   03    +    02    +     Y     +    0
Climb[Str]     		+01     =   00    +    01    +     Y     +    0
Craft[Int]
--Alchemy       	+00     =   00    +    00    +     Y     +    0
Diplomacy[Cha] 		+08     =   03    +    02    +     Y     +    0
Disable Device[Dex]	+10     =   03    +    04    +     Y     +    0
Disguise[Cha]  		+06     =   01    +    02    +     Y     +    0
Escape Artist[Dex]      +10     =   03    +    04    +     Y     +    0
Intimidate[Cha]		+00     =   00    +    02    +     Y     +    0
Knowledge[Int]
--Local	        	+00     =   00    +    00    +     Y	 +    0
--Nobility		+00     =   00    +    00    +     Y	 +    0
--Planes		+00     =   00    +    00    +     N     +    2[race]
Linguistics[Int]	+00     =   00    +    00    +     Y     +    0
Perception[Wis]		+06     =   03    +    00    +     Y     +    0
Perform[Cha]
Profession[Wis]
Sense Motive[Wis] 	+04     =   01    +    00    +     Y     +    0
Sleight of Hand[Dex]   	+08     =   01    +    04    +     Y     +    0
Stealth[Dex] 		+12     =   03    +    04    +     Y     +    2[race]
Swim[Str]      		+01     =   00    +    01    +     Y     +    0
U. Magic Device[Cha]    +08     =   03    +    02    +     Y     +    0


Feats
1st: Weapon Finesse
Trait: Iron Will
3rd: Two Weapon Fighting

SLAs(CL 3):
Disguise Self(Any Humanoid) 1/day
Shadow Walk(Self Only) 1/day-Gained at 9th level
Plane Shift(Self Only, Shadow or Material Plane Only) 1/day-Gained at 13th level
pre:
Personal Equipment
Mithril Shirt             - 1100
Masterwork Wakizashi x 2  - 670
Cloak of Resistance +1    - 1000

Group Stores
Shuriken x 200            - 40


Gold left over: 3190
Obviously still selecting gear, but that can be done after character selection.

Ryuujin
Sep 26, 2007
Dragon God
Switched out the Contemplative of Ashok and replaced it with a Quickling, hopefully going Duelist eventually. Might still need to add some more equipment for the followers.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
With so many beautiful flowers to select from in this garden of souls, it has taken a little while. Apologies for being a bit past the deadline.
The survivors that get to live and breathe in a new world are:

pre:
Player			Character			Race			Alignment
Anias			Sieversii Al Lynnsiera		Dryad Druid		LN
			Ad Vensalla Sa Issabelle
El Fappo		King Skullguy			Orc Witch		NE
			[King of the Skullguy Tribe]
KittyEmpress		Uru'vi				Unicorn			CG
LordKoth		Zoka "Shade" Balsim		Fetchling Ninja		N
Zachol			Szandra the Fleshless		Skeleton Wizard		LE
Apologies go to Arkangelus, Ryuujin, s19aw, and Takanago, whose characters each had brief but heroic lives.
Mostly I didn't want a party composed primarily of neutral alignments.

The game thread is up here: http://forums.somethingawful.com/showthread.php?threadid=3574846 .
I'll go over sheets of characters today and we can work out any corrections as well as the remaining equipment stuff before you guys get dumped onto a new planet.

Waador fucked around with this message at 12:18 on Oct 14, 2013

Takanago
Jun 2, 2007

You'll see...
:patriot: Best of luck to the survivors!

Especially to you, Uru'vi. Looks like you're going to loving need it. :unsmigghh:

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Fappo are you alive? Please to be posting in the game thread.
If nothing is heard by end of day Thursday I may have to declare the orcs dead and give a new species a chance at life.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
I am just now beginning to work through and validate the character sheets: Zachol, you are up first!
I've recalculated everything and most of it looks good, but a few differences. Can you please check through the attached and let me know if I am misinterpreting anything?
A few things I noted were:
- Your sheet appeared to contain 600 extra gold than there should have been. Presumably the cost of the masterwork staff not deducted from your currency.

Other than that it seems fine to me, I don't think there was anything else out of whack.
Technically you are CR 3 and 1/3 but I don't think that is an issue.

pre:
--------------------------------------------------------------------------------
ECL Breakdown:
+1/3:  Human skeleton (0d8)
+  1:  Skeletal champion (2d8)
+  2:  Wizard (2d6)
 ECL:  =3 and 1/3
--------------------------------------------------------------------------------
Alexandra "Szandra" lur Carme
Human Skeletal Champion Wizard
LE Medium Undead

STR	10/+0	[08 base + 2 skeleton]			[-2]
DEX	15/+2	[13 base + 2 skeleton]			[ 3]
CON	--/--	[nil racial]				[--]
INT	21/+5	[18 base + 2 human + 1 hit die]		[17]
WIS	12/+1	[12 base]				[ 2]
CHA	14/+2	[14 base]				[ 5]
					Point-buy:	[25]

BAB	+2	[1 wizard + 1 skeleton]
Melee	+2	[2 BAB + 0 strength]
Range	+4	[2 BAB + 2 dexterity]
CMB	+2	[2 BAB + 0 strength]	
CMD	16	[10 base + 4 hit die + 2 dexterity]
INIT	+6	[2 dexterity + 4 improved initiative]

FORT	+2	[0 wizard + 0 skeleton + 2 charisma]
REF	+2	[0 wizard + 0 skeleton + 2 dexterity]
WILL	+7	[3 wizard + 3 skeleton + 1 wisdom]

AC	16	[10 base + 2 dexterity + 2 natural + 2 shield]
Flat	14	[10 base + 2 natural + 2 shield]
Touch	12	[10 base + 2 dexterity]
Speed	30', land

HP	8+1d8+2d6+10
	[8 base + 1d8 skeleton + 2d6 wizard + 8 charisma hit die + 2 favored]

Special:
DR5/bludgeoning
Immunity to cold
Undead traits
Channel resistance +4
Darkvision 60'

Attacks:
  2 claws	+2 to hit	2x 1d4+0, bludgeoning and slashing
  Mwk. staff  	+3 to hit	1x 1d6+0, bludgeoning
--------------------------------------------------------------------------------
Skill Points		20	Skeleton	2*[4 base + 5 INT + 1 human]
			16	Wizard		2*[2 base + 5 INT + 1 human]
			36	Total
			--	Ranks unspent

Acrobatics	 DEX	+ 2	-	[0 ranks + 0 class + 2 ability]
Appraise	 INT	+12	*	[4 ranks + 3 class + 5 ability]
Bluff		 CHA	+ 2	-	[0 ranks + 0 class + 2 ability]
Climb		 STR	+ 5	*	[2 ranks + 3 class + 0 ability]
Craft		 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
Diplomacy	 CHA	+10	T	[4 ranks + 3 class + 2 ability + 1 trait]
Disable Device	 DEX	+ 2	-	[0 ranks + 0 class + 2 ability]
Disguise	 CHA	+ 2	*	[0 ranks + 0 class + 2 ability]
Escape Artist	 DEX	+ 2	-	[0 ranks + 0 class + 2 ability]
Fly		 DEX	+ 7	*	[2 ranks + 3 class + 2 ability]
Handle Animal	 CHA	+ 2	-	[0 ranks + 0 class + 2 ability]
Heal		 WIS	+ 1	-	[0 ranks + 0 class + 1 ability]
Intimidate	 CHA	+ 2	*	[0 ranks + 0 class + 2 ability]
Knowledge
 (Arcana)	 INT	+12	*	[4 ranks + 3 class + 5 ability]
 (Dungeoneering) INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Engineering)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Geography)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (History)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Local)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Nature)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Nobility)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Planes)	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
 (Religion)	 INT	+12	*	[4 ranks + 3 class + 5 ability]
Linguistics	 INT	+ 5	*	[0 ranks + 0 class + 5 ability]
Perception	 WIS	+ 9	*	[4 ranks + 3 class + 2 ability]
Perform		 CHA	+ 2	-	[0 ranks + 0 class + 2 ability]
Profession	 WIS	+ 2	*	[0 ranks + 0 class + 2 ability]
Ride		 DEX	+ 2	-	[0 ranks + 0 class + 2 ability]
Sense Motive	 WIS	+ 9	*	[4 ranks + 3 class + 2 ability]
Sleight of Hand	 DEX	+ 2	-	[0 ranks + 0 class + 2 ability]
Spellcraft	 INT	+15	*	[4 ranks + 3 class +5 ability + 3 skill focus]
Stealth		 DEX	+ 9	*	[4 ranks + 3 class + 2 ability]
Survival	 WIS	+ 1	-	[0 ranks + 0 class + 1 ability]
Swim		 STR	+ 0	-	[0 ranks + 0 class + 0 ability]
Use Magic Device CHA	+ 2	-	[0 ranks + 0 class + 2 ability]

Languages
 Humanoid:	Common
 Monstrous:	Elven, Necril
 Planar:	Abyssal, Celestial, Infernal
--------------------------------------------------------------------------------
Traits:		World Traveler (diplomacy)
		Defensive Strategist

Feats:
Human		Defensive Combat Training
Skeleton	Improved Initiative
HD1		Combat Casting
HD3		Skill Focus (spellcraft)
Wizard 1	Scribe Scroll
Necromancy	Command Undead

Abilities:	Arcane Bond (amulet)
		Arcane School (necromancy [undead])
		Opposed Schools (enchantment and evocation)
		Cantrips
		Power Over Undead (8/day)
		Bolster (8/day)
--------------------------------------------------------------------------------
Spells Per Day:
Level 0:	4	[4 wizard + 0 intelligence]
Level 1:	4	[2 wizard + 2 intelligence]
Necromancy:	1	[Arcane School]

Spells Known:
Lv. 0
Resistance		[Cantrips]
Acid Splash		[Cantrips]
Detect Magic		[Cantrips]
Detect Poison		[Cantrips]
Read Magic		[Cantrips]
Ghost Sound		[Cantrips]
Haunted Fey Aspect	[Cantrips]
Bleed			[Cantrips]
Disrupt Undead		[Cantrips]
Touch of Fatigue	[Cantrips]
Mage Hand		[Cantrips]
Mending			[Cantrips]
Message			[Cantrips]
Open/Close		[Cantrips]
Arcane Mark		[Cantrips]
Prestidigitation	[Cantrips]

Lv. 1
Expeditious Retreat	[Wizard 1]
Feather Fall		[Wizard 1]
Grease			[Wizard 1]
Identify		[INT+1]
Mage Armor		[INT+2]
Obscuring Mist		[INT+3]
Ray of Enfeeblement	[INT+4]
Silent Image		[INT+5]
Summon Monster I	[Wizard 2]
Vanish			[Wizard 2]
--------------------------------------------------------------------------------
Equipment:
Masterwork quarterstaff		  600  gp	4.0  lbs.
Mithral buckler +1		2,005  gp	2.5  lbs.
Traveler's outfit		    -  gp	5.0  lbs.
Spell component pouch		    5  gp	2.0  lbs.
Handy haversack			2,000  gp	5.0  lbs.
  (spellbook)			    -  gp	--   lbs.
  (fancy ink and paper)		1,300  gp	--   lbs.
  (gold pieces)			   90  gp	--   lbs.
			Total:	6,000  gp	18.5 lbs.

Carrying capacity:
Strength		10		[10 base]
Light load		33 lbs.
Medium load		66 lbs.
Heavy load		100 lbs.
Lift			200 lbs.
Push/drag		500 lbs.
--------------------------------------------------------------------------------

Waador fucked around with this message at 01:38 on Oct 22, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Whoops on the gold. Yeah, just bump it down to that.
Don't undead in general get Charisma to Fortitude saves? Link. Unless there's something specific about skeletons?

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
LordKoth is up next! I didn't identify anything out of place though. So, good work.

pre:
--------------------------------------------------------------------------------
ECL Breakdown:
+  3:  Ninja (3d8)
 ECL:  =3
--------------------------------------------------------------------------------
Zoka "Shade" Balsim
Fetchling Ninja
Neutral Medium Outsider (native)

STR	13/+1	[13 base]				[ 3]
DEX	18/+4	[16 base + 2 racial]			[10]
CON	14/+2	[14 base]				[ 5]
INT	12/+1	[12 base]				[ 2]
WIS	10/+0	[12 base - 2 racial]			[ 2]
CHA	15/+2	[13 base + 2 racial]			[ 3]
					Point-buy:	[25]

BAB	+2	[2 ninja]
Melee	+6	[2 BAB + 4 dexterity (finesse)]
Range	+6	[2 BAB + 4 dexterity]
CMB	+3	[2 BAB + 1 strength]
CMD	17	[10 base + 2 BAB + 1 strength + 4 dexterity]
INIT	+4	[4 dexterity]

FORT	+4	[1 ninja + 2 ability + 1 resistance]
REF	+8	[3 ninja + 4 ability + 1 resistance]
WILL	+4	[1 ninja + 0 ability + 1 resistance + 2 feat]

AC	18	[10 base + 4 armor + 4 dexterity]
Flat	14	[10 base + 4 armor]
Touch	14	[10 base + 4 dexterity]
Speed	30', land

HP	8+2d8+6
	[8 base + 2d8 ninja + 6 constitution hit die]

Special (racial):
(Su) Shadow blending
     Attacks in dim light have a 50% miss chance, instead of 20%.
     This ability does not provide total concealment.
(Ex) Shadow resistance
     Cold resistance 5
     Electricity resistance 5
(Ex) Skilled
     +2 racial to Knowledge (planes) and Stealth
(Sp) Disguise self (1/day)
(Ex) Darkvision 60'
(Ex) Low-light vision

Special (class):
(Ex) Poison use
(Ex) Sneak attack +2d6
(Su) Ki pool (3 points)
(Ex) Ninja trick:  Vanishing
(Ex) No trace (+1)
--------------------------------------------------------------------------------
Skill Points		30	Ninja		3*[8 base + 1 INT + 1 favored]
			30	Total
			--	Ranks overspent

Acrobatics	 DEX	+10	*	[3 ranks + 3 class + 4 ability]
Appraise	 INT	+ 1	*	[0 ranks + 0 class + 1 ability]
Bluff		 CHA	+ 8	*	[3 ranks + 3 class + 2 ability]
Climb		 STR	+ 5	*	[1 ranks + 3 class + 1 ability]
Craft		 INT	+ 1	*	[0 ranks + 0 class + 1 ability]
Diplomacy	 CHA	+ 8	*	[3 ranks + 3 class + 2 ability]
Disable Device	 DEX	+10	*	[3 ranks + 3 class + 4 ability]
Disguise	 CHA	+ 6	*	[1 ranks + 3 class + 2 ability]
Escape Artist	 DEX	+10	*	[3 ranks + 3 class + 4 ability]
Fly		 DEX	+ 4	-	[0 ranks + 0 class + 4 ability]
Handle Animal	 CHA	+ 2	-	[0 ranks + 0 class + 2 ability]
Heal		 WIS	+ 0	-	[0 ranks + 0 class + 0 ability]
Intimidate	 CHA	+ 2	*	[0 ranks + 0 class + 2 ability]
Knowledge
 (Arcana)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (Dungeoneering) INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (Engineering)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (Geography)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (History)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (Local)	 INT	+ 1	*	[0 ranks + 0 class + 1 ability]
 (Nature)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
 (Nobility)	 INT	+ 1	*	[0 ranks + 0 class + 1 ability]
 (Planes)	 INT	+ 3	-	[0 ranks + 0 class + 1 ability + 2 racial]
 (Religion)	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
Linguistics	 INT	+ 1	*	[0 ranks + 0 class + 1 ability]
Perception	 WIS	+ 6	*	[3 ranks + 3 class + 0 ability]
Perform		 CHA	+ 2	*	[0 ranks + 0 class + 2 ability]
Profession	 WIS	+ 0	*	[0 ranks + 0 class + 0 ability]
Ride		 DEX	+ 4	-	[0 ranks + 0 class + 4 ability]
Sense Motive	 WIS	+ 5	*	[2 ranks + 3 class + 0 ability]
Sleight of Hand	 DEX	+ 8	*	[1 ranks + 3 class + 4 ability]
Spellcraft	 INT	+ 1	-	[0 ranks + 0 class + 1 ability]
Stealth		 DEX	+14	*	[3 ranks + 3 class + 4 ability + 2 racial + 2 circumstance]
Survival	 WIS	+ 0	-	[0 ranks + 0 class + 0 ability]
Swim		 STR	+ 5	*	[1 ranks + 3 class + 1 ability]
Use Magic Device CHA	+ 8	*	[3 ranks + 3 class + 2 ability]

Languages
 Humanoid:	Common
 Monstrous:	Draconic
--------------------------------------------------------------------------------
Feats:
Trait		Iron Will
HD1		Weapon Finesse
HD3		Two-weapon Fighting
--------------------------------------------------------------------------------
Equipment:
Mwk. wakizashi (x2)	  670  gp	 4    lbs.
Dagger (x2)		    4  gp	 2    lbs.
Shuriken (x20)		    4  gp	 2    lbs.

Mithral shirt		1,100  gp	12.5  lbs.
Cloak of resistance +1	1,000  gp	 1    lbs.
Spring wrist sheath	    5  gp        1    lbs.
Spring wrist sheath	    5  gp        1    lbs.
Caltrops (x1)		    1  gp	 2    lbs.
Mwk. tool (stealth)	   50  gp	 2    lbs.

Tribal property:
Shuriken (x180)		   36  gp
Shortbows (x10)		  300  gp
Longbows (x2)		  150  gp
Arrows (x400)		   20  gp
Wakizashi (x3)		  105  gp
Short sword (x4)	   40  gp
Spear (x20)		   40  gp
Dagger (x28)		   56  gp
Caltrops (x39)		   39  gp

Leather armor (x10)	  100  gp
Scale mail (x3)		  100  gp
Studded leather (x3)	   75  gp

Pavilion tent (x1)	  100  gp	[Houses 10]
Large tent (x3)		   90  gp	[Houses 12]
Medium tent (x4)	   60  gp	[Houses  8]
Small tent (x1)		   10  gp	[Houses  1]
Bedrolls (x21)		    2.1gp
Blankets (x21)		   10.5gp
Fishhook (X20)		    2  gp
Fishing net (x2)	    8  gp
Bear trap (X5)		   10  gp
Silk rope (100')	   20  gp
Hemp rope (400')	    8  gp
Twine (5,000')		    1  gp
Trail rations (x420)	  210  gp	[Feeds 20 days]
Heavy wagon		  100  gp
Oxen (x4)		   60  gp  
Iron (x100)		   10  gp	[100 lbs.]
Masonry stone (x200)	   10  gp	[200 lbs.]
Anvil (x1)		    5  gp
Bellows (x1)		    1  gp
Hammer (x2)		    1  gp
Mwk. tools (alchemy)	   50  gp
Mwk. tools (smithing)	   50  gp
Gold pieces		1,218.4gp
		Total:	6,000  gp	27.5 lbs.

Carrying capacity:
Strength		 13		[13 base]
Light load		 50 lbs.
Medium load		100 lbs.
Heavy load		150 lbs.
Lift			300 lbs.
Push/drag		750 lbs.
--------------------------------------------------------------------------------
Tribe:
Experts		8
 Alchemist		1
 Blacksmith		1
 Carpenter		1
 Loremaster		1
 Misc.			1
 Clan initiate		3
Adepts		3
 Healer			2
 Mage			1
Warriors	3
Commoners	6
--------------------------------------------------------------------------------

Anias
Jun 3, 2010

It really is a lovely hat

Ok so a question here to avoid cluttering the game thread:

It's 4d6 hours to explore our hex, but what does that get us? A list of Points of Interest and associated skills, a skill roll?

It's a bit vague how that works, and it seems like more of a game mechanics question than a character thing. I think we should do that for our current hex, maybe with an eye towards finding a secluded place to camp while working out how to get further inland. I don't think we want to plant the dryad trees or attune more than 1 unicorn in this patch of the jungle

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Essentially how that is intended to work is as follows:
- A given character or party spends 4d6 hours exploring the hex;
- This enables that party to roll relevant skill checks to find and assess things;
- The points of interest in that area will then be revealed based on your rolls.

This creates a bit of an incentive for the PCs to do most of the exploring, since they will have much higher rolls on relevant skill checks than their tribal counterparts.
However, it would be possible to create multiple NPC scouting parties to cover a wider area in a shorter amount of time.
While they might not identify points of interest as effectively, they would reveal portions of the map faster.
Doing that would come with the higher risk of horrible things happening though.

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Anias
Jun 3, 2010

It really is a lovely hat

Ok that makes sense to me. Let's use the party to explore our current hex with an eye towards a way inland, while our followers setup a temporary camp then.

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