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Ryuujin
Sep 26, 2007
Dragon God
Also curious about character creation, standard gold? Point Buy or rolled stats? If Point Buy what amount? Etc.

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Ryuujin
Sep 26, 2007
Dragon God

Count Victor Bazgant

The Crimson Count. A man shrouded in crimson clothes, once of noble make now stained the deepest crimson and laced with a strange and mystical metal. A wielder of strange powers, a man of striking looks, but harsh demeanor. What looks he may have are ruined by his cold manner. He is a man of uncommon dedication, fanatical obsession, and devoid of love or mercy.

He was not always such. Once he was but a man, a simple lord, a count. Once Victor Bazgant was a minor lord within the Kingdom of Camineet. Taking his rightful place upon his family's keep shortly after finishing his term in Piett Academy. He was elated to spend time with his wife and young child, he was happy. He was a good and kind man. He wanted for nothing.

But that all changed ten years ago. The night of the Crimson Moon. Victor was making the rounds through his lands when his people were attacked by a strange black garbed man, and odd monsters. His people were butchered. And with each death the strange man's army grew. For each peasant that died soon rose as some form of undead monstrosity. Each would rise up and attack their fellows. Victor and his small entourage of men witnessed the smoke rising from the village and rode to the rescue. By the time he made it to the village the villagers were all dead, and risen up, and attacking his keep. He and his men rushed to stop them, but accomplished little. Still after many terrible fights, much injury and loss of blood, Victor eventually made it through to his family. Just in time to witness their death. And their rising as unholy vampires.

All he knew, all he loved, was torn away and turned against him. Broken he continued to fight. And in time dawn arose and all that lay before him was destruction and dust. Nothing remained. His family was gone. The black garbed man was destroyed, somehow. Victor was certain of that, but he could not remember how he did it. He did not know how he survived that night, when no one else did. But he was a changed man.

He could not live there anymore. He put up graves for his family and then left. He traveled the lands, a broken man with no guidance. Until the night when he came across an undead abomination. Grief struck him, and then anger, then a strange feeling overwhelmed him. New instincts guided him. And he slaughtered the undead.

A new purpose filled him. His travels through the world had guidance now. He sought out monsters, particularly the rare undead, and slaughtered them. He helped people, he saved them. He was a saviour to many. But he had become cold and harsh.

---

Over the next ten years Victor worked as a traveling monster slayer, taking jobs to kill various monsters and abominations to keep his belly filled and his hatred honed. On one such mission, once more in Camineet, memories stirred and he hunted another band of undead. His battle fury rose and he slaughtered them, again and again the undead fell before his blade. But another stood before him, turning its own weapon upon the undead. He rushed it, him, and a brief skirmish took place. As the battle went on he slowly realized the thing, the man, was not truly undead. Not fully. Slowly the battle wound down without a victor, as Victor came to a confused conclusion. The man was Lau D'Arc a dhampir, a half-vampire. Which explains why Victor was drawn to fight him. Still the man was another who hunted these abominations. And in the end Victor turned from the battle. The man was a fellow hunter of the damned. There was no reason to kill him, and all the reason to keep him alive.

---




pre:
Name: Victor Bazgant
Harbinger 3      Alignment: True Neutral
Age: 33          Race: Human

STR: 10  INT: 18 
CON: 10 WIS: 10 
DEX: 14 CHA: 10 

HP:  19/19        Fortitude: +3
AC:  15/15        Reflex:    +3
CMD: 14/12        Will:      +3

Initiative: +4     Perception: +0
30 speed

BAB: +2
Rapier:     +6, 1d6+0 damage

Class
Crimson Countess
Accursed will (attack rolls)(Ex):  Gain 1/2 Int mod as a Insight bonus to attack rolls.
Dark Claim (Su):  As a Swift action can Claim an opponent that he can see within 
              close range for a number of rounds equal to 1/2 his class level, can 
              have a maximum number of creatures Claimed equal to Int mod, 
              Claimed creatures trying to Withdraw still provoke an opportunity
              attack from him.  Automatically knows the location of Claimed creatures.
Ill tidings Crimson Claim (Su):  At the start of each of his turns each creature Claimed by
              him takes 1d4 damage.
Maneuvers
Dark Focus (1 discipline) Sanguine Empowerment (Su):  Pool of vitae, start at 0, gain 1 per 
              creature Claimed when claiming, plus 1 per Claimed creature at start of my turn,
              max Vitae equal to class level, 3.  Gain a morale bonus equal to 1/2 vitae on attack
              and damage when using strikes or counters, +2 to both when against a Claimed creature.
              Can spend a Move to Drain, so long as at least 1 Vitae, deals damage equal to his
              class level to all Claimed creatures.  If he has at least 2 Vitae the drain also 
              heals him for 1d6 per Claimed creature.
Grim News (1/encounter)(Crimson Countess version):   move his speed 1/encounter as a swift action

Maneuveers Known
Scything Strike
Red Zephyr's Strike
Inner Sense
Disturbing Blow
Woeful Burden
Stutter Strike
Garnet Lance

Stances:
Scarlet Einhander
Touch of the Witch

Trained Skills
Acrobatics  3+2+3+0=8
Autohypnosis  1+0+3+0=4
Bluff  1+0+3+0=4
Climb  1+0+3+0=4
Craft (Painting)  3+4+3+0=8
Diplomacy   2+0+3+0=5
Fly  1+2+3+0=6
Heal  1+0+3+0=4
Intimidate  2+0+3+0=5 8 vs non-human humanoids
Knowledge:
     (Arcana)    1+4+3+0=8
     (local)    1+4+3+0=8
     (martial)    1+4+3+0=8
     (nobility)    1+4+3+0=8
     (religion)    1+4+3+0=8
Linguistics       1+4+3+0=8
Profession       
     (courtesan)    1+0+3+0=4
Sense Motive  2+0+3+0=5
Spellcraft          1+4+3+0=8
Stealth          2+2+3+0=7
Survival          1+0+3+0=4

Feats
Weapon Finesse (Use Dex to attack with Light Weapons and Rapier)
Dark Authority (Claimed creatures take a penalty to attack me equal to how many I have claimed)
Grasp of Darkness (Claim 3, instead of 1, creature with a Swift action, recover 2, instead of 1, expended Maneuvers when I do so)

Traits
Masterful Demeanor (+3 trait bonus to intimidate vs non-human humanoids)
Reactionary (+2 trait bonus to initiative) 

Equipment


Equipment Weight 30/33
Minor Bag of Holding (3lb.) (35.5/50) (1000gp)
    Bedroll  (5lb.) (0.1 gp)
    Candles (10) (0.1gp)
    chalk (10) (0.1gp)
    a flint and steel (1 gp)
    ink (8gp)
    an inkpen (0.1gp)
    soap  (0.5lb.) (0.01 gp)
    trail rations (5 days) (5lb.) (2.5gp)
    a waterskin (4lb.) (1 gp)
    Rope, silk, 50ft. (5lb.) (10gp)
    Bolts, crossbow x10 (1lb.) (1gp)
    Sunrod (10) (10lb.)(20gp)
Outfit, Noble's (10lb.) (75gp)
Crossbow, light (4lb.) (35gp)
Bolts, crossbow x10 (1lb.) (1gp)
Masterwork Rapier (2lb.) (320gp)
Mithral Shirt (AC+4, max dex +6, 10 lb, 1100gp)

Wealth: 425gp 9cp


lucky number 2


Going with a different character.

Ryuujin fucked around with this message at 00:29 on Jun 8, 2017

Ryuujin
Sep 26, 2007
Dragon God

Nero

Long ago a man was lost. All that he loved, all that he knew, was gone. He was nothing. A shadow of his former self. He reached out for solace, for guidance, for something to find meaning in his life. He was nothing a shadow.

Nero.

That is all. No other name. No past. No age. No reliable appearance. He is a man of shadow. A man of mystery.

A hero. An adventurer. A man veiled in shadows who travels Eden's Seed righting wrongs, fighting monsters, and slaying undead. But for money. A mercenary hero.

None knows where he came from, where he was born, or when, no one knows his full or true name. For all he gives is Nero. He has traveled the land for many years, interacting with many would be heroes, and villains. On occasion he has fought alongside them, on others against them. A man shrouded in darkness, who uses the darkness itself to attack. He has given no reason to others as to why it is he actually travels, what he seeks. Yet his preference for jobs seems to be in slaying monsters and undead.

A few years ago he worked alongside a man by the name of Orvald within the confines of Parolit as a spy, using his darkness and concealment to hide, and his ability to walk casually along walls and ceilings to hide in places few would think to look. He found Orvald to be a man of skill, of certain capabilities that put him a cut above the rest. Nero actually felt some respect for the man's skills. And between the two of them the mission was simple.

One day while traveling through Parolit he learned of a skilled scientist, a halfling of exceptional knowledge. He sought out this man this Dr. Thornthwaite and had him inspect the shadows he called forth. Curious if there was a scientific explanation for what he was, what he did. The halfling was exceptionally knowledgeable and came up with a number of theories, but in the end could not find a scientific explanation for what Nero did.

Traveling through Camineet Nero had received a mission to hunt a pack of undead. He entered a desolate village and set about putting them down. Yet he was not the only one who had taken the mission, he was not the only one hunting these undead. A man, a strange man at that, by the name of Lau D'Arc had also taken the mission on and was slaughtering undead. They came to blows when they crossed paths and both mistook the other for some kind of undead. In Nero's defense Lau did turn out to be dhampir, a man of undead bloodline. And he could understand the misunderstanding in regard to his own shadow abilities. In the end they joined forces and finished the mission before going their own ways.

Over the years he has stumbled across a strange elf on more than one occasion. Shockingly violet hair, unusual garb that stands out. A wild fighter that must be seen to be believed. Yet shy, and kind. The first time they did not speak, both fighting side by side as their individual battles in the wilds merged. On later instances he has spoken to her, a few words here or there. Trying to understand why she travels. But her memory. It seems she is a shadow of her former self as well. She has lived so long she doesn't remember much. And at times she does not seem to remember Nero. The last time they met he got from her a name. Iggy Screams-At-Butterflies. Not the most usual of names. But she is not the most usual of elves.


pre:
Name: Nero
Avowed 3      Alignment: True Neutral
Age: ??          Race: Fetchling

STR: 10  INT: 10 
CON: 14 WIS: 08 
DEX: 16 CHA: 16 

HP:  24/24        Fortitude: +5
AC:  18/15        Reflex:    +4
CMD: 15/12        Will:      +2

Initiative: +5     Perception: +3
30 speed(45' in darkness)

BAB: +2
Aether Pulse:     +5, 2d6 untyped damage

Race
Fetchling stats:  +2 Cha and +2 Dex, -2 Wis
Darkvision: Fetchlings can see in the dark up to 60 feet. Doesn't matter
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light. Doesn't matter.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance 
instead of the normal 20% miss chance. This ability does not grant total concealment; 
it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like 
ability. He can assume the form of any humanoid creature using this spell-like ability. 
When a fetchling reaches 9th level in any combination of classes, he gains shadow walk 
(self only) as a spell-like ability usable once per day, and at 13th level, he gains plane 
shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A 
fetchling's caster level is equal to his total Hit Dice.


Class
Avowed
Racial Favored Class Feature:  3/4 of Nightfall clause (or any other least clause).
Clauses (least):  spell-like abilities, usable at will, have a Verbal and Thought components, 
provoke attacks of opportunity, can be cast defensively with a +10 to the DC for the Thought
component.
Pulse Shapes:  Gain shapes that change the shape of the Aether Pulse, can take them more than
once for greater power. 
Aether Pulse (2d6) (Sp):  60' range, spell-like ability with Verbal and Thought components, not
subject to spell resistance unless a modulation changes that, usable at will.
Pact:  Shadow Pact, gain Knowledge Planes and Stealth as class skills, +1/2 level as Insight bonus to
Stealth checks, Special Sense treat areas of darkness, even magical darkness, as if lit normally with no 
range limit.
Bonus Feat:  gain a bonus feat from a specific list.
Pact Sense (Detect Magic):  constant sense



Clauses
Cover of Darkness:  Least, Standard Action, Spell Resistance no.
              Wrap self in solid shadows.  Gain concealment (20% miss chance) against ranged 
              attacks, and +1 Deflection bonus to AC that increases by +1 for every 5 caster levels.
Nightfall:   Least, Standard Action, Spell Resistance no.
              Usher a cloud of darkness into being.  Create a Darkness effect, as the spell, on object
              touched, except its duration is permanent.  I am aware of the location of all creatures
              in the darkness, though this does not allow me to ignore miss chance from not seeing
              them.  Becomes Deeper Darkness at 7th level.  Can only have one in effect at a time, 
              if I create a second the first one disappears.
Personal Gravity:  Least, Standard Action no.
              Can adjust frame of reference and how gravity affects me.  Become incredibly sure-footed,
              able to walk on top of difficult terrain, ignoring it completely.   And can walk on walls and 
              ceilings as easily as I do floors, gaining the benefit of Spider Climb spell, except I do not
              need a free hand to climb.  This is a permanent effect and lasts until dispelled or dismissed.

Pulse Shapes
Aether Barrage (taken twice):  free action.  1d6 per odd level.
              Attack as a thrown weapon, except a ranged touch attack and when making a full attack get 
              an additional projectile.  Range increases to Medium Range, 100' + 10 per caster level.
Aether Blast (taken once):  standard action.  1d6 per odd level +1/2 Cha mod.  Both increase as I level.
              Create a 10' radius sphere within 60ft dealing my damage, Reflex Save for half, to all in the area.

Trained Skills
Acrobatics  1+3+3+0=7
Appraise  1+0+3+0=4
Bluff  1+3+3+0=7
Diplomacy   1+3+3+0=7
Disguise   1+3+3+0=7
Fly  1+3+3+0=7
Intimidate  1+3+3+0=5 8 vs non human humanoids
Knowledge:
     (Arcana)    1+0+3+0=4
     (local)    1+0+3+0=4
     (planes)    1+0+3+2=6
Linguistics       1+0+3+0=4
Perception   1+-1+3+0=3
Sense Motive  1+-1+3+0=3
Sleight of Hand   1+3+3+0=7
Spellcraft          1+0+3+0=4
Stealth          2+3+3+2+1=11
Use Magic Device          1+3+3+0=7

Feats
Intuitive Recitation (No longer need Thought components)
Weapon Finesse (Use Dex for attack on light melee, and melee aether pulse attacks)
Mystic Reflexes (Always treated as threatening areas around him,
             can fire an Aether Pulse as an attack of opportunity, can be
             either ranged or melee but cannot use a modulation or shape 
             on the attack of opportunity, but can still make the attack if
             a shape is still active, add Cha mod to the number of attack
             of opportunities available to me per round.  Can make attacks
             of opportunities even while flat footed.)

Traits
Masterful Demeanor (+3 trait bonus to intimidate vs non-human humanoids)
Reactionary (+2 trait bonus to initiative) 

Equipment


Equipment Weight 25/33
Minor Bag of Holding (3lb.) (24.5/50) (1000gp)
    Bedroll  (5lb.) (0.1 gp)
    chalk (10) (0.1gp)
    a flint and steel (1 gp)
    ink (8gp)
    an inkpen (0.1gp)
    soap  (0.5lb.) (0.01 gp)
    trail rations (5 days) (5lb.) (2.5gp)
    a waterskin (4lb.) (1 gp)
    Rope, silk, 50ft. (5lb.) (10gp)
Outfit, Explorer's (8lb.) (free)
Mithral Shirt (AC+4, max dex +6, 10 lb, 1100gp)

Wealth: 567gp 1sp 9cp


lucky number 2

Ryuujin fucked around with this message at 02:53 on Jun 22, 2017

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